#!/usr/bin/env python3 # Copyright (C) 2013-2016 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 . from boxes import * class DisplayShelf(Boxes): """Shelf with slanted floors""" ui_group = "Shelf" # arguments/properties num: int x: float y: float h: float angle: float thickness: float radians: float sl: float front_wall_height: float include_back: bool slope_top: bool outside: bool num_of_dividers: int divider_wall_height: float def __init__(self) -> None: Boxes.__init__(self) self.addSettingsArgs(edges.FingerJointSettings) self.buildArgParser(x=400, y=100, h=300, outside=True) self.argparser.add_argument( "--num", action="store", type=int, default=3, help="number of shelves") self.argparser.add_argument( "--front_wall_height", action="store", type=float, default=20.0, help="height of front walls") self.argparser.add_argument( "--angle", action="store", type=float, default=30.0, help="angle of floors (negative values for slanting backwards)") self.argparser.add_argument( "--include_back", action="store", type=boolarg, default=False, help="Include panel on the back of the shelf") self.argparser.add_argument( "--slope_top", action="store", type=boolarg, default=False, help="Slope the sides and the top by front wall height") self.argparser.add_argument( "--num_of_dividers", action="store", type=int, default=0, help="number of dividers") self.argparser.add_argument( "--divider_wall_height", action="store", type=float, default=20.0, help="height of divider walls") def generate_finger_holes(self): t = self.thickness a = self.radians hs = (self.sl + t) * math.sin(a) + math.cos(a) * t for i in range(self.num): pos_x = abs(0.5 * t * math.sin(a)) pos_y = hs - math.cos(a) * 0.5 * t + i * (self.h - abs(hs)) / (self.num - 0.5) if a < 0: pos_y += -math.sin(a) * self.sl self.fingerHolesAt(pos_x, pos_y, self.sl, -self.angle) pos_x += math.cos(-a) * (self.sl + 0.5 * t) + math.sin(a) * 0.5 * t pos_y += math.sin(-a) * (self.sl + 0.5 * t) + math.cos(a) * 0.5 * t self.fingerHolesAt(pos_x, pos_y, self.front_wall_height, 90 - self.angle) def generate_sloped_sides(self, width, height): top_segment_height = height / self.num a = self.radians # Maximum size to cut out vertical_cut = top_segment_height - self.front_wall_height hypotenuse = vertical_cut / math.sin(a) horizontal_cut = math.sqrt((hypotenuse ** 2) - (vertical_cut ** 2)) if horizontal_cut > width: # Shrink the cut to keep the full height horizontal_cut = width - 1 # keep a 1mm edge on the top vertical_cut = horizontal_cut * math.tan(a) hypotenuse = math.sqrt((horizontal_cut ** 2) + (vertical_cut ** 2)) top = width - horizontal_cut front = height - vertical_cut borders = [width, 90, front, 90 - self.angle, hypotenuse, self.angle, top, 90, height, 90] edges = 'eeeef' if self.include_back else 'e' self.polygonWall(borders, edge=edges, callback=[self.generate_finger_holes], move="up", label="left side") self.polygonWall(borders, edge=edges, callback=[self.generate_finger_holes], move="up", label="right side") def generate_rectangular_sides(self, width, height): edges = "eeee" if self.include_back: edges = "eeef" self.rectangularWall(width, height, edges, callback=[self.generate_finger_holes], move="up", label="left side") self.rectangularWall(width, height, edges, callback=[self.generate_finger_holes], move="up", label="right side") def generate_shelve_finger_holes(self): if self.num_of_dividers <= 0: return trays = self.num_of_dividers + 1 for i in range(1, trays): self.fingerHolesAt((self.x / trays) * i, 0, self.sl, 90) def generate_front_lip_finger_holes(self): if self.num_of_dividers <= 0: return trays = self.num_of_dividers + 1 height = self.front_wall_height if self.divider_wall_height < height: height = self.divider_wall_height for i in range(1, trays): self.fingerHolesAt((self.x / trays) * i, 0, height, 90) def generate_shelves(self): if self.front_wall_height: for i in range(self.num): self.rectangularWall( self.x, self.sl, "ffef", callback=[self.generate_shelve_finger_holes], move="up", label=f"shelf {i + 1}" ) self.rectangularWall( self.x, self.front_wall_height, "Ffef", callback=[self.generate_front_lip_finger_holes], move="up", label=f"front lip {i + 1}" ) else: for i in range(self.num): self.rectangularWall( self.x, self.sl, "Efef", callback=[self.generate_shelve_finger_holes], move="up", label=f"shelf {i + 1}" ) def generate_dividers(self): edges_ = "feee" if self.front_wall_height: edges_ = "ffee" if self.divider_wall_height > self.front_wall_height: edges_ = [ "f", edges.CompoundEdge(self, "fe", [self.front_wall_height, self.divider_wall_height - self.front_wall_height]), "e", "e" ] for i in range(self.num): for j in range(self.num_of_dividers): self.rectangularWall(self.sl, self.divider_wall_height, edges_, move="up", label=f"divider {j + 1} for shelf {i + 1}") def render(self): # adjust to the variables you want in the local scope x, y, h = self.x, self.y, self.h front = self.front_wall_height thickness = self.thickness if self.outside: self.x = x = self.adjustSize(x) if self.include_back: self.y = y = self.adjustSize(y, False) self.radians = a = math.radians(self.angle) self.sl = (y - (thickness * (math.cos(a) + abs(math.sin(a)))) - max(0, math.sin(a) * front)) / math.cos(a) # render your parts here if self.slope_top: self.generate_sloped_sides(y, h) else: self.generate_rectangular_sides(y, h) self.generate_shelves() if self.num_of_dividers > 0: self.generate_dividers() if self.include_back: self.rectangularWall(x, h, "eFeF", label="back wall", move="up")