<dcg[m]>
I seem to have forgotten the best way to create a curved slot in a solid.
<dcg[m]>
basically, drill two holes in a solid 30 degrees apart on the same radius, then forma curved slot between them.
<dcg[m]>
This could be approximated by drilling many holes and using "hull" between each adjacent pair of holes.
<buZz>
imho, forloop , and just rotate() over center point, translate radius outward and draw a cylinder, then next forloop step , you rotate() just a bit further
<J22>
(or use my lib Ü with a circle segment and round it and extrude it)
<J22>
Torus(dia=20,grad=90,end=1)Quad($d);
<dcg[m]>
I wasn't sure if rotate_extrude would do the job.
<dcg[m]>
The help for it indicates it works with 2d objects but doesn't cover 3d source objects.
<dcg[m]>
At least that's my recollection
<myosotis>
it just takes like... a 2d projection and rotates that doesn't it?
<dcg[m]>
That was my belief.
<dcg[m]>
If thats correct then it won't really do whats needed
<dcg[m]>
Instead I'd be better off scribing 2 arcs with circles as endpoints then linear extruding that in z
<buZz>
dcg[m]: thats literally what you need
<buZz>
rotate_extruding a 2D circle, generate a round hole
<buZz>
eh
<dcg[m]>
buZz: wrong axis
<buZz>
then rotate it before?
<dcg[m]>
Steps starting in 2d....
<dcg[m]>
- Linear_extrude in z
<dcg[m]>
- Join ends of arcs with smaller arcs.
<dcg[m]>
- Draw two concentric arcs of different radius.
<buZz>
fine by me
<buZz>
TIMTOWTDI ;)
<dcg[m]>
It just feels like there should be "an easier way"
<buZz>
yeah imho 14:07:22 < buZz> imho, forloop , and just rotate() over center point, translate radius outward and draw a cylinder, then next forloop step , you rotate() just a bit further
<buZz>
or grab a bezier library? :)
<dcg[m]>
Sorry, I don't understand what you are getting at.
<dcg[m]>
This is a simple slotted hole, it's just that the slot scribes an arc around a pivot point.
<dcg[m]>
A common way of adjusting something like an alternator tensioning bracket
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<buZz>
yeah i'm aware
<buZz>
i often even make such slots in the opposite axis of force to help get it tight by its own power :P
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<InPhase>
dcg[m]: rotate_extrude is the best approach, and then if you want rounded endpoints, hull a sphere and a cylinder and eat that shape out of both endpoints to round it.
<InPhase>
dcg[m]: The for loop approach will end up much slower to render, with many extra faces generated. rotate_extrude plus patching up the ends will be much more economical in face count for a given smoothness.
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