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authorlijenstina <lijenstina@gmail.com>2016-12-30 22:33:05 +0300
committerlijenstina <lijenstina@gmail.com>2016-12-30 22:33:05 +0300
commitc86080a455579a8c770545e33b95513b43e1a43b (patch)
tree6c392b16b914aa3264b373022602e57ad493e7d7 /add_mesh_extra_objects/Blocks.py
parentc95e86bcef654c0686d3cf4d52446ff9ff8c819f (diff)
Add mesh extra objects: Update to version 0.3.1
General Pep8 cleanup Removed unused variables and imports Removed a panel from add_empty_as_parent Standardized the property definitions across all the scripts Moved scene props from third_domes_panel_271 to init for proper removal Added a Enum prop for mesh type in teapot Fixed a small issue with Geodesic domes self.reports (problem with value fields message spam) Fixed props names in Geodesic domes Consistent tooltips Reorganized menus: Mechanical Menu including Pipe joints, Mesh gear Added separators
Diffstat (limited to 'add_mesh_extra_objects/Blocks.py')
-rw-r--r--add_mesh_extra_objects/Blocks.py1573
1 files changed, 800 insertions, 773 deletions
diff --git a/add_mesh_extra_objects/Blocks.py b/add_mesh_extra_objects/Blocks.py
index 36ef5c0f..f798cf52 100644
--- a/add_mesh_extra_objects/Blocks.py
+++ b/add_mesh_extra_objects/Blocks.py
@@ -1,29 +1,5 @@
-# ***** BEGIN GPL LICENSE BLOCK *****
-#
-# This program is free software; you may redistribute it, and/or
-# modify it, under the terms of the GNU General Public License
-# as published by the Free Software Foundation - either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program. If not, write to:
-#
-# the Free Software Foundation Inc.
-# 51 Franklin Street, Fifth Floor
-# Boston, MA 02110-1301, USA
-#
-# or go online at: http://www.gnu.org/licenses/ to view license options.
-#
-# ***** END GPL LICENCE BLOCK *****
+# GPL # "author":
-
-##
-#
# Module notes:
#
# Grout needs to be implemented.
@@ -38,30 +14,25 @@
# Negative grout width creates a pair of phantom blocks, seperated by grout
# width, inside the edges.
# if block width variance is 0, and edging is on, right edge blocks create a "vertical seam".
-#
-##
-# <pep8-80 compliant>
-import bpy, time, math
+import bpy
from random import random
-from math import fmod, sqrt, sin, cos, atan
+from math import fmod, sqrt, sin, cos, atan, pi as PI
-#A few constants
+# A few constants
SMALL = 0.000000000001
-NOTZERO = 0.01 # for values that must be != 0; see UI options/variables -
-# sort of a bug to be fixed.
-PI = math.pi
+NOTZERO = 0.01 # for values that must be != 0; see UI options/variables - sort of a bug to be fixed.
-#global variables
+# global variables
-#General masonry Settings
+# General masonry Settings
settings = {'w': 1.2, 'wv': 0.3, 'h': .6, 'hv': 0.3, 'd': 0.3, 'dv': 0.1,
'g': 0.1, 'gv': 0.07, 'gd': 0.01, 'gdv': 0.0, 'b': 0, 'bv': 0,
- 'f': 0.0, 'fv': 0.0, 't': 0.0, 'sdv': 0.1, 'hwt': 0.5, 'aln':0,
- 'wm': 0.8, 'hm': 0.3, 'dm':0.1,
- 'woff':0.0, 'woffv':0.0, 'eoff':0.3, 'eoffv':0.0, 'rwhl':1,
- 'hb':0, 'ht':0, 'ge':0, 'physics':0}
+ 'f': 0.0, 'fv': 0.0, 't': 0.0, 'sdv': 0.1, 'hwt': 0.5, 'aln': 0,
+ 'wm': 0.8, 'hm': 0.3, 'dm': 0.1,
+ 'woff': 0.0, 'woffv': 0.0, 'eoff': 0.3, 'eoffv': 0.0, 'rwhl': 1,
+ 'hb': 0, 'ht': 0, 'ge': 0, 'physics': 0}
# 'w':width 'wv':widthVariation
# 'h':height 'hv':heightVariation
# 'd':depth 'dv':depthVariation
@@ -83,21 +54,21 @@ settings = {'w': 1.2, 'wv': 0.3, 'h': .6, 'hv': 0.3, 'd': 0.3, 'dv': 0.1,
# 'physics': set up for physics
# dims = area of wall (face)
-dims = {'s':0, 'e':PI*3/2, 'b':0.1, 't':12.3} # radial
+dims = {'s': 0, 'e': PI * 3 / 2, 'b': 0.1, 't': 12.3} # radial
# 's':start x or theta 'e':end x or theta 'b':bottom z or r 't':top z or r
# 'w' = e-s and h = t-b; calculated to optimize for various operations/usages
-#dims = {'s':-12, 'e':15, 'w':27, 'b':-15., 't':15., 'h':30}
-#dims = {'s':-bayDim/2, 'e':bayDim/2, 'b':-5., 't':10.} # bay settings?
+# dims = {'s':-12, 'e':15, 'w':27, 'b':-15., 't':15., 'h':30}
+# dims = {'s':-bayDim/2, 'e':bayDim/2, 'b':-5., 't':10.} # bay settings?
-radialized = 0 # Radiating from one point - round/disc; instead of square
-slope = 0 # Warp/slope; curved over like a vaulted tunnel
+radialized = 0 # Radiating from one point - round/disc; instead of square
+slope = 0 # Warp/slope; curved over like a vaulted tunnel
# 'bigblock': merge adjacent blocks into single large blocks
-bigBlock = 0 # Merge blocks
+bigBlock = 0 # Merge blocks
# Gaps in blocks for various apertures.
-#openingSpecs = []
-openingSpecs = [{'w':0.5, 'h':0.5, 'x':0.8, 'z':2.7, 'rp':1, 'b':0.0,
- 'v':0, 'vl':0, 't':0, 'tl':0}]
+# openingSpecs = []
+openingSpecs = [{'w': 0.5, 'h': 0.5, 'x': 0.8, 'z': 2.7, 'rp': 1, 'b': 0.0,
+ 'v': 0, 'vl': 0, 't': 0, 'tl': 0}]
# 'w': opening width, 'h': opening height,
# 'x': horizontal position, 'z': vertical position,
# 'rp': make multiple openings, with a spacing of x,
@@ -107,55 +78,59 @@ openingSpecs = [{'w':0.5, 'h':0.5, 'x':0.8, 'z':2.7, 'rp':1, 'b':0.0,
# Add blocks to make platforms.
shelfExt = 0
-#shelfSpecs = []
-shelfSpecs = {'w':0.5, 'h':0.5, 'd': 0.3, 'x':0.8, 'z':2.7}
+shelfSpecs = {'w': 0.5, 'h': 0.5, 'd': 0.3, 'x': 0.8, 'z': 2.7}
# 'w': block width, 'h': block height, 'd': block depth (shelf size; offset from wall)
# 'x': horizontal start position, 'z': vertical start position
# Add blocks to make steps.
stepMod = 0
-stepSpecs = {'x':0.0, 'z':-10, 'w':10.0, 'h':10.0,
- 'v':0.7, 't':1.0, 'd':1.0 }
+stepSpecs = {'x': 0.0, 'z': -10, 'w': 10.0, 'h': 10.0,
+ 'v': 0.7, 't': 1.0, 'd': 1.0}
# 'x': horizontal start position, 'z': vertical start position,
# 'w': step area width, 'h': step area height,
# 'v': riser height, 't': tread width, 'd': block depth (step size; offset from wall)
- #easier way to get to the random function
-def rnd(): return random()
+# easier way to get to the random function
+def rnd():
+ return random()
+
- #random number from -0.5 to 0.5
-def rndc(): return (random() - 0.5)
+# random number from -0.5 to 0.5
+def rndc():
+ return (random() - 0.5)
- #random number from -1.0 to 1.0
-def rndd(): return (random() - 0.5)*2.0
+# random number from -1.0 to 1.0
+def rndd():
+ return (random() - 0.5) * 2.0
-#Opening Test suite
-#opening test function
-def test(TestN = 13):
- dims = {'s':-29., 'e':29., 'b':-6., 't':TestN*7.5}
+# Opening Test suite
+# opening test function
+
+def test(TestN=13):
+ dims = {'s': -29., 'e': 29., 'b': -6., 't': TestN * 7.5}
openingSpecs = []
for i in range(TestN):
x = (random() - 0.5) * 6
- z = i*7.5
- v = .2 + i*(3./TestN)
- vl = 3.2 - i*(3./TestN)
+ z = i * 7.5
+ v = .2 + i * (3. / TestN)
+ vl = 3.2 - i * (3. / TestN)
t = 0.3 + random()
tl = 0.3 + random()
- rn = random()*2
- openingSpecs += [{'w':3.1 + rn, 'h':0.3 + rn, 'x':float(x),
- 'z':float(z), 'rp':0, 'b':0.,
- 'v':float(v), 'vl':float(vl),
- 't':float(t), 'tl':float(tl)}]
+ rn = random() * 2
+ openingSpecs += [{'w': 3.1 + rn, 'h': 0.3 + rn, 'x': float(x),
+ 'z': float(z), 'rp': 0, 'b': 0.,
+ 'v': float(v), 'vl': float(vl),
+ 't': float(t), 'tl': float(tl)}]
return dims, openingSpecs
-#dims, openingSpecs = test(15)
+# dims, openingSpecs = test(15)
-#For filling a linear space with divisions
-def fill(left, right, avedst, mindst=0.0, dev=0.0, pad=(0.0,0.0), num=0,
+# For filling a linear space with divisions
+def fill(left, right, avedst, mindst=0.0, dev=0.0, pad=(0.0, 0.0), num=0,
center=0):
__doc__ = """\
Fills a linear range with points and returns an ordered list of those points
@@ -172,32 +147,34 @@ def fill(left, right, avedst, mindst=0.0, dev=0.0, pad=(0.0,0.0), num=0,
num: substitutes a numerical limit for the right limit. fill will then make
a num+1 element list
center: flag to center the elements in the range, 0 == disabled
- """
+ """
poslist = [left]
- curpos = left+pad[0]
+ curpos = left + pad[0]
# Set offset by average spacing, then add blocks (fall through);
# if not at right edge.
if center:
- curpos += ((right-left-mindst*2)%avedst)/2+mindst
- if curpos-poslist[-1]<mindst: curpos = poslist[-1]+mindst+rnd()*dev/2
+ curpos += ((right - left - mindst * 2) % avedst) / 2 + mindst
+ if curpos - poslist[-1] < mindst:
+ curpos = poslist[-1] + mindst + rnd() * dev / 2
# clip to right edge.
- if (right-curpos<mindst) or (right-curpos< mindst-pad[1]):
+ if (right - curpos < mindst) or (right - curpos < mindst - pad[1]):
poslist.append(right)
return poslist
- else: poslist.append(curpos)
+ else:
+ poslist.append(curpos)
- #unused... for now.
