type style =
| Solid
| Prison of {
n_pillars : int option;
width : float option;
tilt : [ `Dist of float | `Ang of float ] option;
tilt_ez : (OCADml.v2 * OCADml.v2) option;
fn : int option;
slices : Wall.Steps.t option;
phase_shift : float option;
corner : OCADml.Path3.Round.corner option;
corner_fn : int option;
fillet_d : [ `Abs of float | `Rel of float ] option;
fillet_w : float option;
}
val prison :
?n_pillars:int ->
?width:float ->
?tilt:[ `Dist of float | `Ang of float ] ->
?tilt_ez:(OCADml.v2 * OCADml.v2) ->
?fn:int ->
?slices:Wall.Steps.t ->
?phase_shift:float ->
?fillet_d:[ `Abs of float | `Rel of float ] ->
?fillet_w:float ->
?corner:OCADml.Path3.Round.corner ->
?corner_fn:int ->
unit ->
style
val default_bumps : float list
val make :
?degrees:float ->
?fastener:Eyelet.fastener ->
?foot_thickness:float ->
?foot_rad:float ->
?foot_bury:float ->
?foot_width:float ->
?bumpon_rad:float ->
?bumpon_inset:float ->
?bump_locs:float list ->
?style:style ->
Case.t ->
OSCADml.Scad.d3