Imagine we want to make a model with more than one snowman; we’d have to copy the lines for each part of the snowman over and over. And then we’d have to change the translate
bits for each and every part. There’d be lots of code, lots of repetition. And it’d be easy to make mistakes while you do all of that copying and pasting.
Fortunately, we can make use of something called a module
to make this easier.
Start OpenSCAD and go back to the file you made yesterday. If you forgot to save it, don’t worry; you can go back to yesterday’s instructions if you need to… or just copy what I put below.
We’re going to make two changes to the code:
snowman
moduleThis part is fairly straightforward. You can make a module by just doing something like this (this is an example; the actual code you want is below…):
module my_new_module() {
// the shapes for your module
}
In the case of our snowman, that might look like:
module snowman() {
translate([0,0,50]) sphere(r = 50);
translate([0,0,120]) sphere(r = 25);
translate([0,0,135]) cylinder(r = 30, h = 2);
translate([0,0,135]) cylinder(r1 = 20, r2 = 25, h = 40);
}
Try that, then press F5 (or the Preview button in the button bar)… and nothing happens! Why not? Well, we need to tell OpenSCAD that we actually want to use the snowman… so, create a new line at the end of file that says:
snowman();
Here, we’re making a snowman
just like we made sphere
and cylinder
shapes yesterday. And it turns out we can tell the program where to put the snowman too! Try adding another line to say:
translate([60, 60, 30]) snowman();
Press F5 / Preview again, and see what happens. Two snowmen! And one of them is flying!
What if we want to have lots of snowmen that are slightly different? Let’s say we want some with hats at a jaunty angle and some with hats that are straight.
Well, we could have multiple modules, say snowman
, snowman_with_jaunty_hat
and snowman_with_very_jaunty_hat
, copy the code and modify each one. Or, we can modify our module to let us specify how we want the snowman to look. Let’s do this now.
Change the line that says
module snowman() {
to say
module snowman(jauntiness = 0) {
this tells OpenSCAD that snowmen can have jauntiness
and that it defaults to 0. Now let’s use that value. Change the lines that read:
translate([0,0,135]) cylinder(r = 30, h = 2);
translate([0,0,135]) cylinder(r1 = 20, r2 = 25, h = 40);
and change them them to look like this:
translate([0,0,135]) rotate([0, jauntiness, 0]) {
cylinder(r = 30, h = 2);
cylinder(r1 = 20, r2 = 25, h = 40);
}
Now, change one of your snowman();
usages to set a value other than 0. E.g:
snowman(jauntiness = 10);
And press F5 / Preview again. Do you have a snowman with a jaunty hat? Yes? Excellent.
Before we move on, I’d like to point out something. Previously, we had one translate
before each shape. Now, we have a translate
and a rotate
that apply to several. We’ve grouped the shapes together by putting a block around them (enclosing them in{
and }
). We could have done this differently, for example:
translate([0,0,135]) {
rotate([0, jauntiness, 0]) {
cylinder(r = 30, h = 2);
cylinder(r1 = 20, r2 = 25, h = 40);
}
}
The result of this code is exactly the same as the original… but this version makes it clearer that the rotate
is ‘inside’ the translate
. Since the translate
and the rotate
apply to the same grouping of shapes, I didn’t think it necessary.
Two snowmen is nice but more would be better…
Add the following to the end of your program:
for (angle = [0 : 36 : 360]) {
how_jaunty = 11 - angle % 21;
rotate([0, 0, angle])
translate([0, 300, 0])
snowman(jauntiness = how_jaunty);
}
Preview again - and you’ll see a crowd (well, actually a circle) of snowmen. All with varying degrees of hat angle.
We’re making use of another OpenSCAD feature; loops.
for (angle = [0 : 36 : 360]) {
// This is the loop header. We’re telling the program to start ‘angle’ at 0, increase by 36 each time and stop at 360. Everything within the loop is repeated for each value of angle
.
how_jaunty = 11 - angle % 21;
// This is some way to determine the hat angle (it doesn’t really matter how we’re doing this - but, if you’re interested, we’re taking the remainder of angle
divided by 21… and subtracting that from 11)
rotate([0, 0, angle])
// Rotate the things until the ;
character by angle
degrees (around the ‘z’ axis)
translate([0, 300, 0])
// Move the things until the ;
character 300mm away from the origin (along the ‘y’ axis)
snowman(jauntiness = how_jaunty);
// draw a snowman with a hat that’s as jaunty as the how_jaunty
that we calculated earlier.