+ # unused... for now.
if num:
idx = len(poslist)
- while idx<num+1:
- curpos += avedst+rndd()*dev
- if curpos-poslist[-1]<mindst:
- curpos = poslist[-1]+mindst+rnd()*dev/2
+ while idx < num + 1:
+ curpos += avedst + rndd() * dev
+ if curpos - poslist[-1] < mindst:
+ curpos = poslist[-1] + mindst + rnd() * dev / 2
poslist.append(curpos)
idx += 1
@@ -205,19 +182,19 @@ def fill(left, right, avedst, mindst=0.0, dev=0.0, pad=(0.0,0.0), num=0,
# make block edges
else:
- while True: # loop for blocks
- curpos += avedst+rndd()*dev
- if curpos-poslist[-1]<mindst:
- curpos = poslist[-1]+mindst+rnd()*dev/2
+ while True: # loop for blocks
+ curpos += avedst + rndd() * dev
+ if curpos - poslist[-1] < mindst:
+ curpos = poslist[-1] + mindst + rnd() * dev / 2
# close off edges at limit
- if (right-curpos<mindst) or (right-curpos< mindst-pad[1]):
+ if (right - curpos < mindst) or (right - curpos < mindst - pad[1]):
poslist.append(right)
return poslist
-
- else: poslist.append(curpos)
+ else:
+ poslist.append(curpos)
-#For generating block geometry
+# For generating block geometry
def MakeABlock(bounds, segsize, vll=0, Offsets=None, FaceExclude=[],
bevel=0, xBevScl=1):
__doc__ = """\
@@ -241,68 +218,76 @@ def MakeABlock(bounds, segsize, vll=0, Offsets=None, FaceExclude=[],
7:right_top_front,
]
FaceExclude: list of faces to exclude from the faces list. see bounds above for indices
- xBevScl: how much to divide the end (+- x axis) bevel dimensions. Set to current average radius to compensate for angular distortion on curved blocks
+ xBevScl: how much to divide the end (+- x axis) bevel dimensions. Set to current average
+ radius to compensate for angular distortion on curved blocks
"""
slices = fill(bounds[0], bounds[1], segsize, segsize, center=1)
points = []
faces = []
- if Offsets == None:
- points.append([slices[0],bounds[4],bounds[2]])
- points.append([slices[0],bounds[5],bounds[2]])
- points.append([slices[0],bounds[5],bounds[3]])
- points.append([slices[0],bounds[4],bounds[3]])
+ if Offsets is None:
+ points.append([slices[0], bounds[4], bounds[2]])
+ points.append([slices[0], bounds[5], bounds[2]])
+ points.append([slices[0], bounds[5], bounds[3]])
+ points.append([slices[0], bounds[4], bounds[3]])
for x in slices[1:-1]:
- points.append([x,bounds[4],bounds[2]])
- points.append([x,bounds[5],bounds[2]])
- points.append([x,bounds[5],bounds[3]])
- points.append([x,bounds[4],bounds[3]])
+ points.append([x, bounds[4], bounds[2]])
+ points.append([x, bounds[5], bounds[2]])
+ points.append([x, bounds[5], bounds[3]])
+ points.append([x, bounds[4], bounds[3]])
- points.append([slices[-1],bounds[4],bounds[2]])
- points.append([slices[-1],bounds[5],bounds[2]])
- points.append([slices[-1],bounds[5],bounds[3]])
- points.append([slices[-1],bounds[4],bounds[3]])
+ points.append([slices[-1], bounds[4], bounds[2]])
+ points.append([slices[-1], bounds[5], bounds[2]])
+ points.append([slices[-1], bounds[5], bounds[3]])
+ points.append([slices[-1], bounds[4], bounds[3]])
else:
- points.append([slices[0]+Offsets[0][0],bounds[4]+Offsets[0][1],bounds[2]+Offsets[0][2]])
- points.append([slices[0]+Offsets[1][0],bounds[5]+Offsets[1][1],bounds[2]+Offsets[1][2]])
- points.append([slices[0]+Offsets[3][0],bounds[5]+Offsets[3][1],bounds[3]+Offsets[3][2]])
- points.append([slices[0]+Offsets[2][0],bounds[4]+Offsets[2][1],bounds[3]+Offsets[2][2]])
-
- for x in slices[1:-1]:
- xwt = (x-bounds[0])/(bounds[1]-bounds[0])
- points.append([x+Offsets[0][0]*(1-xwt)+Offsets[4][0]*xwt,bounds[4]+Offsets[0][1]*(1-xwt)+Offsets[4][1]*xwt,bounds[2]+Offsets[0][2]*(1-xwt)+Offsets[4][2]*xwt])
- points.append([x+Offsets[1][0]*(1-xwt)+Offsets[5][0]*xwt,bounds[5]+Offsets[1][1]*(1-xwt)+Offsets[5][1]*xwt,bounds[2]+Offsets[1][2]*(1-xwt)+Offsets[5][2]*xwt])
- points.append([x+Offsets[3][0]*(1-xwt)+Offsets[7][0]*xwt,bounds[5]+Offsets[3][1]*(1-xwt)+Offsets[7][1]*xwt,bounds[3]+Offsets[3][2]*(1-xwt)+Offsets[7][2]*xwt])
- points.append([x+Offsets[2][0]*(1-xwt)+Offsets[6][0]*xwt,bounds[4]+Offsets[2][1]*(1-xwt)+Offsets[6][1]*xwt,bounds[3]+Offsets[2][2]*(1-xwt)+Offsets[6][2]*xwt])
-
- points.append([slices[-1]+Offsets[4][0],bounds[4]+Offsets[4][1],bounds[2]+Offsets[4][2]])
- points.append([slices[-1]+Offsets[5][0],bounds[5]+Offsets[5][1],bounds[2]+Offsets[5][2]])
- points.append([slices[-1]+Offsets[7][0],bounds[5]+Offsets[7][1],bounds[3]+Offsets[7][2]])
- points.append([slices[-1]+Offsets[6][0],bounds[4]+Offsets[6][1],bounds[3]+Offsets[6][2]])
-
- faces.append([vll,vll+3,vll+2,vll+1])
-
- for x in range(len(slices)-1):
- faces.append([vll,vll+1,vll+5,vll+4])
- vll+=1
- faces.append([vll,vll+1,vll+5,vll+4])
- vll+=1
- faces.append([vll,vll+1,vll+5,vll+4])
- vll+=1
- faces.append([vll,vll-3,vll+1,vll+4])
- vll+=1
-
- faces.append([vll,vll+1,vll+2,vll+3])
+ points.append([slices[0] + Offsets[0][0], bounds[4] + Offsets[0][1], bounds[2] + Offsets[0][2]])
+ points.append([slices[0] + Offsets[1][0], bounds[5] + Offsets[1][1], bounds[2] + Offsets[1][2]])
+ points.append([slices[0] + Offsets[3][0], bounds[5] + Offsets[3][1], bounds[3] + Offsets[3][2]])
+ points.append([slices[0] + Offsets[2][0], bounds[4] + Offsets[2][1], bounds[3] + Offsets[2][2]])
+
+ for x in slices[1: -1]:
+ xwt = (x - bounds[0]) / (bounds[1] - bounds[0])
+ points.append([x + Offsets[0][0] * (1 - xwt) + Offsets[4][0] * xwt,
+ bounds[4] + Offsets[0][1] * (1 - xwt) + Offsets[4][1] * xwt,
+ bounds[2] + Offsets[0][2] * (1 - xwt) + Offsets[4][2] * xwt])
+ points.append([x + Offsets[1][0] * (1 - xwt) + Offsets[5][0] * xwt,
+ bounds[5] + Offsets[1][1] * (1 - xwt) + Offsets[5][1] * xwt,
+ bounds[2] + Offsets[1][2] * (1 - xwt) + Offsets[5][2] * xwt])
+ points.append([x + Offsets[3][0] * (1 - xwt) + Offsets[7][0] * xwt,
+ bounds[5] + Offsets[3][1] * (1 - xwt) + Offsets[7][1] * xwt,
+ bounds[3] + Offsets[3][2] * (1 - xwt) + Offsets[7][2] * xwt])
+ points.append([x + Offsets[2][0] * (1 - xwt) + Offsets[6][0] * xwt,
+ bounds[4] + Offsets[2][1] * (1 - xwt) + Offsets[6][1] * xwt,
+ bounds[3] + Offsets[2][2] * (1 - xwt) + Offsets[6][2] * xwt])
+
+ points.append([slices[-1] + Offsets[4][0], bounds[4] + Offsets[4][1], bounds[2] + Offsets[4][2]])
+ points.append([slices[-1] + Offsets[5][0], bounds[5] + Offsets[5][1], bounds[2] + Offsets[5][2]])
+ points.append([slices[-1] + Offsets[7][0], bounds[5] + Offsets[7][1], bounds[3] + Offsets[7][2]])
+ points.append([slices[-1] + Offsets[6][0], bounds[4] + Offsets[6][1], bounds[3] + Offsets[6][2]])
+
+ faces.append([vll, vll + 3, vll + 2, vll + 1])
+
+ for x in range(len(slices) - 1):
+ faces.append([vll, vll + 1, vll + 5, vll + 4])
+ vll += 1
+ faces.append([vll, vll + 1, vll + 5, vll + 4])
+ vll += 1
+ faces.append([vll, vll + 1, vll + 5, vll + 4])
+ vll += 1
+ faces.append([vll, vll - 3, vll + 1, vll + 4])
+ vll += 1
+
+ faces.append([vll, vll + 1, vll + 2, vll + 3])
return points, faces
-#
-#
-#
-#For generating Keystone Geometry
+
+# For generating Keystone Geometry
+
def MakeAKeystone(xpos, width, zpos, ztop, zbtm, thick, bevel, vll=0, FaceExclude=[], xBevScl=1):
__doc__ = """\
MakeAKeystone returns lists of points and faces to be made into a square cornered keystone, with optional bevels.
