The anchor argument from BOSL2 allows you to specify which side/face is at the origin when constructing elementary elements (e.g., cylinders, cuboids, etc).
For example, cuboid([width, length, height], anchor=CENTER); creates a cuboid (rectangular prism) with its center at the origin, while cuboid([width, length, height], anchor=BOTTOM); creates a cuboid with that is centered, but with its bottom face at the origin.
It's possible you created a different, ergonomic way of creating things like this, but I just wanted to bring this up. Haven't had a chance to delve deep otherwise though. Seems like an awesome project!
Ohhh, I see! I think it would be fairly easy to provide an anchor-based API for primitive construction. I'll keep that in mind as I develop this crate more :)
Just wanted to move the discussion from https://github.com/bschwind/key-ripper/issues/55 over here!
The
anchor
argument from BOSL2 allows you to specify which side/face is at the origin when constructing elementary elements (e.g., cylinders, cuboids, etc).For example,
cuboid([width, length, height], anchor=CENTER);
creates a cuboid (rectangular prism) with its center at the origin, whilecuboid([width, length, height], anchor=BOTTOM);
creates a cuboid with that is centered, but with its bottom face at the origin.It's possible you created a different, ergonomic way of creating things like this, but I just wanted to bring this up. Haven't had a chance to delve deep otherwise though. Seems like an awesome project!