SLC_Game/01_3D-Druck/blender/raci-board.py
2026-06-09 12:24:01 +02:00

175 lines
7.5 KiB
Python

# RACI-Konsolen-Board (rund) — FUNKTIONS-BLANK · Blender-Generator (bpy)
# SLC-Workshop Tabletop · 1 Blender-Unit = 1 mm
# Ziel: korrekt & schlicht (Maße/Passungen stimmen). Der edle Look wird SEPARAT
# interaktiv draufmodelliert. Hier nur: runde Platte, Chip-Mulde, 10 Sockel in
# 4 klar getrennten RACI-Sektoren (R3 A1 C4 I2), Kartenschlitz, lesbare Labels.
import bpy, math, os
# ----------------------------- Parameter (mm) -----------------------------
R_BOARD, BASE_H = 104.0, 14.0
EDGE_BEVEL, EDGE_SEG = 1.6, 3
CHIP_D, CHIP_DEP = 50.0, 2.2 # Mittelmulde Ø50 (Chip)
NOTCH_D = 14.0
SOCK_D, SOCK_DEP = 32.8, 2.0 # Figuren-Sockel Ø32 + 0,8 Spiel
RING_R = 72.0
PHASE_NAME, PHASE_COLOR = "DESIGN", (0.184, 0.502, 0.788, 1) # #2f80c9
# Sektor: Name, Label-Mittenwinkel, Sockel-Winkel (Grad; 90=oben, Top frei fuer Karte).
# Lücken zwischen den Sektoren (34-36°) > Lücken innerhalb (28°) -> Gruppen klar sichtbar.
SECTORS = [
("RESPONSIBLE", 150, [118, 150, 182]),
("ACCOUNTABLE", 66, [66]),
("CONSULTED", -34, [30, -2, -34, -66]),
("INFORMED", -118, [-102, -134]),
]
WORD_R = RING_R + SOCK_D/2 + 9 # Labels ausserhalb der Sockel
WORD_SIZE, WORD_DEP = 6.0, 0.9
DESIGN_SIZE, DESIGN_DEP, DESIGN_POS = 9.0, 1.0, (0, -44)
CARD_CY, CARD_BW, CARD_BD, CARD_BH = 82.0, 72.0, 20.0, 16.0
SLOT_W, SLOT_T, SLOT_DEPTH, SLOT_TILT = 63.0, 7.0, 15.0, 12.0
TOP = BASE_H
def _outdir():
d = os.path.dirname(bpy.data.filepath)
if d: return d
try: return os.path.dirname(os.path.abspath(__file__))
except NameError: return os.path.expanduser("~")
HERE = _outdir()
STL_OUT, PNG_OUT = os.path.join(HERE, "raci-board.stl"), os.path.join(HERE, "raci_preview.png")
print("Ausgabe-Ordner:", HERE)
# ----------------------------- 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 engrave(board, body, x, y, rotz=0, size=WORD_SIZE, dep=WORD_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()
base = cyl(R_BOARD*2, BASE_H, (0, 0, BASE_H/2), verts=160)
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')
# Chip-Mulde + Greifkerbe
boolean(base, cyl(CHIP_D, 6, (0, 0, TOP - CHIP_DEP + 3)), 'DIFFERENCE')
boolean(base, cyl(NOTCH_D, 6, (0, -CHIP_D/2, TOP - CHIP_DEP + 3)), 'DIFFERENCE')
# Sockelmulden (4 Sektoren, ueber Luecken getrennt)
for _, _, angles in SECTORS:
for a in angles:
boolean(base, cyl(SOCK_D, 6, (RING_R*math.cos(math.radians(a)),
RING_R*math.sin(math.radians(a)), TOP - SOCK_DEP + 3)), 'DIFFERENCE')
# Action-Card-Schlitz (oben offen, 7 mm breit, 15 mm tief, leicht nach hinten geneigt)
_sb = BASE_H + CARD_BH - SLOT_DEPTH; _sh = SLOT_DEPTH + 20
slot = cube(SLOT_W, SLOT_T, _sh, (0, CARD_CY, _sb + _sh/2))
slot.rotation_euler = (math.radians(-SLOT_TILT), 0, 0); bpy.ops.object.transform_apply(rotation=True)
boolean(base, slot, 'DIFFERENCE')
# dezente Rand-Linie
rim = cyl((R_BOARD-7)*2, 1.4, (0, 0, TOP-0.7))
boolean(rim, cyl((R_BOARD-8.6)*2, 2.0, (0, 0, TOP-0.7)), 'DIFFERENCE')
boolean(base, rim, 'DIFFERENCE')
# Sektor-Labels (gleich gross): links/rechts vertikal, oben/unten waagerecht -> lesbar & passt
for name, wc, _ in SECTORS:
c = math.cos(math.radians(wc))
rot = -90 if c > 0.7 else (90 if c < -0.7 else 0)
engrave(base, name, WORD_R*math.cos(math.radians(wc)), WORD_R*math.sin(math.radians(wc)), rot)
# Phasenname unten im Innenkreis
engrave(base, PHASE_NAME, DESIGN_POS[0], DESIGN_POS[1], 0, DESIGN_SIZE, DESIGN_DEP)
base.name = "RACI-Board"
try: bpy.ops.object.shade_auto_smooth(angle=math.radians(30))
except Exception:
try: bpy.ops.object.shade_flat()
except Exception: pass
# Material (Kontext-Farbe; fuer den Blank zweitrangig)
mat = bpy.data.materials.new("Phase"); mat.use_nodes = True
bsdf = next((n for n in mat.node_tree.nodes if n.type == 'BSDF_PRINCIPLED'), None)
if bsdf:
bsdf.inputs["Base Color"].default_value = PHASE_COLOR
try: bsdf.inputs["Roughness"].default_value = 0.5
except Exception: pass
base.data.materials.clear(); base.data.materials.append(mat)
# ----------------------------- Vorschau-Render -----------------------------
try:
sc = bpy.context.scene
# Meshy-tauglich: heller, neutraler Hintergrund + gleichmaessiges Licht
try:
bg = next((n for n in sc.world.node_tree.nodes if n.type == 'BACKGROUND'), None)
if bg:
bg.inputs[0].default_value = (0.92, 0.92, 0.92, 1)
bg.inputs[1].default_value = 1.6
except Exception: pass
bpy.ops.object.light_add(type='SUN', location=(140, -180, 260)); bpy.context.object.data.energy = 2.2
bpy.ops.object.light_add(type='AREA', location=(-140, -60, 180))
bpy.context.object.data.energy = 9000; bpy.context.object.data.size = 320
bpy.ops.object.empty_add(location=(0, 0, 5)); tgt = bpy.context.object
bpy.ops.object.camera_add(location=(275, -345, 310)); cam = bpy.context.object
cam.data.lens = 50
con = cam.constraints.new('TRACK_TO'); con.target = tgt
con.track_axis = 'TRACK_NEGATIVE_Z'; con.up_axis = 'UP_Y'
sc.camera = cam
sc.render.resolution_x, sc.render.resolution_y = 1500, 1100; 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 -----------------------------
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)
except Exception:
try: bpy.ops.export_mesh.stl(filepath=STL_OUT, use_selection=True)
except Exception as e: print("STL-Export manuell noetig:", e)
print("STL:", STL_OUT)