@@ -315,60 +300,68 @@ def MakeAKeystone(xpos, width, zpos, ztop, zbtm, thick, bevel, vll=0, FaceExclud
bevel: the amount to raise the back vertex to account for arch beveling
vll: the number of vertexes already in the mesh. len(mesh.verts) should give this number
faceExclude: list of faces to exclude from the faces list. 0:left, 1:right, 2:bottom, 3:top, 4:back, 5:front
- xBevScl: how much to divide the end (+- x axis) bevel dimensions. Set to current average radius to compensate for angular distortion on curved blocks
+ xBevScl: how much to divide the end (+- x axis) bevel dimensions.
+ Set to current average radius to compensate for angular distortion on curved blocks
"""
points = []
faces = []
faceinclude = [1 for x in range(6)]
- for x in FaceExclude: faceinclude[x]=0
+ for x in FaceExclude:
+ faceinclude[x] = 0
Top = zpos + ztop
Btm = zpos - zbtm
- Wid = width/2.
- Thk = thick/2.
+ Wid = width / 2.0
+ Thk = thick / 2.0
# The front top point
points.append([xpos, Thk, Top])
# The front left point
- points.append([xpos-Wid, Thk, zpos])
+ points.append([xpos - Wid, Thk, zpos])
# The front bottom point
points.append([xpos, Thk, Btm])
# The front right point
- points.append([xpos+Wid, Thk, zpos])
+ points.append([xpos + Wid, Thk, zpos])
MirrorPoints = []
for i in points:
- MirrorPoints.append([i[0],-i[1],i[2]])
+ MirrorPoints.append([i[0], -i[1], i[2]])
points += MirrorPoints
points[6][2] += bevel
- faces.append([3,2,1,0])
- faces.append([4,5,6,7])
- faces.append([4,7,3,0])
- faces.append([5,4,0,1])
- faces.append([6,5,1,2])
- faces.append([7,6,2,3])
+ faces.append([3, 2, 1, 0])
+ faces.append([4, 5, 6, 7])
+ faces.append([4, 7, 3, 0])
+ faces.append([5, 4, 0, 1])
+ faces.append([6, 5, 1, 2])
+ faces.append([7, 6, 2, 3])
# Offset the vertex numbers by the number of verticies already in the list
for i in range(len(faces)):
- for j in range(len(faces[i])): faces[i][j] += vll
+ for j in range(len(faces[i])):
+ faces[i][j] += vll
return points, faces
-#for finding line/circle intercepts
-def circ(offs=0.,r=1.):
+# for finding line/circle intercepts
+
+def circ(offs=0., r=1.):
__doc__ = """\
offs is the distance perpendicular to the line to the center of the circle
r is the radius of the circle
circ returns the distance paralell to the line to the center of the circle at the intercept.
"""
offs = abs(offs)
- if offs > r: return None
- elif offs == r: return 0.
- else: return sqrt(r**2 - offs**2)
+ if offs > r:
+ return None
+ elif offs == r:
+ return 0.
+ else:
+ return sqrt(r ** 2 - offs ** 2)
+
+# class openings in the wall
-#class openings in the wall
class opening:
__doc__ = """\
This is the class for holding the data for the openings in the wall.
@@ -380,191 +373,208 @@ class opening:
# z = 0. # x position of the opening
# w = 0. # width of the opening
# h = 0. # height of the opening
- r = 0 # top radius of the arch (derived from 'v')
- rl = 0 # lower radius of the arch (derived from 'vl')
- rt = 0 # top arch thickness
- rtl = 0# lower arch thickness
- ts = 0 # Opening side thickness, if greater than average width, replaces it.
- c = 0 # top arch corner position (for low arches), distance from the top of the straight sides
- cl = 0 # lower arch corner position (for low arches), distance from the top of the straight sides
- # form = 0 # arch type (unused for now)
- # b = 0. # back face bevel distance, like an arrow slit
- v = 0. # top arch height
- vl = 0.# lower arch height
+ r = 0 # top radius of the arch (derived from 'v')
+ rl = 0 # lower radius of the arch (derived from 'vl')
+ rt = 0 # top arch thickness
+ rtl = 0 # lower arch thickness
+ ts = 0 # Opening side thickness, if greater than average width, replaces it.
+ c = 0 # top arch corner position (for low arches), distance from the top of the straight sides
+ cl = 0 # lower arch corner position (for low arches), distance from the top of the straight sides
+ # form = 0 # arch type (unused for now)
+ # b = 0. # back face bevel distance, like an arrow slit
+ v = 0. # top arch height
+ vl = 0. # lower arch height
# variable "s" is used for "side" in the "edge" function.
# it is a signed int, multiplied by the width to get + or - of the center
def btm(self):
- if self.vl <= self.w/2 : return self.z-self.h/2-self.vl-self.rtl
- else: return self.z - sqrt((self.rl+self.rtl)**2 - (self.rl - self.w/2 )**2) - self.h/2
-
+ if self.vl <= self.w / 2:
+ return self.z - self.h / 2 - self.vl - self.rtl
+ else:
+ return self.z - sqrt((self.rl + self.rtl) ** 2 - (self.rl - self.w / 2) ** 2) - self.h / 2
def top(self):
- if self.v <= self.w/2 : return self.z+self.h/2+self.v+self.rt
- else: return sqrt((self.r+self.rt)**2 - (self.r - self.w/2 )**2) + self.z + self.h/2
-
+ if self.v <= self.w / 2:
+ return self.z + self.h / 2 + self.v + self.rt
+ else:
+ return sqrt((self.r + self.rt) ** 2 - (self.r - self.w / 2) ** 2) + self.z + self.h / 2
- #crits returns the critical split points, or discontinuities, used for making rows
+ # crits returns the critical split points, or discontinuities, used for making rows
def crits(self):
critlist = []
- if self.vl>0: # for lower arch
+ if self.vl > 0: # for lower arch
# add the top point if it is pointed
- #if self.vl >= self.w/2.: critlist.append(self.btm())
- if self.vl < self.w/2.:#else: for low arches, with wedge blocks under them
- #critlist.append(self.btm())
- critlist.append(self.z-self.h/2 - self.cl)
+ # if self.vl >= self.w/2.: critlist.append(self.btm())
+ if self.vl < self.w / 2.: # else: for low arches, with wedge blocks under them
+ # critlist.append(self.btm())
+ critlist.append(self.z - self.h / 2 - self.cl)
- if self.h>0: # if it has a height, append points at the top and bottom of the main square section
- critlist += [self.z-self.h/2,self.z+self.h/2]
+ if self.h > 0: # if it has a height, append points at the top and bottom of the main square section
+ critlist += [self.z - self.h / 2, self.z + self.h / 2]
else: # otherwise, append just one in the center
critlist.append(self.z)
- if self.v>0: # for the upper arch
- if self.v < self.w/2.: # add the splits for the upper wedge blocks, if needed
- critlist.append(self.z+self.h/2 + self.c)
- #critlist.append(self.top())
- #otherwise just add the top point, if it is pointed
- #else: critlist.append(self.top())
+ if self.v > 0: # for the upper arch
+ if self.v < self.w / 2: # add the splits for the upper wedge blocks, if needed
+ critlist.append(self.z + self.h / 2 + self.c)
+ # critlist.append(self.top())
+ # otherwise just add the top point, if it is pointed
+ # else: critlist.append(self.top())
return critlist
-
# get the side position of the opening.
# ht is the z position; s is the side: 1 for right, -1 for left
# if the height passed is above or below the opening, return None
- #
def edgeS(self, ht, s):
# set the row radius: 1 for standard wall (flat)
if radialized:
- if slope: r1 = abs(dims['t']*sin(ht*PI/(dims['t']*2)))
- else: r1 = abs(ht)
- else: r1 = 1
+ if slope:
+ r1 = abs(dims['t'] * sin(ht * PI / (dims['t'] * 2)))
+ else:
+ r1 = abs(ht)
+ else:
