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breitenbach76 2026-06-08 23:52:18 +02:00
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# RACI-Konsolen-Board — Blender-Generator (bpy)
# SLC-Workshop Tabletop · Einheiten: 1 Blender-Unit = 1 mm
# Baut das Board parametrisch mit gefasten Kanten (Bevel), Mulden, Sektoren,
# gravierten Labels, Action-Card-Steckschlitz; rendert eine Vorschau und
# exportiert eine STL. Startgeruest v1 — in Blender 4.x getestet gegen die API,
# einzelne Schritte sind per try/except abgesichert (Labels optional).
#
# Lauf: Blender -> Scripting -> Open -> Run ODER blender -b -P raci-board.py
import bpy, bmesh, math, os
from mathutils import Vector
# ----------------------------- Parameter (mm) -----------------------------
BOARD_W, BOARD_D, BASE_H = 210.0, 210.0, 10.0
EDGE_BEVEL, EDGE_SEG = 1.4, 4
DIAL_CX, DIAL_CY = 0.0, -15.0
CHIP_D, CHIP_DEP = 40.6, 1.8 # Acryl-Chip Ø40 x 2 mm
NOTCH_D = 12.0
SOCK_D, SOCK_DEP = 25.3, 1.5 # Figuren-Sockel Ø24,5
RING_R = 48.0
N_SOCK = 10 # Winkel ab oben (90°), 36°-Teilung
RIDGE_H, RIDGE_W = 2.6, 3.2
DIVIDERS = [72, -72, -144, 108]
# Sektor-Mitten (fuer grosse Buchstaben) R3 A1 C4 I2
LETTERS = [(90, "A"), (0, "C"), (-108, "I"), (162, "R")]
CARD_CY = 78.0
CARD_BW, CARD_BD, CARD_BH = 84.0, 22.0, 16.0
SLOT_W, SLOT_T, SLOT_TILT = 63.0, 4.0, 12.0
LET_SIZE, LET_DEP = 11.0, 1.0
WORD_SIZE, WORD_DEP = 5.0, 0.8
TOP = BASE_H
HERE = os.path.dirname(bpy.data.filepath) or os.path.dirname(os.path.abspath(__file__))
STL_OUT = os.path.join(HERE, "raci-board.stl")
PNG_OUT = os.path.join(HERE, "raci_preview.png")
# ----------------------------- Helfer -----------------------------
def clear_scene():
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)
for blk in (bpy.data.meshes, bpy.data.materials, bpy.data.curves):
for d in list(blk):
if d.users == 0: blk.remove(d)
def cube(sx, sy, sz, loc):
bpy.ops.mesh.primitive_cube_add(size=1, location=loc)
o = bpy.context.object; o.scale = (sx, sy, sz)
bpy.ops.object.transform_apply(scale=True)
return o
def cyl(d, h, loc, verts=96):
bpy.ops.mesh.primitive_cylinder_add(radius=d/2.0, depth=h, location=loc, vertices=verts)
return bpy.context.object
def boolean(obj, tool, op='DIFFERENCE'):
m = obj.modifiers.new("bool", 'BOOLEAN'); m.operation = op
m.object = tool
try: m.solver = 'EXACT'
except Exception: pass
bpy.context.view_layer.objects.active = obj
bpy.ops.object.modifier_apply(modifier=m.name)
bpy.data.objects.remove(tool, do_unlink=True)
def apply_bevel(obj, width=EDGE_BEVEL, seg=EDGE_SEG, ang=30):
m = obj.modifiers.new("bevel", 'BEVEL')
m.width = width; m.segments = seg
m.limit_method = 'ANGLE'; m.angle_limit = math.radians(ang)
bpy.context.view_layer.objects.active = obj
bpy.ops.object.modifier_apply(modifier=m.name)
def cut_text(board, body, x, y, rotz=0, size=LET_SIZE, dep=LET_DEP):
try:
bpy.ops.object.text_add(location=(x, y, TOP - dep))
t = bpy.context.object; t.data.body = body
t.data.size = size; t.data.extrude = dep + 1.5
t.data.align_x = 'CENTER'; t.data.align_y = 'CENTER'
t.rotation_euler = (0, 0, math.radians(rotz))
bpy.ops.object.convert(target='MESH')
boolean(board, t, 'DIFFERENCE')
except Exception as e:
print("Label uebersprungen (%s): %s" % (body, e))
# ----------------------------- Aufbau -----------------------------
clear_scene()
# Basisplatte + Kartenblock, beide gefast, dann vereinen
base = cube(BOARD_W, BOARD_D, BASE_H, (0, 0, BASE_H/2))
apply_bevel(base)
block = cube(CARD_BW, CARD_BD, BASE_H + CARD_BH, (0, CARD_CY, (BASE_H + CARD_BH)/2))
apply_bevel(block, width=1.0)
boolean(base, block, 'UNION')
# Gefaste Ecke vorne rechts (Optik)
cc = cube(28, 28, BASE_H + 4, (BOARD_W/2, -BOARD_D/2, BASE_H/2))
cc.rotation_euler = (0, 0, math.radians(45)); bpy.ops.object.transform_apply(rotation=True)
