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01_3D-Druck/blender/raci-board.py
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01_3D-Druck/blender/raci-board.py
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# RACI-Konsolen-Board — Blender-Generator (bpy)
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# SLC-Workshop Tabletop · Einheiten: 1 Blender-Unit = 1 mm
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# Baut das Board parametrisch mit gefasten Kanten (Bevel), Mulden, Sektoren,
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# gravierten Labels, Action-Card-Steckschlitz; rendert eine Vorschau und
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# exportiert eine STL. Startgeruest v1 — in Blender 4.x getestet gegen die API,
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# einzelne Schritte sind per try/except abgesichert (Labels optional).
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#
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# Lauf: Blender -> Scripting -> Open -> Run ODER blender -b -P raci-board.py
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import bpy, bmesh, math, os
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from mathutils import Vector
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# ----------------------------- Parameter (mm) -----------------------------
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BOARD_W, BOARD_D, BASE_H = 210.0, 210.0, 10.0
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EDGE_BEVEL, EDGE_SEG = 1.4, 4
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DIAL_CX, DIAL_CY = 0.0, -15.0
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CHIP_D, CHIP_DEP = 40.6, 1.8 # Acryl-Chip Ø40 x 2 mm
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NOTCH_D = 12.0
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SOCK_D, SOCK_DEP = 25.3, 1.5 # Figuren-Sockel Ø24,5
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RING_R = 48.0
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N_SOCK = 10 # Winkel ab oben (90°), 36°-Teilung
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RIDGE_H, RIDGE_W = 2.6, 3.2
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DIVIDERS = [72, -72, -144, 108]
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# Sektor-Mitten (fuer grosse Buchstaben) R3 A1 C4 I2
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LETTERS = [(90, "A"), (0, "C"), (-108, "I"), (162, "R")]
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CARD_CY = 78.0
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CARD_BW, CARD_BD, CARD_BH = 84.0, 22.0, 16.0
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SLOT_W, SLOT_T, SLOT_TILT = 63.0, 4.0, 12.0
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LET_SIZE, LET_DEP = 11.0, 1.0
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WORD_SIZE, WORD_DEP = 5.0, 0.8
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TOP = BASE_H
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HERE = os.path.dirname(bpy.data.filepath) or os.path.dirname(os.path.abspath(__file__))
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STL_OUT = os.path.join(HERE, "raci-board.stl")
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PNG_OUT = os.path.join(HERE, "raci_preview.png")
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# ----------------------------- Helfer -----------------------------
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def clear_scene():
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bpy.ops.object.select_all(action='SELECT')
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bpy.ops.object.delete(use_global=False)
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for blk in (bpy.data.meshes, bpy.data.materials, bpy.data.curves):
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for d in list(blk):
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if d.users == 0: blk.remove(d)
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def cube(sx, sy, sz, loc):
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bpy.ops.mesh.primitive_cube_add(size=1, location=loc)
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o = bpy.context.object; o.scale = (sx, sy, sz)
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bpy.ops.object.transform_apply(scale=True)
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return o
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def cyl(d, h, loc, verts=96):
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bpy.ops.mesh.primitive_cylinder_add(radius=d/2.0, depth=h, location=loc, vertices=verts)
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return bpy.context.object
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def boolean(obj, tool, op='DIFFERENCE'):
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m = obj.modifiers.new("bool", 'BOOLEAN'); m.operation = op
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m.object = tool
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try: m.solver = 'EXACT'
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except Exception: pass
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bpy.context.view_layer.objects.active = obj
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bpy.ops.object.modifier_apply(modifier=m.name)
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bpy.data.objects.remove(tool, do_unlink=True)
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def apply_bevel(obj, width=EDGE_BEVEL, seg=EDGE_SEG, ang=30):
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m = obj.modifiers.new("bevel", 'BEVEL')
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m.width = width; m.segments = seg
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m.limit_method = 'ANGLE'; m.angle_limit = math.radians(ang)
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bpy.context.view_layer.objects.active = obj
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bpy.ops.object.modifier_apply(modifier=m.name)
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def cut_text(board, body, x, y, rotz=0, size=LET_SIZE, dep=LET_DEP):
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try:
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bpy.ops.object.text_add(location=(x, y, TOP - dep))
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t = bpy.context.object; t.data.body = body
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t.data.size = size; t.data.extrude = dep + 1.5
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t.data.align_x = 'CENTER'; t.data.align_y = 'CENTER'
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t.rotation_euler = (0, 0, math.radians(rotz))
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bpy.ops.object.convert(target='MESH')
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boolean(board, t, 'DIFFERENCE')
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except Exception as e:
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print("Label uebersprungen (%s): %s" % (body, e))
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# ----------------------------- Aufbau -----------------------------
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clear_scene()
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# Basisplatte + Kartenblock, beide gefast, dann vereinen
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base = cube(BOARD_W, BOARD_D, BASE_H, (0, 0, BASE_H/2))
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apply_bevel(base)
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block = cube(CARD_BW, CARD_BD, BASE_H + CARD_BH, (0, CARD_CY, (BASE_H + CARD_BH)/2))
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apply_bevel(block, width=1.0)
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boolean(base, block, 'UNION')
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# Gefaste Ecke vorne rechts (Optik)
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cc = cube(28, 28, BASE_H + 4, (BOARD_W/2, -BOARD_D/2, BASE_H/2))
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cc.rotation_euler = (0, 0, math.radians(45)); bpy.ops.object.transform_apply(rotation=True)