+ r1 = 1
- #Go through all the options, and return the correct value
- if ht < self.btm(): #too low
+ # Go through all the options, and return the correct value
+ if ht < self.btm(): # too low
return None
- elif ht > self.top(): #too high
+ elif ht > self.top(): # too high
return None
# Check for circ returning None - prevent TypeError (script failure) with float.
-
# in this range, pass the lower arch info
- elif ht <= self.z-self.h/2-self.cl:
- if self.vl > self.w/2:
- circVal = circ(ht-self.z+self.h/2,self.rl+self.rtl)
- if circVal == None:
+ elif ht <= self.z - self.h / 2 - self.cl:
+ if self.vl > self.w / 2:
+ circVal = circ(ht - self.z + self.h / 2, self.rl + self.rtl)
+ if circVal is None:
return None
- else: return self.x + s*(self.w/2.-self.rl+circVal)/r1
+ else:
+ return self.x + s * (self.w / 2. - self.rl + circVal) / r1
else:
- circVal = circ(ht-self.z+self.h/2+self.vl-self.rl,self.rl+self.rtl)
- if circVal == None:
+ circVal = circ(ht - self.z + self.h / 2 + self.vl - self.rl, self.rl + self.rtl)
+ if circVal is None:
return None
- else: return self.x + s*circVal/r1
+ else:
+ return self.x + s * circVal / r1
- #in this range, pass the top arch info
- elif ht >= self.z+self.h/2+self.c:
- if self.v > self.w/2:
- circVal = circ(ht-self.z-self.h/2,self.r+self.rt)
- if circVal == None:
+ # in this range, pass the top arch info
+ elif ht >= self.z + self.h / 2 + self.c:
+ if self.v > self.w / 2:
+ circVal = circ(ht - self.z - self.h / 2, self.r + self.rt)
+ if circVal is None:
return None
- else: return self.x + s*(self.w/2.-self.r+circVal)/r1
+ else:
+ return self.x + s * (self.w / 2. - self.r + circVal) / r1
else:
- circVal = circ(ht-(self.z+self.h/2+self.v-self.r),self.r+self.rt)
- if circVal == None:
+ circVal = circ(ht - (self.z + self.h / 2 + self.v - self.r), self.r + self.rt)
+ if circVal is None:
return None
- else: return self.x + s*circVal/r1
-
- #in this range pass the lower corner edge info
- elif ht <= self.z-self.h/2:
- d = sqrt(self.rtl**2 - self.cl**2)
- if self.cl > self.rtl/sqrt(2.): return self.x + s*(self.w/2 + (self.z - self.h/2 - ht)*d/self.cl)/r1
- else: return self.x + s*( self.w/2 + d )/r1
+ else:
+ return self.x + s * circVal / r1
- #in this range pass the upper corner edge info
- elif ht >= self.z+self.h/2:
- d = sqrt(self.rt**2 - self.c**2)
- if self.c > self.rt/sqrt(2.): return self.x + s*(self.w/2 + (ht - self.z - self.h/2 )*d/self.c)/r1
- else: return self.x + s*( self.w/2 + d )/r1
+ # in this range pass the lower corner edge info
+ elif ht <= self.z - self.h / 2:
+ d = sqrt(self.rtl ** 2 - self.cl ** 2)
+ if self.cl > self.rtl / sqrt(2.):
+ return self.x + s * (self.w / 2 + (self.z - self.h / 2 - ht) * d / self.cl) / r1
+ else:
+ return self.x + s * (self.w / 2 + d) / r1
- #in this range, pass the middle info (straight sides)
- else: return self.x + s*self.w/2/r1
+ # in this range pass the upper corner edge info
+ elif ht >= self.z + self.h / 2:
+ d = sqrt(self.rt ** 2 - self.c ** 2)
+ if self.c > self.rt / sqrt(2.):
+ return self.x + s * (self.w / 2 + (ht - self.z - self.h / 2) * d / self.c) / r1
+ else:
+ return self.x + s * (self.w / 2 + d) / r1
+ # in this range, pass the middle info (straight sides)
+ else:
+ return self.x + s * self.w / 2 / r1
# get the top or bottom of the opening
# ht is the x position; s is the side: 1 for top, -1 for bottom
- #
def edgeV(self, ht, s):
- dist = abs(self.x-ht)
+ dist = abs(self.x - ht)
+
def radialAdjust(dist, sideVal):
- """take the distance and adjust for radial geometry, return dist.
- """
+ # take the distance and adjust for radial geometry, return dist
if radialized:
if slope:
- dist = dist * abs(dims['t']*sin(sideVal*PI/(dims['t']*2)))
+ dist = dist * abs(dims['t'] * sin(sideVal * PI / (dims['t'] * 2)))
else:
dist = dist * sideVal
return dist
- if s > 0 :#and (dist <= self.edgeS(self.z+self.h/2+self.c,1)-self.x): #check top down
- #hack for radialized masonry, import approx Z instead of self.top()
+ if s > 0: # and (dist <= self.edgeS(self.z + self.h / 2 + self.c, 1) - self.x): # check top down
+ # hack for radialized masonry, import approx Z instead of self.top()
dist = radialAdjust(dist, self.top())
- #no arch on top, flat
- if not self.r: return self.z+self.h/2
+ # no arch on top, flat
+ if not self.r:
+ return self.z + self.h / 2
- #pointed arch on top
- elif self.v > self.w/2:
- circVal = circ(dist-self.w/2+self.r,self.r+self.rt)
- if circVal == None:
+ # pointed arch on top
+ elif self.v > self.w / 2:
+ circVal = circ(dist - self.w / 2 + self.r, self.r + self.rt)
+ if circVal is None:
return None
- else: return self.z+self.h/2+circVal
+ else:
+ return self.z + self.h / 2 + circVal
- #domed arch on top
+ # domed arch on top
else:
- circVal = circ(dist,self.r+self.rt)
- if circVal == None:
+ circVal = circ(dist, self.r + self.rt)
+ if circVal is None:
return None
- else: return self.z+self.h/2+self.v-self.r+circVal
+ else:
+ return self.z + self.h / 2 + self.v - self.r + circVal
- else:#and (dist <= self.edgeS(self.z-self.h/2-self.cl,1)-self.x): #check bottom up
- #hack for radialized masonry, import approx Z instead of self.top()
+ else: # and (dist <= self.edgeS(self.z - self.h / 2 - self.cl, 1) - self.x): # check bottom up
+ # hack for radialized masonry, import approx Z instead of self.top()
dist = radialAdjust(dist, self.btm())
- #no arch on bottom
- if not self.rl: return self.z-self.h/2
+ # no arch on bottom
+ if not self.rl:
+ return self.z - self.h / 2
- #pointed arch on bottom
- elif self.vl > self.w/2:
- circVal = circ(dist-self.w/2+self.rl,self.rl+self.rtl)
- if circVal == None:
+ # pointed arch on bottom
+ elif self.vl > self.w / 2:
+ circVal = circ(dist - self.w / 2 + self.rl, self.rl + self.rtl)
+ if circVal is None:
return None
- else: return self.z-self.h/2-circVal
+ else:
+ return self.z - self.h / 2 - circVal
- #old conditional? if (dist-self.w/2+self.rl)<=(self.rl+self.rtl):
- #domed arch on bottom
+ # old conditional? if (dist-self.w / 2 + self.rl) <= (self.rl + self.rtl):
+ # domed arch on bottom
else:
- circVal = circ(dist,self.rl+self.rtl) # dist-self.w/2+self.rl
- if circVal == None:
+ circVal = circ(dist, self.rl + self.rtl) # dist-self.w / 2 + self.rl
+ if circVal is None:
return None
- else: return self.z-self.h/2-self.vl+self.rl-circVal
+ else:
+ return self.z - self.h / 2 - self.vl + self.rl - circVal
# and this never happens - but, leave it as failsafe :)
print("got all the way out of the edgeV! Not good!")
print("opening x = ", self.x, ", opening z = ", self.z)
return 0.0
- #
+
def edgeBev(self, ht):
- if ht > (self.z + self.h/2): return 0.0
- if ht < (self.z - self.h/2): return 0.0
+ if ht > (self.z + self.h / 2):
+ return 0.0
+ if ht < (self.z - self.h / 2):
+ return 0.0
if radialized:
- if slope: r1 = abs(dims['t']*sin(ht*PI/(dims['t']*2)))
- else: r1 = abs(ht)
- else: r1 = 1
+ if slope:
+ r1 = abs(dims['t'] * sin(ht * PI / (dims['t'] * 2)))
+ else:
+ r1 = abs(ht)
+ else:
+ r1 = 1
bevel = self.b / r1
return bevel
-#
-##
-#
def __init__(self, xpos, zpos, width, height, archHeight=0, archThk=0,
archHeightLower=0, archThkLower=0, bevel=0, edgeThk=0):
@@ -576,42 +586,43 @@ class opening:
self.rtl = archThkLower
self.v = archHeight
self.vl = archHeightLower
- if self.w <= 0: self.w = SMALL
+ if self.w <= 0:
+ self.w = SMALL
- #find the upper arch radius
- if archHeight >= width/2:
+ # find the upper arch radius
+ if archHeight >= width / 2:
# just one arch, low long
- self.r = (self.v**2)/self.w + self.w/4
+ self.r = (self.v ** 2) / self.w + self.w / 4
elif archHeight <= 0:
# No arches
self.r = 0
self.v = 0
else:
# Two arches
- self.r = (self.w**2)/(8*self.v) + self.v/2.
- self.c = self.rt*cos(atan(self.w/(2*(self.r-self.v))))
+ self.r = (self.w ** 2) / (8 * self.v) + self.v / 2.
+ self.c = self.rt * cos(atan(self.w / (2 * (self.r - self.v))))
- #find the lower arch radius
- if archHeightLower >= width/2:
- self.rl = (self.vl**2)/self.w + self.w/4
+ # find the lower arch radius
+ if archHeightLower >= width / 2:
+ self.rl = (self.vl ** 2) / self.w + self.w / 4
elif archHeightLower <= 0:
self.rl = 0
self.vl = 0
else:
- self.rl = (self.w**2)/(8*self.vl) + self.vl/2.
- self.cl = self.rtl*cos(atan(self.w/(2*(self.rl-self.vl))))
+ self.rl = (self.w ** 2) / (8 * self.vl) + self.vl / 2.
+ self.cl = self.rtl * cos(atan(self.w / (2 * (self.rl - self.vl))))
- #self.form = something?
+ # self.form = something?
self.b = float(bevel)
self.ts = edgeThk
-#
-#
-#class for the whole wall boundaries; a sub-class of "opening"
+
+# class for the whole wall boundaries; a sub-class of "opening"
+
class OpeningInv(opening):
- #this is supposed to switch the sides of the opening
- #so the wall will properly enclose the whole wall.
- #We'll see if it works.
+ # this is supposed to switch the sides of the opening
+ # so the wall will properly enclose the whole wall.
+ # We'll see if it works.
def edgeS(self, ht, s):
return opening.edgeS(self, ht, -s)
@@ -619,29 +630,27 @@ class OpeningInv(opening):
def edgeV(self, ht, s):
return opening.edgeV(self, ht, -s)
-#class rows in the wall
+
+# class rows in the wall
+
class rowOb:
__doc__ = """\
This is the class for holding the data for individual rows of blocks.
each row is required to have some edge blocks, and can also have
intermediate sections of "normal" blocks.
"""
-
- #z = 0.
- #h = 0.
radius = 1
EdgeOffset = 0.
