Optionalheight: numberOptionalradiusBottom: numberOptionalradiusTopOffset: numberOptionalradiusMidOffset: numberOptionalrotationTopAngle: numberOptionalrotationMidAngle: numberOptionalnrSkinCellsVertical: numberOptionalnrSkinCellsHorizontal: numberOptionalnrSkinCellDivisionsTop: numberOptionalnrSkinCellDivisionsBottom: numberOptionalskinCellOuterHeight: numberOptionalskinCellInnerHeight: numberOptionalskinCellBottomHeight: numberOptionalskinCellTopHeight: numberOptionalthickness: numberOptionalbottomThickness: numberOptionalprecision: numberOptionalrotation: numberOptionalscale: numberOptionalorigin: Bit.Inputs.Base.Point3Optionaldirection: Vector3Height of the wall from its bottom edge to the rim, in model units. The underside scales add
skinCellBottomHeight below it.
Inner radius of the cup at its bottom, in model units. The outer wall sits thickness further out.
How much wider the inner radius at the rim is than radiusBottom, in model units.
How much wider the inner radius at half height is than radiusBottom, in model units.
Turn of the rim circle around the Y axis relative to the middle circle, in degrees. Together with
rotationMidAngle it twists the wall.
Turn of the middle circle around the Y axis relative to the bottom circle, in degrees. The rim turns
by this plus rotationTopAngle.
Number of rows of scale cells up the inner and outer walls.
Number of scale cells around the cup on every surface. It must be at least 3.
Number of rows of scale cells across the rim between the inner and outer walls.
Number of rows of scale cells across the floor ring inside the cup and the ring on its underside.
Height of the pyramid scales on the outer wall, in model units. A negative value points them the other way.
Height of the pyramid scales on the inner wall and on the floor ring, in model units. A negative value points them the other way.
Height of the pyramid scales on the underside ring, in model units. The cup is lifted by this amount so the scales sit on the ground.
Height of the pyramid scales on the rim, in model units. A negative value points them the other way.
Wall thickness in model units: the outer wall sits this far outside the inner radii.
Thickness of the floor, in model units, measured from the bottom of the wall up to the floor inside.
Meshing precision that drawModel uses, multiplied by scale. A smaller value draws a smoother
cup and takes longer. Building the shape ignores it.
Turn of the cup around the Y axis, in degrees, applied before it is scaled, aligned to direction
and moved to origin.
Uniform scale factor applied to the whole cup before it is placed. drawModel multiplies its edge
width and meshing precision by it too.
Point the center of the cup's bottom is moved to.
Direction the cup's up axis points along after placement. The default keeps it upright along Y.
Parameters of
things.threeDPrinting.cups.dragonCup.create. The radii, angles and height shape the twisted wall, the skin cell values set the pyramid scales on each surface, androtation,scale,directionandoriginplace the cup.