mightyscape-1.2/extensions/fablabchemnitz/boxes.py/boxes/boxes/generators/bintray.py

160 lines
6.1 KiB
Python

#!/usr/bin/env python3
# Copyright (C) 2013-2014 Florian Festi
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
from boxes import *
import math, copy
class BinFrontEdge(edges.BaseEdge):
char = "B"
def __call__(self, length, **kw):
f = self.settings.front
a1 = math.degrees(math.atan(f/(1-f)))
a2 = 45 + a1
self.corner(-a1)
for i, l in enumerate(self.settings.sy):
self.edges["e"](l* (f**2+(1-f)**2)**0.5)
self.corner(a2)
self.edges["f"](l*f*2**0.5)
if i < len(self.settings.sy)-1:
if self.char == "B":
self.polyline(0, 45, 0.5*self.settings.hi,
-90, self.thickness, -90, 0.5*self.settings.hi, 90-a1)
else:
self.polyline(0, -45, self.thickness, -a1)
else:
self.corner(-45)
def margin(self):
return max(self.settings.sy) * self.settings.front
class BinFrontSideEdge(BinFrontEdge):
char = 'b'
class BinTray(Boxes):
"""A Type tray variant to be used up right with sloped walls in front"""
ui_group = "Shelf"
def __init__(self):
Boxes.__init__(self)
self.buildArgParser("sx", "sy", "h", "outside", "hole_dD")
self.addSettingsArgs(edges.FingerJointSettings, surroundingspaces=0.5)
self.argparser.add_argument(
"--front", action="store", type=float, default=0.4,
help="fraction of bin height covert with slope")
def xSlots(self):
posx = -0.5 * self.thickness
for x in self.sx[:-1]:
posx += x + self.thickness
posy = 0
for y in self.sy:
self.fingerHolesAt(posx, posy, y)
posy += y + self.thickness
def ySlots(self):
posy = -0.5 * self.thickness
for y in self.sy[:-1]:
posy += y + self.thickness
posx = 0
for x in self.sx:
self.fingerHolesAt(posy, posx, x)
posx += x + self.thickness
def addMount(self):
ds = self.hole_dD[0]
if len(self.hole_dD) < 2: # if no head diameter is given
dh = 0 # only a round hole is generated
y = max (self.thickness * 1.25, self.thickness * 1.0 + ds) # and we assume that a typical screw head diameter is twice the shaft diameter
else:
dh = self.hole_dD[1] # use given head diameter
y = max (self.thickness * 1.25, self.thickness * 1.0 + dh / 2) # and offset the hole to have enough space for the head
dx = sum(self.sx) + self.thickness * (len(self.sx) - 1)
x1 = dx * 0.125
x2 = dx * 0.875
self.mountingHole(x1, y, ds, dh, -90)
self.mountingHole(x2, y, ds, dh, -90)
def xHoles(self):
posx = -0.5 * self.thickness
for x in self.sx[:-1]:
posx += x + self.thickness
self.fingerHolesAt(posx, 0, self.hi)
def frontHoles(self, i):
def CB():
posx = -0.5 * self.thickness
for x in self.sx[:-1]:
posx += x + self.thickness
self.fingerHolesAt(posx, 0, self.sy[i]*self.front*2**0.5)
return CB
def yHoles(self):
posy = -0.5 * self.thickness
for y in reversed(self.sy[1:]):
posy += y + self.thickness
self.fingerHolesAt(posy, 0, self.hi)
def render(self):
if self.outside:
self.sx = self.adjustSize(self.sx)
self.sy = self.adjustSize(self.sy)
self.h = self.adjustSize(self.h, e2=False)
x = sum(self.sx) + self.thickness * (len(self.sx) - 1)
y = sum(self.sy) + self.thickness * (len(self.sy) - 1)
h = self.h
hi = self.hi = h
t = self.thickness
self.front = min(self.front, 0.999)
self.addPart(BinFrontEdge(self, self))
self.addPart(BinFrontSideEdge(self, self))
angledsettings = copy.deepcopy(self.edges["f"].settings)
angledsettings.setValues(self.thickness, True, angle=45)
angledsettings.edgeObjects(self, chars="gGH")
# outer walls
e = ["F", "f", edges.SlottedEdge(self, self.sx[::-1], "G"), "f"]
self.rectangularWall(x, h, e, callback=[self.xHoles], move="right", label="bottom")
self.rectangularWall(y, h, "FFbF", callback=[self.yHoles, ], move="up", label="left")
self.rectangularWall(y, h, "FFbF", callback=[self.yHoles, ], label="right")
self.rectangularWall(x, h, "Ffef", callback=[self.xHoles, ], move="left", label="top")
self.rectangularWall(y, h, "FFBF", move="up only")
# floor
self.rectangularWall(x, y, "ffff", callback=[self.xSlots, self.ySlots, self.addMount], move="right", label="back")
# Inner walls
for i in range(len(self.sx) - 1):
e = [edges.SlottedEdge(self, self.sy, "f"), "f", "B", "f"]
self.rectangularWall(y, hi, e, move="up", label="inner vertical " + str(i+1))
for i in range(len(self.sy) - 1):
e = [edges.SlottedEdge(self, self.sx, "f", slots=0.5 * hi), "f",
edges.SlottedEdge(self, self.sx[::-1], "G"), "f"]
self.rectangularWall(x, hi, e, move="up", label="inner horizontal " + str(i+1))
# Front walls
for i in range(len(self.sy)):
e = [edges.SlottedEdge(self, self.sx, "g"), "F", "e", "F"]
self.rectangularWall(x, self.sy[i]*self.front*2**0.5, e, callback=[self.frontHoles(i)], move="up", label="retainer " + str(i+1))