-# BlocksEdge = []
-# RowSegments = []
-# BlocksNorm = []
def FillBlocks(self):
# Set the radius variable, in the case of radial geometry
if radialized:
- if slope: self.radius = dims['t']*(sin(self.z*PI/(dims['t']*2)))
- else: self.radius = self.z
+ if slope:
+ self.radius = dims['t'] * (sin(self.z * PI / (dims['t'] * 2)))
+ else:
+ self.radius = self.z
- #initialize internal variables from global settings
+ # initialize internal variables from global settings
SetH = settings['h']
SetHwt = settings['hwt']
@@ -654,52 +663,51 @@ class rowOb:
SetDepth = settings['d']
SetDepthVar = settings['dv']
- #height weight, used for making shorter rows have narrower blocks, and vice-versa
- hwt = ((self.h/SetH-1)*SetHwt+1)
+ # height weight, used for making shorter rows have narrower blocks, and vice-versa
+ hwt = ((self.h / SetH - 1) * SetHwt + 1)
# set variables for persistent values: loop optimization, readability, single ref for changes.
- avgDist = hwt*SetWid/self.radius
- minDist = SetWidMin/self.radius
- deviation = hwt*SetWidVar/self.radius
- grtOffset = SetGrt/(2*self.radius)
+ avgDist = hwt * SetWid / self.radius
+ minDist = SetWidMin / self.radius
+ deviation = hwt * SetWidVar / self.radius
+ grtOffset = SetGrt / (2 * self.radius)
# init loop variables that may change...
- grt = (SetGrt + rndc()*SetGrtVar)/(self.radius)
- ThisBlockHeight = self.h+rndc()*(1-SetRowHeightLink)*SetGrtVar
- ThisBlockDepth = rndd()*SetDepthVar+SetDepth
+ grt = (SetGrt + rndc() * SetGrtVar) / (self.radius)
+ ThisBlockHeight = self.h + rndc() * (1 - SetRowHeightLink) * SetGrtVar
+ ThisBlockDepth = rndd() * SetDepthVar + SetDepth
for segment in self.RowSegments:
- divs = fill(segment[0]+grtOffset, segment[1]-grtOffset, avgDist, minDist, deviation)
+ divs = fill(segment[0] + grtOffset, segment[1] - grtOffset, avgDist, minDist, deviation)
- #loop through the divisions, adding blocks for each one
- for i in range(len(divs)-1):
- ThisBlockx = (divs[i]+divs[i+1])/2
- ThisBlockw = divs[i+1]-divs[i]-grt
+ # loop through the divisions, adding blocks for each one
+ for i in range(len(divs) - 1):
+ ThisBlockx = (divs[i] + divs[i + 1]) / 2
+ ThisBlockw = divs[i + 1] - divs[i] - grt
self.BlocksNorm.append([ThisBlockx, self.z, ThisBlockw, ThisBlockHeight, ThisBlockDepth, None])
- if SetDepthVar: # vary depth
- ThisBlockDepth = rndd()*SetDepthVar+SetDepth
+ if SetDepthVar: # vary depth
+ ThisBlockDepth = rndd() * SetDepthVar + SetDepth
- if SetGrtVar: # vary grout
- grt = (SetGrt + rndc()*SetGrtVar)/(self.radius)
- ThisBlockHeight = self.h+rndc()*(1-SetRowHeightLink)*SetGrtVar
+ if SetGrtVar: # vary grout
+ grt = (SetGrt + rndc() * SetGrtVar) / (self.radius)
+ ThisBlockHeight = self.h + rndc() * (1 - SetRowHeightLink) * SetGrtVar
-
- def __init__(self,centerheight,rowheight,edgeoffset = 0.):
+ def __init__(self, centerheight, rowheight, edgeoffset=0.):
self.z = float(centerheight)
self.h = float(rowheight)
self.EdgeOffset = float(edgeoffset)
-#THIS INITILIZATION IS IMPORTANT! OTHERWISE ALL OBJECTS WILL HAVE THE SAME LISTS!
+ # THIS INITILIZATION IS IMPORTANT! OTHERWISE ALL OBJECTS WILL HAVE THE SAME LISTS!
self.BlocksEdge = []
self.RowSegments = []
self.BlocksNorm = []
-#
-def arch(ra,rt,x,z, archStart, archEnd, bevel, bevAngle, vll):
+
+def arch(ra, rt, x, z, archStart, archEnd, bevel, bevAngle, vll):
__doc__ = """\
Makes a list of faces and vertexes for arches.
ra: the radius of the arch, to the center of the bricks
@@ -714,16 +722,9 @@ def arch(ra,rt,x,z, archStart, archEnd, bevel, bevAngle, vll):
avlist = []
aflist = []
- #initialize internal variables for global settings
-#overkill?
- SetH = settings['h']
- SetHwt = settings['hwt']
- SetWid = settings['w']
- SetWidMin = settings['wm']
- SetWidVar = settings['wv']
+ # initialize internal variables for global settings
SetGrt = settings['g']
SetGrtVar = settings['gv']
- SetRowHeightLink = settings['rwhl']
SetDepth = settings['d']
SetDepthVar = settings['dv']
@@ -737,92 +738,103 @@ def arch(ra,rt,x,z, archStart, archEnd, bevel, bevAngle, vll):
bevel = how much to offset the edge
side = -1 for left (right side), 1 for right (left side)
"""
- left = (0,2,3)
- right = (4,6,7)
- if side == 1: pointsToAffect = right
- else: pointsToAffect = left
+ left = (0, 2, 3)
+ right = (4, 6, 7)
+ if side == 1:
+ pointsToAffect = right
+ else:
+ pointsToAffect = left
for num in pointsToAffect:
offsets[num] = offsets[num][:]
offsets[num][0] += -bevel * side
- ArchInner = ra-rt/2
- ArchOuter = ra+rt/2-SetGrt + rndc()*SetGrtVar
+ ArchInner = ra - rt / 2
+ ArchOuter = ra + rt / 2 - SetGrt + rndc() * SetGrtVar
- DepthBack = -SetDepth/2-rndc()*SetDepthVar
- DepthFront = SetDepth/2+rndc()*SetDepthVar
+ DepthBack = - SetDepth / 2 - rndc() * SetDepthVar
+ DepthFront = SetDepth / 2 + rndc() * SetDepthVar
- if radialized: subdivision = settings['sdv']
- else: subdivision = 0.12
+ if radialized:
+ subdivision = settings['sdv']
+ else:
+ subdivision = 0.12
- grt = (SetGrt + rndc()*SetGrtVar)/(2*ra) # init grout offset for loop
+ grt = (SetGrt + rndc() * SetGrtVar) / (2 * ra) # init grout offset for loop
# set up the offsets, it will be the same for every block
- offsets = ([[0]*2 + [bevel]] + [[0]*3]*3)*2
+ offsets = ([[0] * 2 + [bevel]] + [[0] * 3] * 3) * 2
- #make the divisions in the "length" of the arch
- divs = fill(archStart, archEnd, settings['w']/ra, settings['wm']/ra, settings['wv']/ra)
+ # make the divisions in the "length" of the arch
+ divs = fill(archStart, archEnd, settings['w'] / ra, settings['wm'] / ra, settings['wv'] / ra)
- for i in range(len(divs)-1):
+ for i in range(len(divs) - 1):
if i == 0:
ThisOffset = offsets[:]
- bevelEdgeOffset(ThisOffset, bevAngle, -1)
- elif i == len(divs)-2:
+ bevelEdgeOffset(ThisOffset, bevAngle, - 1)
+ elif i == len(divs) - 2:
ThisOffset = offsets[:]
bevelEdgeOffset(ThisOffset, bevAngle, 1)
else:
ThisOffset = offsets
- geom = MakeABlock([divs[i]+grt, divs[i+1]-grt, ArchInner, ArchOuter, DepthBack, DepthFront],
+ geom = MakeABlock([divs[i] + grt, divs[i + 1] - grt, ArchInner, ArchOuter, DepthBack, DepthFront],
subdivision, len(avlist) + vll, ThisOffset, [], None, ra)
avlist += geom[0]
aflist += geom[1]
- if SetDepthVar: # vary depth
- DepthBack = -SetDepth/2-rndc()*SetDepthVar
- DepthFront = SetDepth/2+rndc()*SetDepthVar
+ if SetDepthVar: # vary depth
+ DepthBack = -SetDepth / 2 - rndc() * SetDepthVar
+ DepthFront = SetDepth / 2 + rndc() * SetDepthVar
- if SetGrtVar: # vary grout
- grt = (settings['g'] + rndc()*SetGrtVar)/(2*ra)
- ArchOuter = ra+rt/2-SetGrt + rndc()*SetGrtVar
+ if SetGrtVar: # vary grout
+ grt = (settings['g'] + rndc() * SetGrtVar) / (2 * ra)
+ ArchOuter = ra + rt / 2 - SetGrt + rndc() * SetGrtVar
- for i,vert in enumerate(avlist):
- v0 = vert[2]*sin(vert[0]) + x
+ for i, vert in enumerate(avlist):
+ v0 = vert[2] * sin(vert[0]) + x
v1 = vert[1]
- v2 = vert[2]*cos(vert[0]) + z
+ v2 = vert[2] * cos(vert[0]) + z
- if radialized==1:
- if slope==1: r1 = dims['t']*(sin(v2*PI/(dims['t']*2)))
- else: r1 = v2
- v0 = v0/r1
+ if radialized == 1:
+ if slope == 1:
+ r1 = dims['t'] * (sin(v2 * PI / (dims['t'] * 2)))
+ else:
+ r1 = v2
+ v0 = v0 / r1
- avlist[i] = [v0,v1,v2]
+ avlist[i] = [v0, v1, v2]
+
+ return (avlist, aflist)
- return (avlist,aflist)
-#
def sketch():
- __doc__ = """\
+ __doc__ = """ \
The 'sketch' function creates a list of openings from the general specifications passed to it.
It takes curved and domed walls into account, placing the openings at the appropriate angular locations
"""
boundlist = []
for x in openingSpecs:
if x['rp']:
- if radialized: r1 = x['z']
- else: r1 = 1
-
- if x['x'] > (x['w'] + settings['wm']):spacing = x['x']/r1
- else: spacing = (x['w'] + settings['wm'])/r1
+ if radialized:
+ r1 = x['z']
+ else:
+ r1 = 1
- minspacing = (x['w'] + settings['wm'])/r1
+ if x['x'] > (x['w'] + settings['wm']):
+ spacing = x['x'] / r1
+ else:
+ spacing = (x['w'] + settings['wm']) / r1
- divs = fill(dims['s'],dims['e'],spacing,minspacing,center=1)
+ minspacing = (x['w'] + settings['wm']) / r1
- for posidx in range(len(divs)-2):
- boundlist.append(opening(divs[posidx+1],x['z'],x['w'],x['h'],x['v'],x['t'],x['vl'],x['tl'],x['b']))
+ divs = fill(dims['s'], dims['e'], spacing, minspacing, center=1)
- else: boundlist.append(opening(x['x'],x['z'],x['w'],x['h'],x['v'],x['t'],x['vl'],x['tl'],x['b']))
- #check for overlaping edges?
