Source code for boxes.generators.bintray

# 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 *


[docs] 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) -> float: return max(self.settings.sy) * self.settings.front
class BinFrontSideEdge(BinFrontEdge): char = 'b'
[docs] class BinTray(Boxes): """A Type tray variant to be used up right with sloped walls in front""" ui_group = "Shelf" def __init__(self) -> None: 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 covered 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))