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I seem to be on a bit of an OpenSCAD binge at the moment. Here are two more utility modules I've added to

``` /---------------------------------------------------------------------------- * Defines common constants used throughout the AutoSCAD libraries. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------/

//--- Constants

/** The value of Pi */ PI = 3.1415926535897932;

/** Printer resolution (in mm) */ RESOLUTION = 0.3;

/** Base size for objects (in mm) * * The library is designed to generate things in 'units' - this defines the * size of a unit (in mm). */ BASE_SIZE = 2;

//--- Modules

/** Create an isosceles triangle * * The middle of the base is at origin (0, 0, 0) and the tip of the triangle * points along the Y axis. Depth is in the Z axis and is centered on the * origin. If depth is not specified it defaults to 2 units. */ module triangle(width, height, depth = 2) { angle = atan(height / (width / 2)); difference() { translate(v = [ 0, height / 2, 0 ]) { cube(size = [ width, height, depth ], center = true); } translate(v = [ width / 2, 0, 0 ]) { rotate(a = [ 0, 0, 90 - angle ]) { translate(v = [ width / 2, height, 0 ]) { cube(size = [ width, height * 2, depth * 2 ], center = true); } } } translate(v = [ -width / 2, 0, 0 ]) { rotate(a = [ 0, 0, 270 + angle ]) { translate(v = [ -width / 2, height, 0 ]) { cube(size = [ width, height * 2, depth * 2 ], center = true); } } } } }

/** Create an arc * * Creates a slice of a cylinder that is 'width' along the X axis, 'height' * along the Y axis and 'depth' along the Z axis. The base (the flat part) * is centered on the origin. If 'depth' is not specified it defaults to * 2 units. */ module arc(width, height, depth = 2) { radius = ((width * width) + (4 * height * height)) / (8 * height); difference() { translate(v = [ 0, -(radius - height), 0 ]) { cylinder(h = depth, r = radius, center = true, \$fs = RESOLUTION); } translate(v = [ 0, -radius, 0 ]) { cube(size = [ radius * 2, radius * 2, depth * 2 ], center = true); } } }

/** Generate a teardrop shape * * These shapes are useful for minimising print volume while maintaining * structural strength. */ module teardrop(tdradius, tdheight = 1) { translate(v = [ 0, -(teardroplength(tdradius) - tdradius), 0 ]) { rotate(a = [ 0, 0, 45 ]) { linearextrude(height = tdheight) { union() { circle(r = tdradius, \$fs = RESOLUTION); square(size = [ tdradius, tdradius ]); } } } } }

/** Variation of the teardrop with a specified length * * This module allows you to specify the length of the teardrop shape as well * as the radius. */ module teardropscaled(tdradius, tdlength, tdheight = 1) { scalefactor = tdlength / teardroplength(tdradius); scale(v = [ 1, scalefactor, 1 ]) { teardrop(tdradius, td_height); } }

/** Create a hexagon. * * The 'size' parameter specifies the distance from the center of the * hexagon to the center of one of the six straight edges. The 'depth' * parameter specifies the size in the Z axis. The resulting object * is centered on the origin. */ module hexagon(length, depth = 2) { width = 2 * length * tan(30); union() { cube(size = [ length * 2, width, depth ], center = true); rotate(a = [ 0, 0, 60 ]) { cube(size = [ length * 2, width, depth ], center = true); } rotate(a = [ 0, 0, -60 ]) { cube(size = [ length * 2, width, depth ], center = true); } } }

/** Create a hexagon * * The 'radius' parameter specifies the radius of the smallest circle * that contains the hexagon. The 'depth' parameter specifies the size * in the Z axis. The resulting object is centered on the origin. */ module hexagonR(radius, depth = 2) { hexagon(radius * cos(30), depth); }

/** Create a hexagon * * This version of the hexagon module creates a hexagon where each * edge is of 'part' length. The 'depth' parameter specifies the * size in the Z axis. The resulting object is centered on the * origin. */ module hexagonL(part, depth = 2) { hexagon((part / 2) / tan(30), depth); }

The first will create a hexagon with the specified dimensions. There are two versions of this - one takes a size argument that defines the distance from the center of the hexagon to the middle of one of the straight edges, the second takes a radius argument that specifies the size of the circle that the hexagon will fit into. In both variations the depth argument specifies the dimension in the Z axis. The resulting object is centered on the origin and can be transformed into place as needed. You can use this for a bolt head, a locking connector or as a tile for a table top game (similar to the very interesting Pocket Tactics on Thingiverse).

`````` /** Create a hexagon.      *      * The 'size' parameter specifies the distance from the center of the      * hexagon to the center of one of the six straight edges. The 'depth'      * parameter specifies the size in the Z axis. The resulting object      * is centered on the origin.      */     module hexagon(length, depth = 2) {       width = 2 * length * tan(30);       union() {         cube(size = [ length * 2, width, depth ], center = true);         rotate(a = [ 0, 0, 60 ]) {           cube(size = [ length * 2, width, depth ], center = true);           }         rotate(a = [ 0, 0, -60 ]) {           cube(size = [ length * 2, width, depth ], center = true);           }         }       }

/** Create a hexagon      *      * The 'radius' parameter specifies the radius of the smallest circle      * that contains the hexagon. The 'depth' parameter specifies the size      * in the Z axis. The resulting object is centered on the origin.      */     module hexagonR(radius, depth = 2) {       hexagon(radius * cos(30), depth);       }

/** Create a hexagon      *      * This version of the hexagon module creates a hexagon where each      * edge is of 'part' length. The 'depth' parameter specifies the      * size in the Z axis. The resulting object is centered on the      * origin.      */     module hexagonL(part, depth = 2) {       hexagon((part / 2) / tan(30), depth);       }
``````

Next is a simple rounded rectangle. Specify the dimensions in the same way you would for a normal rectangle (width in the X dimension, height in the Y dimension and depth in Z). The additional parameter is the radius of the rounded corners. There is no error checking on the parameters (yet) but both width and height must be greater than twice the radius to get anything that looks reasonable. Once again the resulting object is centered on the origin and can be translated into place as needed. This object can be used for a baseplate, the top of a table or anywhere that you would prefer not to have sharp edges for either aesthetic or safety purposes.

`````` /** Create a rounded rectangle      */     module roundrect(width, height, depth, radius) {       union() {          // Make the four corner pieces          translate(v = [ width / 2 - radius, height / 2 - radius, 0 ]) {            cylinder(r = radius, h = depth, center = true);            }          translate(v = [ width / 2 - radius, -(height / 2 - radius), 0 ]) {            cylinder(r = radius, h = depth, center = true);            }          translate(v = [ -(width / 2 - radius), height / 2 - radius, 0 ]) {            cylinder(r = radius, h = depth, center = true);            }          translate(v = [ -(width / 2 - radius), -(height / 2 - radius), 0 ]) {            cylinder(r = radius, h = depth, center = true);            }         // Add the center rectangles         cube(size = [ width - (2 * radius), height, depth ], center = true);         cube(size = [ width, height - (2 * radius), depth ], center = true);         }       }
``````

And finally here is an example of what the objects look like: 