+ for posidx in range(len(divs) - 2):
+ boundlist.append(opening(divs[posidx + 1], x['z'], x['w'], x['h'],
+ x['v'], x['t'], x['vl'], x['tl'], x['b']))
+ else:
+ boundlist.append(opening(x['x'], x['z'], x['w'], x['h'], x['v'], x['t'], x['vl'], x['tl'], x['b']))
+ # check for overlaping edges?
return boundlist
@@ -834,42 +846,47 @@ def wedgeBlocks(row, opening, leftPos, rightPos, edgeBinary, r1):
wedgeBlocks(row, LeftWedgeEdge, LNerEdge, LEB, r1)
wedgeBlocks(row, RNerEdge, RightWedgeEdge, REB, r1)
"""
- wedgeEdges = fill(leftPos, rightPos, settings['w']/r1, settings['wm']/r1,
- settings['wv']/r1)
+ wedgeEdges = fill(leftPos, rightPos, settings['w'] / r1, settings['wm'] / r1,
+ settings['wv'] / r1)
- for i in range(len(wedgeEdges)-1):
- x = (wedgeEdges[i+1] + wedgeEdges[i])/2
- grt = (settings['g'] + rndd()*settings['gv'])/r1
- w = wedgeEdges[i+1] - wedgeEdges[i] - grt
+ for i in range(len(wedgeEdges) - 1):
+ x = (wedgeEdges[i + 1] + wedgeEdges[i]) / 2
+ grt = (settings['g'] + rndd() * settings['gv']) / r1
+ w = wedgeEdges[i + 1] - wedgeEdges[i] - grt
- ThisBlockDepth = rndd()*settings['dv']+settings['d']
+ ThisBlockDepth = rndd() * settings['dv'] + settings['d']
-#edgeV may return "None" - causing TypeError for math op.
-#use 0 until wedgeBlocks operation worked out
- edgeVal = opening.edgeV(x-w/2,edgeBinary)
- if edgeVal == None: edgeVal = 0.0
+ # edgeV may return "None" - causing TypeError for math op.
+ # use 0 until wedgeBlocks operation worked out
+ edgeVal = opening.edgeV(x - w / 2, edgeBinary)
+ if edgeVal is None:
+ edgeVal = 0.0
- LeftVertOffset = -( row.z - (row.h/2)*edgeBinary - edgeVal )
+ LeftVertOffset = -(row.z - (row.h / 2) * edgeBinary - edgeVal)
-#edgeV may return "None" - causing TypeError for math op.
-#use 0 until wedgeBlocks operation worked out
- edgeVal = opening.edgeV(x+w/2,edgeBinary)
- if edgeVal == None: edgeVal = 0.0
+ # edgeV may return "None" - causing TypeError for math op.
+ # use 0 until wedgeBlocks operation worked out
+ edgeVal = opening.edgeV(x + w / 2, edgeBinary)
+ if edgeVal is None:
+ edgeVal = 0.0
- RightVertOffset = -( row.z - (row.h/2)*edgeBinary - edgeVal )
+ RightVertOffset = -(row.z - (row.h / 2) * edgeBinary - edgeVal)
- #Wedges are on top = off, blank, off, blank
- #Wedges are on btm = blank, off, blank, off
- ThisBlockOffsets = [[0,0,LeftVertOffset]]*2 + [[0]*3]*2 + [[0,0,RightVertOffset]]*2
+ # Wedges are on top = off, blank, off, blank
+ # Wedges are on btm = blank, off, blank, off
+ ThisBlockOffsets = [[0, 0, LeftVertOffset]] * 2 + [[0] * 3] * 2 + [[0, 0, RightVertOffset]] * 2
# Instert or append "blank" for top or bottom wedges.
- if edgeBinary == 1: ThisBlockOffsets = ThisBlockOffsets + [[0]*3]*2
- else: ThisBlockOffsets = [[0]*3]*2 + ThisBlockOffsets
+ if edgeBinary == 1:
+ ThisBlockOffsets = ThisBlockOffsets + [[0] * 3] * 2
+ else:
+ ThisBlockOffsets = [[0] * 3] * 2 + ThisBlockOffsets
- row.BlocksEdge.append([x,row.z,w,row.h,ThisBlockDepth,ThisBlockOffsets])
+ row.BlocksEdge.append([x, row.z, w, row.h, ThisBlockDepth, ThisBlockOffsets])
return None
+
def bevelBlockOffsets(offsets, bevel, side):
"""
Take the block offsets and modify it for the correct bevel.
@@ -878,45 +895,50 @@ def bevelBlockOffsets(offsets, bevel, side):
bevel = how much to offset the edge
side = -1 for left (right side), 1 for right (left side)
"""
-# left = (4,6)
-# right = (0,2)
- if side == 1: pointsToAffect = (0,2) # right
- else: pointsToAffect = (4,6) # left
+ if side == 1:
+ pointsToAffect = (0, 2) # right
+ else:
+ pointsToAffect = (4, 6) # left
for num in pointsToAffect:
offsets[num] = offsets[num][:]
offsets[num][0] += bevel * side
+
def rowProcessing(row, Thesketch, WallBoundaries):
__doc__ = """\
Take row and opening data and process a single row, adding edge and fill blocks to the row data.
"""
- #set end blocks
- #check for openings, record top and bottom of row for right and left of each
- #if both top and bottom intersect create blocks on each edge, appropriate to the size of the overlap
- #if only one side intersects, run fill to get edge positions, but this should never happen
- #
-
- if radialized:#this checks for radial stonework, and sets the row radius if required
- if slope: r1 = abs(dims['t']*sin(row.z*PI/(dims['t']*2)))
- else: r1 = abs(row.z)
- else: r1 = 1
+ # set end blocks
+ # check for openings, record top and bottom of row for right and left of each
+ # if both top and bottom intersect create blocks on each edge, appropriate to the size of the overlap
+ # if only one side intersects, run fill to get edge positions, but this should never happen
+
+ if radialized: # this checks for radial stonework, and sets the row radius if required
+ if slope:
+ r1 = abs(dims['t'] * sin(row.z * PI / (dims['t'] * 2)))
+ else:
+ r1 = abs(row.z)
+ else:
+ r1 = 1
# set the edge grout thickness, especially with radial stonework in mind
- edgrt = settings['ge']*(settings['g']/2 + rndc()*settings['gv'])/(2*r1)
+ edgrt = settings['ge'] * (settings['g'] / 2 + rndc() * settings['gv']) / (2 * r1)
# Sets up a list of intersections of top of row with openings,
- #from left to right [left edge of opening, right edge of opening, etc...]
- #initially just the left and right edge of the wall
- edgetop = [[dims['s']+row.EdgeOffset/r1+edgrt,WallBoundaries], [dims['e']+row.EdgeOffset/r1-edgrt,WallBoundaries]]
- # Same as edgetop, but for the bottms of the rows
- edgebtm = [[dims['s']+row.EdgeOffset/r1+edgrt,WallBoundaries], [dims['e']+row.EdgeOffset/r1-edgrt,WallBoundaries]]
+ # from left to right [left edge of opening, right edge of opening, etc...]
+ # initially just the left and right edge of the wall
+ edgetop = [[dims['s'] + row.EdgeOffset / r1 + edgrt, WallBoundaries],
+ [dims['e'] + row.EdgeOffset / r1 - edgrt, WallBoundaries]]
+ # Same as edgetop, but for the bottms of the rows
+ edgebtm = [[dims['s'] + row.EdgeOffset / r1 + edgrt, WallBoundaries],
+ [dims['e'] + row.EdgeOffset / r1 - edgrt, WallBoundaries]]
# set up some useful values for the top and bottom of the rows.
- rowTop = row.z+row.h/2
- rowBtm = row.z-row.h/2
+ rowTop = row.z + row.h / 2
+ rowBtm = row.z - row.h / 2
for hole in Thesketch:
- #check the top and bottom of the row, looking at the opening from the right
+ # check the top and bottom of the row, looking at the opening from the right
e = [hole.edgeS(rowTop, -1), hole.edgeS(rowBtm, -1)]
# If either one hit the opening, make split points for the left side of the opening.
@@ -925,14 +947,15 @@ def rowProcessing(row, Thesketch, WallBoundaries):
# If one of them missed for some reason, set that value to
# the middle of the opening.
- for i,pos in enumerate(e):
- if pos == None: e[i] = hole.x
+ for i, pos in enumerate(e):
+ if pos is None:
+ e[i] = hole.x
# add the intersects to the list of edge points
- edgetop.append([e[0],hole])
- edgetop.append([e[2],hole])
- edgebtm.append([e[1],hole])
- edgebtm.append([e[3],hole])
+ edgetop.append([e[0], hole])
+ edgetop.append([e[2], hole])
+ edgebtm.append([e[1], hole])
+ edgebtm.append([e[3], hole])
# We want to make the walls in order, so sort the intersects.
# This is where you would want to remove edge points that are out of order
@@ -940,271 +963,284 @@ def rowProcessing(row, Thesketch, WallBoundaries):
edgetop.sort()
edgebtm.sort()
- #these two loops trim the edges to the limits of the wall. This way openings extending outside the wall don't enlarge the wall.
+ # these two loops trim the edges to the limits of the wall.
+ # This way openings extending outside the wall don't enlarge the wall.
while True:
try:
- if (edgetop[-1][0] > dims['e']+row.EdgeOffset/r1) or (edgebtm[-1][0] > dims['e']+row.EdgeOffset/r1):
+ if ((edgetop[-1][0] > dims['e'] + row.EdgeOffset / r1) or
+ (edgebtm[-1][0] > dims['e'] + row.EdgeOffset / r1)):
edgetop[-2:] = []
edgebtm[-2:] = []
- else: break
- except IndexError: break
- #still trimming the edges...
+ else:
+ break
+ except IndexError:
+ break
+ # still trimming the edges...
while True:
try:
- if (edgetop[0][0] < dims['s']+row.EdgeOffset/r1) or (edgebtm[0][0] < dims['s']+row.EdgeOffset/r1):
+ if ((edgetop[0][0] < dims['s'] + row.EdgeOffset / r1) or
+ (edgebtm[0][0] < dims['s'] + row.EdgeOffset / r1)):
edgetop[:2] = []
edgebtm[:2] = []
- else: break
- except IndexError: break
-
- #make those edge blocks and rows! Wooo!
