Cosplay/nhf/touhou/shiki_eiki/rod.py

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import math
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from dataclasses import dataclass, field
import cadquery as Cq
from nhf import Material, Role
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from nhf.build import Model, target, assembly, TargetKind
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import nhf.utils
@dataclass
class Rod(Model):
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width: float = 120.0
length: float = 550.0
length_tip: float = 100.0
width_tail: float = 60.0
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margin: float = 10.0
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thickness_top: float = 25.4 / 4
thickness_side: float = 25.4 / 8
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# counted from middle to the bottom
fac_bar_top: float = 0.1
# counted from bottom to top
fac_window_tsumi_bot: float = 0.63
fac_window_tsumi_top: float = 0.88
fac_window_footer_bot: float = 0.33
fac_window_footer_top: float = 0.59
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material_shell: Material = Material.WOOD_BIRCH
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def __post_init__(self):
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super().__init__(name="rod")
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self.loc_core = Cq.Location.from2d(self.length - self.length_tip, 0)
assert self.length_tip * 2 < self.length
#assert self.fac_bar_top + self.fac_window_tsumi_top < 1
assert self.fac_window_tsumi_bot < self.fac_window_tsumi_top
@property
def length_tail(self):
return self.length - self.length_tip
@property
def _reduced_tip_x(self):
return self.length_tip - self.margin
@property
def _reduced_y(self):
return self.width / 2 - self.margin
@property
def _reduced_tail_y(self):
return self.width_tail / 2 - self.margin
def _window_tip(self) -> Cq.Sketch:
dxh = self._reduced_tip_x
dy = self._reduced_y
return (
Cq.Sketch()
.segment(
(dxh, 0),
(dxh / 2, dy / 2),
)
.bezier([
(dxh / 2, dy / 2),
(dxh * 0.6, dy * 0.4),
(dxh * 0.6, -dy * 0.4),
(dxh / 2, -dy / 2),
])
.segment(
(dxh, 0),
)
.assemble()
.moved(self.loc_core.to2d_pos())
)
def _window_eye(self, refl: bool = False) -> Cq.Sketch:
sign = -1 if refl else 1
dxh = self._reduced_tip_x
xm = dxh * 0.45
dy = sign * self._reduced_y
fac = 0.05
p1 = Cq.Location.from2d(xm, sign * self.margin / 2)
p2 = Cq.Location.from2d(dxh * 0.1, sign * self.margin / 2)
p3 = Cq.Location.from2d(dxh * 0.15, dy * 0.55)
p4 = Cq.Location.from2d(dxh * 0.4, dy * 0.45)
d4 = Cq.Location.from2d(dxh * fac, -dy * fac)
return (
Cq.Sketch()
.segment(
p1.to2d_pos(),
p2.to2d_pos(),
)
.bezier([
p2.to2d_pos(),
(p2 * Cq.Location.from2d(0, dy * fac)).to2d_pos(),
(p3 * Cq.Location.from2d(-dxh * fac, -dy * fac)).to2d_pos(),
p3.to2d_pos(),
])
.bezier([
p3.to2d_pos(),
(p3 * Cq.Location.from2d(0, dy * fac)).to2d_pos(),
(p4 * d4.inverse).to2d_pos(),
p4.to2d_pos(),
])
.bezier([
p4.to2d_pos(),
(p4 * d4).to2d_pos(),
(p1 * Cq.Location.from2d(0, dy * fac)).to2d_pos(),
p1.to2d_pos(),
])
.assemble()
.moved(self.loc_core.to2d_pos())
)
def _window_bar(self) -> Cq.Sketch():
dxh = self._reduced_tip_x
dy = self._reduced_y
dyt = self._reduced_tail_y
dxt = self.length_tail
ext_fac = self.fac_bar_top
p_corner = Cq.Location.from2d(0, dy)
p_top = Cq.Location.from2d(0.3 * dxh, 0.7 * dy)
p_bot = Cq.Location.from2d(-ext_fac * dxt, dy + ext_fac * (dyt - dy))
p_top_int = p_corner * Cq.Location.from2d(.05 * dxh, -.2 * dy)
p_top_ctrl = Cq.Location.from2d(0, .3 * dy)
p_bot_int = p_corner * Cq.Location.from2d(-.15 * dxh, -.2 * dy)
p_bot_ctrl = Cq.Location.from2d(-.25 * dxh, .3 * dy)
return (
Cq.Sketch()
.segment(
p_corner.to2d_pos(),
p_top.to2d_pos(),
)
.segment(p_top_int.to2d_pos())
.bezier([
p_top_int.to2d_pos(),
p_top_ctrl.to2d_pos(),
p_top_ctrl.flip_y().to2d_pos(),
p_top_int.flip_y().to2d_pos(),
])
.segment(p_top.flip_y().to2d_pos())
.segment(p_corner.flip_y().to2d_pos())
.segment(p_bot.flip_y().to2d_pos())
.segment(p_bot_int.flip_y().to2d_pos())
.bezier([
