mightyscape-1.2/extensions/fablabchemnitz/origami_patterns/OrigamiPatterns/Waterbomb.py

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2022-11-14 23:27:13 +01:00
#! /usr/bin/env python
# -*- coding: utf-8 -*-
import math
import numpy as np
import inkex
from Path import Path
from Pattern import Pattern
# TODO:
# Add fractional column number option
class Waterbomb(Pattern):
def __init__(self):
""" Constructor
"""
Pattern.__init__(self) # Must be called in order to parse common options
self.add_argument('--pattern', type=self.str, default='waterbomb')
self.add_argument('--pattern_first_line', type=self.str, default='waterbomb')
self.add_argument('--pattern_last_line', type=self.str, default='waterbomb')
self.add_argument('--lines', type=self.int, default=8)
self.add_argument('--columns', type=self.int, default=16)
self.add_argument('--length', type=self.float, default=10.0)
self.add_argument('--phase_shift', type=self.bool, default=True)
def generate_path_tree(self):
""" Specialized path generation for Waterbomb tesselation pattern
"""
unit_factor = self.calc_unit_factor()
length = self.options.length * unit_factor
vertex_radius = self.options.vertex_radius * unit_factor
cols = self.options.columns
lines = self.options.lines
phase_shift = self.options.phase_shift
pattern_first_line = self.options.pattern_first_line
pattern_last_line = self.options.pattern_last_line
# create vertices
vertex_line_types = [[Path(((i / 2.) * length, 0), style='p', radius=vertex_radius) for i in range(2*cols + 1)],
[Path((i * length, 0), style='p', radius=vertex_radius) for i in range(cols + 1)],
[Path(((i + 0.5) * length, 0), style='p', radius=vertex_radius) for i in range(cols)]]
vertices = []
for i in range(2*lines + 1):
if i % 2 == 0 or (pattern_first_line == 'magic_ball' and i == 1) or (pattern_last_line == 'magic_ball' and i == 2*lines - 1):
type = 0
elif(int(i/2 + phase_shift)) % 2 == 0:
type = 1
else:
type = 2
vertices = vertices + Path.list_add(vertex_line_types[type], (0, 0.5*i*length))
# create a list for the horizontal creases and another for the vertical creases
# alternate strokes to minimize laser cutter path
corr_fist_line = length/2 if pattern_first_line == 'magic_ball' else 0
corr_last_line = length/2 if pattern_last_line == 'magic_ball' else 0
grid = [Path.generate_hgrid([0, length*cols], [0, length*lines], lines, 'm'),
Path.generate_vgrid([0, length*cols], [corr_fist_line, length*lines-corr_last_line], 2*cols, 'm')]
vgrid_a = Path.generate_vgrid([0, length * cols], [0, length / 2], 2 * cols, 'v')
vgrid_b = Path.list_add(vgrid_a, (0, (lines - 0.5) * length))
if pattern_first_line == 'magic_ball' and pattern_last_line == 'magic_ball':
grid[1] = [[vgrid_a[i], grid[1][i], vgrid_b[i]] if i % 2 == 0 else
[vgrid_b[i], grid[1][i], vgrid_a[i]] for i in range(len(grid[1]))]
elif pattern_first_line == 'magic_ball':
grid[1] = [[vgrid_a[i], grid[1][i]] if i % 2 == 0 else
[grid[1][i], vgrid_a[i]] for i in range(len(grid[1]))]
elif pattern_last_line == 'magic_ball':
grid[1] = [[grid[1][i], vgrid_b[i]] if i % 2 == 0 else
[vgrid_b[i], grid[1][i]] for i in range(len(grid[1]))]
# create generic valley Path lines, one pointing up and other pointing down
valley_types = [Path([(i * length / 2, (1 - i % 2) * length / 2) for i in range(2 * cols + 1)], 'v'),
Path([( i*length/2, (i % 2)*length/2) for i in range(2 * cols + 1)], 'v')]
# define which lines must be of which type, according to parity and options
senses = np.array([bool((i % 2+i)/2 % 2) for i in range(2*lines)])
senses = 1*senses # converts bool array to 0's and 1's
if phase_shift:
senses = np.invert(senses)
if pattern_first_line == "magic_ball":
senses[0] = ~senses[0]
if pattern_last_line == "magic_ball":
senses[-1] = ~senses[-1]
valleys = [valley_types[senses[i]] + (0, i * length / 2) for i in range(2*lines)]
# convert first and last lines to mountains if magic_ball
if pattern_first_line == "magic_ball":
valleys[0].style = 'm'
if pattern_last_line == "magic_ball":
valleys[-1].style = 'm'
# invert every two lines to minimize laser cutter movements
for i in range(1, 2*lines, 2):
valleys[i].invert()
self.edge_points = [(0*length*cols, 0*length*lines), # top left
(1*length*cols, 0*length*lines), # top right
(1*length*cols, 1*length*lines), # bottom right
(0*length*cols, 1*length*lines)] # bottom left
self.path_tree = [grid, valleys, vertices]
if __name__ == '__main__':
e = Waterbomb()
e.draw()