Cosplay/nhf/materials.py

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"""
A catalog of material properties
"""
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from enum import Enum, Flag, auto
from typing import Union, Optional
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import cadquery as Cq
def _color(name: str, alpha: float) -> Cq.Color:
r, g, b, _ = Cq.Color(name).toTuple()
return Cq.Color(r, g, b, alpha)
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KEY_ROLE = 'role'
KEY_MATERIAL = 'material'
KEY_ITEM = 'item'
class Role(Flag):
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"""
Describes the role of a part
"""
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# Externally supplied object
FIXTURE = auto()
# Parent and child sides of joints
PARENT = auto()
CHILD = auto()
CASING = auto()
# Springs, cushions
DAMPING = auto()
# Main structural support
STRUCTURE = auto()
DECORATION = auto()
ELECTRONIC = auto()
MOTION = auto()
# Fasteners, etc.
CONNECTION = auto()
HANDLE = auto()
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# Parent and child components in a load bearing joint
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def color_avg(self) -> Cq.Color:
r, g, b, a = zip(*[ROLE_COLOR_MAP[component].toTuple() for component in self])
def avg(li):
assert li
return sum(li) / len(li)
r, g, b, a = avg(r), avg(g), avg(b), avg(a)
return Cq.Color(r, g, b, a)
def color_head(self) -> Cq.Color:
head = next(iter(self))
return ROLE_COLOR_MAP[head]
# Maps roles to their colours
ROLE_COLOR_MAP = {
Role.FIXTURE: _color('black', 0.2),
Role.PARENT: _color('blue4', 0.6),
Role.CASING: _color('dodgerblue3', 0.6),
Role.CHILD: _color('darkorange2', 0.6),
Role.DAMPING: _color('springgreen', 1.0),
Role.STRUCTURE: _color('gray', 0.4),
Role.DECORATION: _color('lightseagreen', 0.4),
Role.ELECTRONIC: _color('mediumorchid', 0.7),
Role.MOTION: _color('thistle3', 0.7),
Role.CONNECTION: _color('steelblue3', 0.8),
Role.HANDLE: _color('tomato4', 0.8),
}
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class Material(Enum):
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"""
A catalog of common material properties
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Density listed is in g/cm^3 or mg/mm^3
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"""
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WOOD_BIRCH = 0.71, _color('bisque', 0.9)
PLASTIC_PLA = 1.2, _color('mistyrose', 0.8)
RESIN_TRANSPERENT = 1.17, _color('cadetblue2', 0.6)
RESIN_TOUGH_1500 = 1.17, _color('seashell3', 0.7)
ACRYLIC_BLACK = 1.18, _color('gray5', 0.8)
ACRYLIC_TRANSLUSCENT = 1.18, _color('ivory2', 0.8)
ACRYLIC_TRANSPARENT = 1.18, _color('ghostwhite', 0.5)
STEEL_SPRING = 7.8, _color('gray', 0.8)
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METAL_BRASS = 8.5, _color('gold1', 0.8)
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def __init__(self, density: float, color: Cq.Color):
self.density = density
self.color = color
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def add_with_material_role(
self: Cq.Assembly,
obj: Union[Cq.Shape, Cq.Workplane, None],
loc: Optional[Cq.Location] = None,
name: Optional[str] = None,
material: Optional[Material] = None,
role: Optional[Role] = None) -> Cq.Assembly:
"""
Structural add function which allows specifying material and role
"""
metadata = {}
color = None
if material:
metadata[KEY_MATERIAL] = material
color = material.color
if role:
metadata[KEY_ROLE] = role
color = role.color_avg()
if len(metadata) == 0:
metadata = None
self.add(obj, loc=loc, name=name, color=color, metadata=metadata)
return self
Cq.Assembly.addS = add_with_material_role
def color_by_material(self: Cq.Assembly) -> Cq.Assembly:
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"""
Set colours in an assembly by material
"""
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for _, a in self.traverse():
if KEY_MATERIAL not in a.metadata:
continue
a.color = a.metadata[KEY_MATERIAL].color
return self
Cq.Assembly.color_by_material = color_by_material
def color_by_role(self: Cq.Assembly, avg: bool = True) -> Cq.Assembly:
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"""
Set colours in an assembly by role
"""
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for _, a in self.traverse():
if KEY_ROLE not in a.metadata:
continue
role = a.metadata[KEY_ROLE]
a.color = role.color_avg() if avg else role.color_head()
return self
Cq.Assembly.color_by_role = color_by_role