- #This loop goes through each section, (a pair of points in edgetop)
- #and places the edge blocks and inbetween normal block zones into the row object
- for OpnSplitNo in range(int(len(edgetop)/2)):
- #left edge is edge<x>[2*OpnSplitNo], right edge edgex[2*OpnSplitNo+1]
- leftEdgeIndex = 2*OpnSplitNo
- rightEdgeIndex = 2*OpnSplitNo + 1
+ else:
+ break
+ except IndexError:
+ break
+
+ # make those edge blocks and rows! Wooo!
+ # This loop goes through each section, (a pair of points in edgetop)
+ # and places the edge blocks and inbetween normal block zones into the row object
+ for OpnSplitNo in range(int(len(edgetop) / 2)):
+ # left edge is edge<x>[2*OpnSplitNo], right edge edgex[2*OpnSplitNo+1]
+ leftEdgeIndex = 2 * OpnSplitNo
+ rightEdgeIndex = 2 * OpnSplitNo + 1
+
# get the openings, to save time and confusion
leftOpening = edgetop[leftEdgeIndex][1]
rightOpening = edgetop[rightEdgeIndex][1]
- #find the difference between the edge top and bottom on both sides
+
+ # find the difference between the edge top and bottom on both sides
LTop = edgetop[leftEdgeIndex][0]
LBtm = edgebtm[leftEdgeIndex][0]
RTop = edgetop[rightEdgeIndex][0]
RBtm = edgebtm[rightEdgeIndex][0]
- LDiff = LBtm-LTop
- RDiff = RTop-RBtm
+ LDiff = LBtm - LTop
+ RDiff = RTop - RBtm
- #which is furthur out on each side, top or bottom?
+ # which is furthur out on each side, top or bottom?
if LDiff > 0:
- LFarEdge = LTop #The furthest edge left
- LNerEdge = LBtm #the nearer edge left
- LEB = 1 #Left Edge Boolean, set to 1 if furthest edge is top, -1 if it is bottom
+ LNerEdge = LBtm # the nearer edge left
+ LEB = 1 # Left Edge Boolean, set to 1 if furthest edge is top, -1 if it is bottom
else:
- LFarEdge = LBtm
LNerEdge = LTop
LEB = -1
if RDiff > 0:
- RFarEdge = RTop #The furthest edge right
- RNerEdge = RBtm #the nearer edge right
- REB = 1 #Right Edge Boolean, set to 1 if furthest edge is top, -1 if it is bottom
+ RNerEdge = RBtm # the nearer edge right
+ REB = 1 # Right Edge Boolean, set to 1 if furthest edge is top, -1 if it is bottom
else:
- RFarEdge = RBtm #The furthest edge right
RNerEdge = RTop
- REB = -1 #Right Edge Boolean, set to 1 if furthest edge is top, -1 if it is bottom
+ REB = -1 # Right Edge Boolean, set to 1 if furthest edge is top, -1 if it is bottom
- #The space between the closest edges of the openings in this section of the row
+ # The space between the closest edges of the openings in this section of the row
InnerDiff = RNerEdge - LNerEdge
- #The mid point between the nearest edges
- InnerMid = (RNerEdge + LNerEdge)/2
+ # The mid point between the nearest edges
+ InnerMid = (RNerEdge + LNerEdge) / 2
- #maximum distance to span with one block
- MaxWid = (settings['w']+settings['wv'])/r1
+ # maximum distance to span with one block
+ MaxWid = (settings['w'] + settings['wv']) / r1
AveWid = settings['w']
- MinWid = settings['wm']
- #check the left and right sides for wedge blocks
- #Check and run the left edge first
- #find the edge of the correct side, offset for minimum block height. The LEB decides top or bottom
- ZPositionCheck = row.z + (row.h/2-settings['hm'])*LEB
-#edgeS may return "None"
- LeftWedgeEdge = leftOpening.edgeS(ZPositionCheck,1)
+ # check the left and right sides for wedge blocks
+ # Check and run the left edge first
+ # find the edge of the correct side, offset for minimum block height. The LEB decides top or bottom
+ ZPositionCheck = row.z + (row.h / 2 - settings['hm']) * LEB
+
+ # edgeS may return "None"
+ LeftWedgeEdge = leftOpening.edgeS(ZPositionCheck, 1)
if (abs(LDiff) > AveWid) or (not LeftWedgeEdge):
- #make wedge blocks
- if not LeftWedgeEdge: LeftWedgeEdge = leftOpening.x
+ # make wedge blocks
+ if not LeftWedgeEdge:
+ LeftWedgeEdge = leftOpening.x
wedgeBlocks(row, leftOpening, LeftWedgeEdge, LNerEdge, LEB, r1)
- #set the near and far edge settings to vertical, so the other edge blocks don't interfere
- LFarEdge , LTop , LBtm = LNerEdge, LNerEdge, LNerEdge
+ # set the near and far edge settings to vertical, so the other edge blocks don't interfere
+ LTop, LBtm = LNerEdge, LNerEdge
LDiff = 0
- #Now do the wedge blocks for the right, same drill... repeated code?
- #find the edge of the correct side, offset for minimum block height. The REB decides top or bottom
- ZPositionCheck = row.z + (row.h/2-settings['hm'])*REB
-#edgeS may return "None"
- RightWedgeEdge = rightOpening.edgeS(ZPositionCheck,-1)
+ # Now do the wedge blocks for the right, same drill... repeated code?
+ # find the edge of the correct side, offset for minimum block height. The REB decides top or bottom
+ ZPositionCheck = row.z + (row.h / 2 - settings['hm']) * REB
+
+ # edgeS may return "None"
+ RightWedgeEdge = rightOpening.edgeS(ZPositionCheck, -1)
if (abs(RDiff) > AveWid) or (not RightWedgeEdge):
- #make wedge blocks
- if not RightWedgeEdge: RightWedgeEdge = rightOpening.x
+ # make wedge blocks
+ if not RightWedgeEdge:
+ RightWedgeEdge = rightOpening.x
wedgeBlocks(row, rightOpening, RNerEdge, RightWedgeEdge, REB, r1)
- #set the near and far edge settings to vertical, so the other edge blocks don't interfere
- RFarEdge , RTop , RBtm = RNerEdge, RNerEdge, RNerEdge
+ # set the near and far edge settings to vertical, so the other edge blocks don't interfere
+ RTop, RBtm = RNerEdge, RNerEdge
RDiff = 0
- #Check to see if the edges are close enough toegther to warrant a single block filling it
+ # Check to see if the edges are close enough toegther to warrant a single block filling it
if (InnerDiff < MaxWid):
- #if this is true, then this row is just one block!
- x = (LNerEdge + RNerEdge)/2.
+ # if this is true, then this row is just one block!
+ x = (LNerEdge + RNerEdge) / 2.
w = InnerDiff
- ThisBlockDepth = rndd()*settings['dv']+settings['d']
+ ThisBlockDepth = rndd() * settings['dv'] + settings['d']
BtmOff = LBtm - LNerEdge
TopOff = LTop - LNerEdge
- ThisBlockOffsets = [[BtmOff,0,0]]*2 + [[TopOff,0,0]]*2
+ ThisBlockOffsets = [[BtmOff, 0, 0]] * 2 + [[TopOff, 0, 0]] * 2
BtmOff = RBtm - RNerEdge
TopOff = RTop - RNerEdge
- ThisBlockOffsets += [[BtmOff,0,0]]*2 + [[TopOff,0,0]]*2
+ ThisBlockOffsets += [[BtmOff, 0, 0]] * 2 + [[TopOff, 0, 0]] * 2
bevel = leftOpening.edgeBev(rowTop)
bevelBlockOffsets(ThisBlockOffsets, bevel, 1)
bevel = rightOpening.edgeBev(rowTop)
bevelBlockOffsets(ThisBlockOffsets, bevel, -1)
- row.BlocksEdge.append([x,row.z,w,row.h,ThisBlockDepth,ThisBlockOffsets])
+ row.BlocksEdge.append([x, row.z, w, row.h, ThisBlockDepth, ThisBlockOffsets])
continue
# it's not one block, must be two or more
# set up the offsets for the left
BtmOff = LBtm - LNerEdge
TopOff = LTop - LNerEdge
- leftOffsets = [[BtmOff,0,0]]*2 + [[TopOff,0,0]]*2 + [[0]*3]*4
+ leftOffsets = [[BtmOff, 0, 0]] * 2 + [[TopOff, 0, 0]] * 2 + [[0] * 3] * 4
bevelL = leftOpening.edgeBev(rowTop)
bevelBlockOffsets(leftOffsets, bevelL, 1)
# and now for the right
BtmOff = RBtm - RNerEdge
TopOff = RTop - RNerEdge
- rightOffsets = [[0]*3]*4 + [[BtmOff,0,0]]*2 + [[TopOff,0,0]]*2
+ rightOffsets = [[0] * 3] * 4 + [[BtmOff, 0, 0]] * 2 + [[TopOff, 0, 0]] * 2
bevelR = rightOpening.edgeBev(rowTop)
bevelBlockOffsets(rightOffsets, bevelR, -1)
# check to see if it is only two blocks
- if (InnerDiff < MaxWid*2):
- #this row is just two blocks! Left block, then right block
- #div is the x position of the dividing point between the two bricks
- div = InnerMid + (rndd()*settings['wv'])/r1
- #set the grout distance, since we need grout seperation between the blocks
- grt = (settings['g'] + rndc()*settings['gv'])/r1
- #set the x position and width for the left block
- x = (div + LNerEdge)/2 - grt/4
- w = (div - LNerEdge) - grt/2
- ThisBlockDepth = rndd()*settings['dv']+settings['d']
- #For reference: EdgeBlocks = [[x,z,w,h,d,[corner offset matrix]],[etc.]]