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boolean(base, cc, 'DIFFERENCE')
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# Chip-Mulde + Greifkerbe
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boolean(base, cyl(CHIP_D, 6, (DIAL_CX, DIAL_CY, TOP - CHIP_DEP + 3)), 'DIFFERENCE')
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boolean(base, cyl(NOTCH_D, 6, (DIAL_CX, DIAL_CY - CHIP_D/2, TOP - CHIP_DEP + 3)), 'DIFFERENCE')
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# 10 Sockelmulden im Ring
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for i in range(N_SOCK):
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a = math.radians(90 - i * 36)
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x = DIAL_CX + RING_R * math.cos(a); y = DIAL_CY + RING_R * math.sin(a)
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boolean(base, cyl(SOCK_D, 6, (x, y, TOP - SOCK_DEP + 3)), 'DIFFERENCE')
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# Deko-Rillen im Mittelfeld
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for rr in [24, 27, 30, 33]:
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ring = cyl(rr*2, 0.8, (DIAL_CX, DIAL_CY, TOP - 0.25))
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inner = cyl((rr-0.8)*2, 1.2, (DIAL_CX, DIAL_CY, TOP - 0.25))
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boolean(ring, inner, 'DIFFERENCE')
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boolean(base, ring, 'DIFFERENCE')
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# Sektor-Trennstege (erhaben)
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ri, ro = CHIP_D/2 + 3, RING_R + SOCK_D/2 + 4
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for a in DIVIDERS:
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r = cube(ro - ri, RIDGE_W, RIDGE_H, ((ri+ro)/2, 0, TOP + RIDGE_H/2))
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r.rotation_euler = (0, 0, math.radians(a))
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# um Dial-Zentrum rotieren: erst an Zentrum verschieben
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r.location = (DIAL_CX + ((ri+ro)/2)*math.cos(math.radians(a)),
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DIAL_CY + ((ri+ro)/2)*math.sin(math.radians(a)), TOP + RIDGE_H/2)
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bpy.ops.object.transform_apply(rotation=False)
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boolean(base, r, 'UNION')
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# Action-Card-Steckschlitz (oben offen, nach hinten geneigt)
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slot = cube(SLOT_W, SLOT_T, 38, (0, CARD_CY, 22))
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slot.rotation_euler = (math.radians(-SLOT_TILT), 0, 0)
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bpy.ops.object.transform_apply(rotation=True)
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boolean(base, slot, 'DIFFERENCE')
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# Gravierte Rand-Linie
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outer = cube(BOARD_W-14, BOARD_D-14, 1.4, (0, 0, TOP-0.7))
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inner = cube(BOARD_W-17, BOARD_D-17, 2.0, (0, 0, TOP-0.7))
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boolean(outer, inner, 'DIFFERENCE'); boolean(base, outer, 'DIFFERENCE')
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# Labels: grosse R/A/C/I + Woerter
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for ang, ch in LETTERS:
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rl = RING_R + 13
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cut_text(base, ch, DIAL_CX + rl*math.cos(math.radians(ang)),
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DIAL_CY + rl*math.sin(math.radians(ang)))
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cut_text(base, "RESPONSIBLE", -(RING_R+29), DIAL_CY+6, 90, WORD_SIZE, WORD_DEP)
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cut_text(base, "CONSULTED", (RING_R+29), DIAL_CY+6, -90, WORD_SIZE, WORD_DEP)
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cut_text(base, "INFORMED", DIAL_CX, DIAL_CY-(RING_R+30), 0, WORD_SIZE, WORD_DEP)
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cut_text(base, "ACCOUNTABLE", DIAL_CX, CARD_CY - CARD_BD/2 - 8, 0, WORD_SIZE, WORD_DEP)
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base.name = "RACI-Board"
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bpy.ops.object.shade_smooth()
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# ----------------------------- Material -----------------------------
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mat = bpy.data.materials.new("BoardBlue"); mat.use_nodes = True
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bsdf = mat.node_tree.nodes.get("Principled BSDF")
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if bsdf:
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bsdf.inputs["Base Color"].default_value = (0.10, 0.16, 0.30, 1)
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try: bsdf.inputs["Roughness"].default_value = 0.55
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except Exception: pass
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base.data.materials.append(mat)
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# ----------------------------- Vorschau-Render (guarded) -----------------------------
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try:
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bpy.ops.object.light_add(type='SUN', location=(120, -160, 220))
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bpy.context.object.data.energy = 3.0
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bpy.ops.object.camera_add(location=(150, -190, 210))
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cam = bpy.context.object
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cam.rotation_euler = (math.radians(58), 0, math.radians(38))
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bpy.context.scene.camera = cam
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sc = bpy.context.scene
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sc.render.resolution_x, sc.render.resolution_y = 1400, 1000
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sc.render.filepath = PNG_OUT
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try: sc.render.engine = 'BLENDER_EEVEE_NEXT'
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except Exception:
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try: sc.render.engine = 'BLENDER_EEVEE'
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except Exception: pass
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bpy.ops.render.render(write_still=True)
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print("Vorschau:", PNG_OUT)
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except Exception as e:
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print("Render uebersprungen:", e)
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# ----------------------------- STL-Export (versionstolerant) -----------------------------
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bpy.ops.object.select_all(action='DESELECT')
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base.select_set(True); bpy.context.view_layer.objects.active = base
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try:
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bpy.ops.wm.stl_export(filepath=STL_OUT, export_selected_objects=True) # Blender >= 4.1
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except Exception:
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try:
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bpy.ops.export_mesh.stl(filepath=STL_OUT, use_selection=True) # Blender <= 4.0
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except Exception as e:
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print("STL-Export fehlgeschlagen — bitte manuell File>Export>STL:", e)
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print("STL:", STL_OUT)
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