boolean(base, cc, 'DIFFERENCE')
# Chip-Mulde + Greifkerbe
boolean(base, cyl(CHIP_D, 6, (DIAL_CX, DIAL_CY, TOP - CHIP_DEP + 3)), 'DIFFERENCE')
boolean(base, cyl(NOTCH_D, 6, (DIAL_CX, DIAL_CY - CHIP_D/2, TOP - CHIP_DEP + 3)), 'DIFFERENCE')
# 10 Sockelmulden im Ring
for i in range(N_SOCK):
a = math.radians(90 - i * 36)
x = DIAL_CX + RING_R * math.cos(a); y = DIAL_CY + RING_R * math.sin(a)
boolean(base, cyl(SOCK_D, 6, (x, y, TOP - SOCK_DEP + 3)), 'DIFFERENCE')
# Deko-Rillen im Mittelfeld
for rr in [24, 27, 30, 33]:
ring = cyl(rr*2, 0.8, (DIAL_CX, DIAL_CY, TOP - 0.25))
inner = cyl((rr-0.8)*2, 1.2, (DIAL_CX, DIAL_CY, TOP - 0.25))
boolean(ring, inner, 'DIFFERENCE')
boolean(base, ring, 'DIFFERENCE')
# Sektor-Trennstege (erhaben)
ri, ro = CHIP_D/2 + 3, RING_R + SOCK_D/2 + 4
for a in DIVIDERS:
r = cube(ro - ri, RIDGE_W, RIDGE_H, ((ri+ro)/2, 0, TOP + RIDGE_H/2))
r.rotation_euler = (0, 0, math.radians(a))
# um Dial-Zentrum rotieren: erst an Zentrum verschieben
r.location = (DIAL_CX + ((ri+ro)/2)*math.cos(math.radians(a)),
DIAL_CY + ((ri+ro)/2)*math.sin(math.radians(a)), TOP + RIDGE_H/2)
bpy.ops.object.transform_apply(rotation=False)
boolean(base, r, 'UNION')
# Action-Card-Steckschlitz (oben offen, nach hinten geneigt)
slot = cube(SLOT_W, SLOT_T, 38, (0, CARD_CY, 22))
slot.rotation_euler = (math.radians(-SLOT_TILT), 0, 0)
bpy.ops.object.transform_apply(rotation=True)
boolean(base, slot, 'DIFFERENCE')
# Gravierte Rand-Linie
outer = cube(BOARD_W-14, BOARD_D-14, 1.4, (0, 0, TOP-0.7))
inner = cube(BOARD_W-17, BOARD_D-17, 2.0, (0, 0, TOP-0.7))
boolean(outer, inner, 'DIFFERENCE'); boolean(base, outer, 'DIFFERENCE')
# Labels: grosse R/A/C/I + Woerter
for ang, ch in LETTERS:
rl = RING_R + 13
cut_text(base, ch, DIAL_CX + rl*math.cos(math.radians(ang)),
DIAL_CY + rl*math.sin(math.radians(ang)))
cut_text(base, "RESPONSIBLE", -(RING_R+29), DIAL_CY+6, 90, WORD_SIZE, WORD_DEP)
cut_text(base, "CONSULTED", (RING_R+29), DIAL_CY+6, -90, WORD_SIZE, WORD_DEP)
cut_text(base, "INFORMED", DIAL_CX, DIAL_CY-(RING_R+30), 0, WORD_SIZE, WORD_DEP)
cut_text(base, "ACCOUNTABLE", DIAL_CX, CARD_CY - CARD_BD/2 - 8, 0, WORD_SIZE, WORD_DEP)
base.name = "RACI-Board"
bpy.ops.object.shade_smooth()
# ----------------------------- Material -----------------------------
mat = bpy.data.materials.new("BoardBlue"); mat.use_nodes = True
bsdf = mat.node_tree.nodes.get("Principled BSDF")
if bsdf:
bsdf.inputs["Base Color"].default_value = (0.10, 0.16, 0.30, 1)
try: bsdf.inputs["Roughness"].default_value = 0.55
except Exception: pass
base.data.materials.append(mat)
# ----------------------------- Vorschau-Render (guarded) -----------------------------
try:
bpy.ops.object.light_add(type='SUN', location=(120, -160, 220))
bpy.context.object.data.energy = 3.0
bpy.ops.object.camera_add(location=(150, -190, 210))
cam = bpy.context.object
cam.rotation_euler = (math.radians(58), 0, math.radians(38))
bpy.context.scene.camera = cam
sc = bpy.context.scene
sc.render.resolution_x, sc.render.resolution_y = 1400, 1000
sc.render.filepath = PNG_OUT
try: sc.render.engine = 'BLENDER_EEVEE_NEXT'
except Exception:
try: sc.render.engine = 'BLENDER_EEVEE'
except Exception: pass
bpy.ops.render.render(write_still=True)
print("Vorschau:", PNG_OUT)
except Exception as e:
print("Render uebersprungen:", e)
# ----------------------------- STL-Export (versionstolerant) -----------------------------
bpy.ops.object.select_all(action='DESELECT')
base.select_set(True); bpy.context.view_layer.objects.active = base
try:
bpy.ops.wm.stl_export(filepath=STL_OUT, export_selected_objects=True) # Blender >= 4.1
except Exception:
try:
bpy.ops.export_mesh.stl(filepath=STL_OUT, use_selection=True) # Blender <= 4.0
except Exception as e:
print("STL-Export fehlgeschlagen — bitte manuell File>Export>STL:", e)
print("STL:", STL_OUT)