p_bot_int.flip_y().to2d_pos(),
p_bot_ctrl.flip_y().to2d_pos(),
p_bot_ctrl.to2d_pos(),
p_bot_int.to2d_pos(),
])
.segment(p_bot.to2d_pos())
.segment(p_corner.to2d_pos())
.assemble()
.moved(self.loc_core.to2d_pos())
)
def _window_tsumi(self) -> Cq.Sketch:
dx = (self.fac_window_tsumi_top - self.fac_window_tsumi_bot) * self.length_tail
dy = 2 * self._reduced_y * 0.8
loc = Cq.Location(self.fac_window_tsumi_bot * self.length_tail, 0)
# Construction of the top part of the kanji
dx_top = dx * 0.3
x_top = dx - dx_top / 2
dy_top = dy
dy_eye = dy * 0.2
dy_border = (dy_top - 3 * dy_eye) / 4
# The skip must follow 3 * eye + 4 * border = dy_top
y_skip = dy_eye + dy_border
# Construction of the bottom part
x_bot = dx * 0.6
y3 = dy * 0.4
y2 = dy * 0.2
y1 = dy * 0.1
# x/y-centers of the legs
x_leg0 = x_bot / 14
dx_leg = x_bot / 7
y_leg = (y3 + y1) / 2
return (
Cq.Sketch()
.push([(x_top, 0)])
.rect(dx_top, dy_top)
.push([
(x_top, -y_skip),
(x_top, 0),
(x_top, y_skip),
])
.rect(dx_top / 3, dy_eye, mode='s')
# Construct the two sides
.push([
(x_bot / 2, (y2 + y1) / 2),
(x_bot / 2, -(y2 + y1) / 2),
])
.rect(x_bot, y2 - y1, mode='a')
.push([
(x_leg0 + dx_leg, y_leg),
(x_leg0 + 3 * dx_leg, y_leg),
(x_leg0 + 5 * dx_leg, y_leg),
(x_leg0 + dx_leg, -y_leg),
(x_leg0 + 3 * dx_leg, -y_leg),
(x_leg0 + 5 * dx_leg, -y_leg),
])
.rect(dx_leg, y3 - y1, mode='a')
.moved(loc)
)
def _window_footer(self) -> Cq.Sketch:
x_bot = self.fac_window_footer_bot * self.length_tail
dx = (self.fac_window_footer_top - self.fac_window_footer_bot) * self.length_tail
loc = Cq.Location(x_bot, 0)
dy = self._reduced_y * 0.8
# eyes
eye_y2 = dy * .5
eye_y1 = dy * .2
eye_width = eye_y2 - eye_y1
eye_x = dx - eye_width / 2
# bar polygon
bar_x0 = dx * 0.65
bar_dx = dx * 0.1
bar_x1 = bar_x0 + bar_dx
bar_x2 = bar_x0 + bar_dx * 2
bar_x3 = bar_x0 + bar_dx * 3
bar_y1 = dy * .75
assert bar_y1 > eye_y2
bar_y2 = dy * .9
assert bar_y1 < bar_y2
# Construction of the cross
cross_dx = dx * 0.7 / math.sqrt(2)
cross_dy = dy * 0.2
cross = (
Cq.Sketch()
.rect(cross_dx, cross_dy)
.rect(cross_dy, cross_dx, mode='a')
.moved(Cq.Location.from2d(dx * 0.5, 0, 45))
)
return (
Cq.Sketch()
# eyes
.push([
(eye_x, (eye_y1 + eye_y2)/2),
(eye_x, -(eye_y1 + eye_y2)/2),
])
.rect(eye_width, eye_width, mode='a')
# middle bar
.push([(0,0)])
.polygon([
(bar_x1, bar_y1),
(bar_x0, bar_y1),
(bar_x0, bar_y2),
(bar_x3, bar_y2),
(bar_x3, bar_y1),
(bar_x2, bar_y1),
(bar_x2, -bar_y1),
(bar_x3, -bar_y1),
(bar_x3, -bar_y2),
(bar_x0, -bar_y2),
(bar_x0, -bar_y1),
(bar_x1, -bar_y1),
], mode='a')
# cross
.boolean(cross, mode='a')
#.push([(0,0)])
#.rect(10, 10)
.moved(loc)
)
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@target(name="surface", kind=TargetKind.DXF)
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def profile_top(self) -> Cq.Sketch:
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sketch = (
Cq.Sketch()
.polygon([
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(self.length, 0),
(self.length - self.length_tip, self.width/2),
(0, self.width_tail / 2),
(0, -self.width_tail / 2),
(self.length - self.length_tip, -self.width/2),
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])
)
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sketch = (
sketch
.boolean(self._window_tip(), mode='s')
.boolean(self._window_eye(True), mode='s')
.boolean(self._window_eye(False), mode='s')
.boolean(self._window_bar(), mode='s')
.boolean(self._window_tsumi(), mode='s')
.boolean(self._window_footer(), mode='s')
)
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return sketch
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def surface_top(self) -> Cq.Workplane:
return (
Cq.Workplane('XZ')
.placeSketch(self.profile_top())
.extrude(self.thickness_top)
)
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@assembly()
def assembly(self) -> Cq.Assembly:
a = (
Cq.Assembly()
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.addS(
self.surface_top(),
name="top",
material=self.material_shell,
role=Role.STRUCTURE | Role.DECORATION
)
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)
return a