boxespy/boxes/generators/displayshelf.py

124 lines
5.2 KiB
Python

#!/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 <http://www.gnu.org/licenses/>.
from boxes import *
class DisplayShelf(Boxes): # change class name here and below
"""Shelf with slanted floors"""
ui_group = "Shelf"
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")
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_shelves(self):
if self.front_wall_height:
for i in range(self.num):
self.rectangularWall(self.x, self.sl, "ffef", move="up", label=f"shelf {i+1}")
self.rectangularWall(self.x, self.front_wall_height, "Ffef", move="up", label=f"front lip {i+1}")
else:
for i in range(self.num):
self.rectangularWall(self.x, self.sl, "Efef", move="up", label=f"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:
x = self.adjustSize(x)
if self.include_back:
y = self.adjustSize(y)
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.include_back:
self.rectangularWall(x, h, "eFeF", label="back wall", move="up")