204 lines
7.6 KiB
Python
204 lines
7.6 KiB
Python
#!/usr/bin/env python3
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# Copyright (C) 2013-2016 Florian Festi
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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from boxes import *
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class DisplayShelf(Boxes):
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"""Shelf with slanted floors"""
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ui_group = "Shelf"
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# arguments/properties
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num: int
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x: float
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y: float
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h: float
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angle: float
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thickness: float
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radians: float
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sl: float
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front_wall_height: float
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include_back: bool
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slope_top: bool
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outside: bool
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num_of_dividers: int
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divider_wall_height: float
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def __init__(self) -> None:
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Boxes.__init__(self)
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self.addSettingsArgs(edges.FingerJointSettings)
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self.buildArgParser(x=400, y=100, h=300, outside=True)
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self.argparser.add_argument(
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"--num", action="store", type=int, default=3,
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help="number of shelves")
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self.argparser.add_argument(
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"--front_wall_height", action="store", type=float, default=20.0,
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help="height of front walls")
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self.argparser.add_argument(
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"--angle", action="store", type=float, default=30.0,
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help="angle of floors (negative values for slanting backwards)")
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self.argparser.add_argument(
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"--include_back", action="store", type=boolarg, default=False,
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help="Include panel on the back of the shelf")
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self.argparser.add_argument(
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"--slope_top", action="store", type=boolarg, default=False,
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help="Slope the sides and the top by front wall height")
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self.argparser.add_argument(
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"--num_of_dividers", action="store", type=int, default=0,
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help="number of dividers")
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self.argparser.add_argument(
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"--divider_wall_height", action="store", type=float, default=20.0,
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help="height of divider walls")
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def generate_finger_holes(self):
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t = self.thickness
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a = self.radians
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hs = (self.sl + t) * math.sin(a) + math.cos(a) * t
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for i in range(self.num):
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pos_x = abs(0.5 * t * math.sin(a))
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pos_y = hs - math.cos(a) * 0.5 * t + i * (self.h - abs(hs)) / (self.num - 0.5)
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if a < 0:
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pos_y += -math.sin(a) * self.sl
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self.fingerHolesAt(pos_x, pos_y, self.sl, -self.angle)
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pos_x += math.cos(-a) * (self.sl + 0.5 * t) + math.sin(a) * 0.5 * t
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pos_y += math.sin(-a) * (self.sl + 0.5 * t) + math.cos(a) * 0.5 * t
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self.fingerHolesAt(pos_x, pos_y, self.front_wall_height, 90 - self.angle)
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def generate_sloped_sides(self, width, height):
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top_segment_height = height / self.num
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a = self.radians
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# Maximum size to cut out
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vertical_cut = top_segment_height - self.front_wall_height
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hypotenuse = vertical_cut / math.sin(a)
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horizontal_cut = math.sqrt((hypotenuse ** 2) - (vertical_cut ** 2))
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if horizontal_cut > width:
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# Shrink the cut to keep the full height
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horizontal_cut = width - 1 # keep a 1mm edge on the top
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vertical_cut = horizontal_cut * math.tan(a)
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hypotenuse = math.sqrt((horizontal_cut ** 2) + (vertical_cut ** 2))
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top = width - horizontal_cut
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front = height - vertical_cut
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borders = [width, 90, front, 90 - self.angle, hypotenuse, self.angle, top, 90, height, 90]
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edges = 'eeeef' if self.include_back else 'e'
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self.polygonWall(borders, edge=edges, callback=[self.generate_finger_holes], move="up", label="left side")
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self.polygonWall(borders, edge=edges, callback=[self.generate_finger_holes], move="up", label="right side")
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def generate_rectangular_sides(self, width, height):
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edges = "eeee"
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if self.include_back:
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edges = "eeef"
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self.rectangularWall(width, height, edges, callback=[self.generate_finger_holes], move="up", label="left side")
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self.rectangularWall(width, height, edges, callback=[self.generate_finger_holes], move="up", label="right side")
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def generate_shelve_finger_holes(self):
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if self.num_of_dividers <= 0:
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return
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trays = self.num_of_dividers + 1
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for i in range(1, trays):
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self.fingerHolesAt((self.x / trays) * i, 0, self.sl, 90)
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def generate_front_lip_finger_holes(self):
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if self.num_of_dividers <= 0:
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return
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trays = self.num_of_dividers + 1
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height = self.front_wall_height
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if self.divider_wall_height < height:
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height = self.divider_wall_height
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for i in range(1, trays):
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self.fingerHolesAt((self.x / trays) * i, 0, height, 90)
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def generate_shelves(self):
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if self.front_wall_height:
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for i in range(self.num):
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self.rectangularWall(
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self.x,
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self.sl,
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"ffef",
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callback=[self.generate_shelve_finger_holes],
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move="up",
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label=f"shelf {i + 1}"
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)
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self.rectangularWall(
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self.x,
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self.front_wall_height,
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"Ffef",
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callback=[self.generate_front_lip_finger_holes],
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move="up",
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label=f"front lip {i + 1}"
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)
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else:
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for i in range(self.num):
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self.rectangularWall(
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self.x,
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self.sl,
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"Efef",
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callback=[self.generate_shelve_finger_holes],
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move="up",
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label=f"shelf {i + 1}"
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)
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def generate_dividers(self):
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edges_ = "feee"
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if self.front_wall_height:
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edges_ = "ffee"
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if self.divider_wall_height > self.front_wall_height:
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edges_ = [
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"f",
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edges.CompoundEdge(self, "fe", [self.front_wall_height, self.divider_wall_height - self.front_wall_height]),
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"e",
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"e"
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]
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for i in range(self.num):
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for j in range(self.num_of_dividers):
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self.rectangularWall(self.sl, self.divider_wall_height, edges_, move="up", label=f"divider {j + 1} for shelf {i + 1}")
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def render(self):
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# adjust to the variables you want in the local scope
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x, y, h = self.x, self.y, self.h
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front = self.front_wall_height
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thickness = self.thickness
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if self.outside:
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x = self.adjustSize(x)
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if self.include_back:
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y = self.adjustSize(y)
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self.radians = a = math.radians(self.angle)
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self.sl = (y - (thickness * (math.cos(a) + abs(math.sin(a)))) - max(0, math.sin(a) * front)) / math.cos(a)
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# render your parts here
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if self.slope_top:
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self.generate_sloped_sides(y, h)
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else:
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self.generate_rectangular_sides(y, h)
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self.generate_shelves()
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if self.num_of_dividers > 0:
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self.generate_dividers()
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if self.include_back:
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self.rectangularWall(x, h, "eFeF", label="back wall", move="up")
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