- row.BlocksEdge.append([x,row.z,w,row.h,ThisBlockDepth,leftOffsets])
- #Initialize for the block on the right side
- x = (div + RNerEdge)/2 + grt/4
- w = (RNerEdge - div) - grt/2
- ThisBlockDepth = rndd()*settings['dv']+settings['d']
- row.BlocksEdge.append([x,row.z,w,row.h,ThisBlockDepth,rightOffsets])
+ if (InnerDiff < MaxWid * 2):
+ # this row is just two blocks! Left block, then right block
+ # div is the x position of the dividing point between the two bricks
+ div = InnerMid + (rndd() * settings['wv']) / r1
+ # set the grout distance, since we need grout seperation between the blocks
+ grt = (settings['g'] + rndc() * settings['gv']) / r1
+ # set the x position and width for the left block
+ x = (div + LNerEdge) / 2 - grt / 4
+ w = (div - LNerEdge) - grt / 2
+ ThisBlockDepth = rndd() * settings['dv'] + settings['d']
+ # For reference: EdgeBlocks = [[x, z, w, h, d, [corner offset matrix]], [etc.]]
+ row.BlocksEdge.append([x, row.z, w, row.h, ThisBlockDepth, leftOffsets])
+ # Initialize for the block on the right side
+ x = (div + RNerEdge) / 2 + grt / 4
+ w = (RNerEdge - div) - grt / 2
+ ThisBlockDepth = rndd() * settings['dv'] + settings['d']
+ row.BlocksEdge.append([x, row.z, w, row.h, ThisBlockDepth, rightOffsets])
continue
- #program should only get here if there are more than two blocks in the row, and no wedge blocks
-
- #make Left edge block
- #set the grout
- grt = (settings['g'] + rndc()*settings['gv'])/r1
- #set the x position and width for the left block
+ # program should only get here if there are more than two blocks in the row, and no wedge blocks
+ # make Left edge block
+ # set the grout
+ grt = (settings['g'] + rndc() * settings['gv']) / r1
+ # set the x position and width for the left block
widOptions = [settings['w'], bevelL + settings['wm'], leftOpening.ts]
baseWid = max(widOptions)
- w = (rndd()*settings['wv']+baseWid+row.EdgeOffset)
+ w = (rndd() * settings['wv'] + baseWid + row. EdgeOffset)
widOptions[0] = settings['wm']
widOptions[2] = w
w = max(widOptions) / r1 - grt
- x = w/2 + LNerEdge + grt/2
- BlockRowL = x + w/2
- ThisBlockDepth = rndd()*settings['dv']+settings['d']
- row.BlocksEdge.append([x,row.z,w,row.h,ThisBlockDepth,leftOffsets])
-
- #make Right edge block
- #set the grout
- grt = (settings['g'] + rndc()*settings['gv'])/r1
- #set the x position and width for the left block
+ x = w / 2 + LNerEdge + grt / 2
+ BlockRowL = x + w / 2
+ ThisBlockDepth = rndd() * settings['dv'] + settings['d']
+ row.BlocksEdge.append([x, row.z, w, row.h, ThisBlockDepth, leftOffsets])
+
+ # make Right edge block
+ # set the grout
+ grt = (settings['g'] + rndc() * settings['gv']) / r1
+ # set the x position and width for the left block
widOptions = [settings['w'], bevelR + settings['wm'], rightOpening.ts]
baseWid = max(widOptions)
- w = (rndd()*settings['wv']+baseWid+row.EdgeOffset)
+ w = (rndd() * settings['wv'] + baseWid + row.EdgeOffset)
widOptions[0] = settings['wm']
widOptions[2] = w
w = max(widOptions) / r1 - grt
- x = RNerEdge - w/2 - grt/2
- BlockRowR = x - w/2
- ThisBlockDepth = rndd()*settings['dv']+settings['d']
- row.BlocksEdge.append([x,row.z,w,row.h,ThisBlockDepth,rightOffsets])
+ x = RNerEdge - w / 2 - grt / 2
+ BlockRowR = x - w / 2
+ ThisBlockDepth = rndd() * settings['dv'] + settings['d']
+ row.BlocksEdge.append([x, row.z, w, row.h, ThisBlockDepth, rightOffsets])
- row.RowSegments.append([BlockRowL,BlockRowR])
+ row.RowSegments.append([BlockRowL, BlockRowR])
return None
-def plan(Thesketch, oldrows = 0):
+def plan(Thesketch, oldrows=0):
__doc__ = """\
The 'plan' function takes the data generated by the sketch function and the global settings
and creates a list of blocks.
It passes out a list of row heights, edge positions, edge blocks, and rows of blocks.
"""
# if we were passed a list of rows already, use those; else make a list.
- if oldrows: rows = oldrows
+ if oldrows:
+ rows = oldrows
else:
- #rows holds the important information common to all rows
- #rows = [list of row objects]
+ # rows holds the important information common to all rows
+ # rows = [list of row objects]
rows = []
- #splits are places where we NEED a row division, to accomidate openings
- #add a split for the bottom row
- splits = [dims['b']+settings['hb']]
+ # splits are places where we NEED a row division, to accomidate openings
+ # add a split for the bottom row
+ splits = [dims['b'] + settings['hb']]
- #add a split for each critical point on each opening
- for hole in Thesketch: splits += hole.crits()
+ # add a split for each critical point on each opening
+ for hole in Thesketch:
+ splits += hole.crits()
- #and, a split for the top row
- splits.append(dims['t']-settings['ht'])
+ # and, a split for the top row
+ splits.append(dims['t'] - settings['ht'])
splits.sort()
- #divs are the normal old row divisions, add them between the top and bottom split
- divs = fill(splits[0],splits[-1],settings['h'],settings['hm']+settings['g'],settings['hv'])[1:-1]
+ # divs are the normal old row divisions, add them between the top and bottom split
+ divs = fill(splits[0], splits[-1], settings['h'], settings['hm'] + settings['g'], settings['hv'])[1: -1]
- #remove the divisions that are too close to the splits, so we don't get tiny thin rows
- for i in range(len(divs)-1,-1,-1):
+ # remove the divisions that are too close to the splits, so we don't get tiny thin rows
+ for i in range(len(divs) - 1, -1, -1):
for j in range(len(splits)):
diff = abs(divs[i] - splits[j])
- #(settings['hm']+settings['g']) is the old minimum value
- if diff < (settings['h']-settings['hv']+settings['g']):
+ if diff < (settings['h'] - settings['hv'] + settings['g']):
del(divs[i])
break
- #now merge the divs and splits lists
+ # now merge the divs and splits lists
divs += splits
- #add bottom and/or top points, if bottom and/or top row heights are more than zero
- if settings['hb']>0: divs.insert(0,dims['b'])
- if settings['ht']>0: divs.append(dims['t'])
+ # add bottom and/or top points, if bottom and/or top row heights are more than zero
+ if settings['hb'] > 0:
+ divs.insert(0, dims['b'])
+ if settings['ht'] > 0:
+ divs.append(dims['t'])
divs.sort()
- #trim the rows to the bottom and top of the wall
- if divs[0] < dims['b']: divs[:1] = []
- if divs[-1] > dims['t']: divs[-1:] = []
+ # trim the rows to the bottom and top of the wall
+ if divs[0] < dims['b']:
+ divs[:1] = []
+ if divs[-1] > dims['t']:
+ divs[-1:] = []
- #now, make the data for each row
- #rows = [[center height,row height,edge offset],[etc.]]
+ # now, make the data for each row
+ # rows = [[center height,row height,edge offset],[etc.]]
- divCount = len(divs)-1 # number of divs to check
- divCheck = 0 # current div entry
+ divCount = len(divs) - 1 # number of divs to check
+ divCheck = 0 # current div entry
while divCheck < divCount:
- RowZ = (divs[divCheck]+divs[divCheck+1])/2
- RowHeight = divs[divCheck+1]-divs[divCheck]-settings['g']+rndc()*settings['rwhl']*settings['gv']
- EdgeOffset = settings['eoff']*(fmod(divCheck,2)-0.5)+settings['eoffv']*rndd()
+ RowZ = (divs[divCheck] + divs[divCheck + 1]) / 2
+ RowHeight = divs[divCheck + 1] - divs[divCheck] - settings['g'] + rndc() * \
+ settings['rwhl'] * settings['gv']
+ EdgeOffset = settings['eoff'] * (fmod(divCheck, 2) - 0.5) + settings['eoffv'] * rndd()
# if row height is too shallow: delete next div entry, decrement total, and recheck current entry.
if RowHeight < settings['hm']:
- del(divs[divCheck+1])
- divCount -= 1 # Adjust count for removed div entry.
+ del(divs[divCheck + 1])
+ divCount -= 1 # Adjust count for removed div entry.
continue
rows.append(rowOb(RowZ, RowHeight, EdgeOffset))
- divCheck += 1 # on to next div entry
+ divCheck += 1 # on to next div entry
- #set up a special opening object to handle the edges of the wall
- x = (dims['s'] + dims['e'])/2
- z = (dims['t'] + dims['b'])/2
+ # set up a special opening object to handle the edges of the wall
+ x = (dims['s'] + dims['e']) / 2
+ z = (dims['t'] + dims['b']) / 2
w = (dims['e'] - dims['s'])
h = (dims['t'] - dims['b'])
- WallBoundaries = OpeningInv(x,z,w,h)
+ WallBoundaries = OpeningInv(x, z, w, h)
- #Go over each row in the list, set up edge blocks and block sections
+ # Go over each row in the list, set up edge blocks and block sections
for rownum in range(len(rows)):
rowProcessing(rows[rownum], Thesketch, WallBoundaries)
- #now return the things everyone needs
- #return [rows,edgeBlocks,blockRows,Asketch]
- return [rows,Thesketch]
+ # now return the things everyone needs
+ # return [rows,edgeBlocks,blockRows,Asketch]
+ return [rows, Thesketch]
def archGeneration(hole, vlist, flist, sideSign):
@@ -1226,17 +1262,17 @@ def archGeneration(hole, vlist, flist, sideSign):
# Top (1) or bottom (-1)
if sideSign == -1:
- r = hole.rl #radius of the arch
- rt = hole.rtl #thickness of the arch (stone height)
- v = hole.vl #height of the arch
+ r = hole.rl # radius of the arch
+ rt = hole.rtl # thickness of the arch (stone height)
+ v = hole.vl # height of the arch
c = hole.cl
else:
- r = hole.r #radius of the arch
- rt = hole.rt #thickness of the arch (stone height)
- v = hole.v #height of the arch
+ r = hole.r # radius of the arch
+ rt = hole.rt # thickness of the arch (stone height)
+ v = hole.v # height of the arch
c = hole.c
- ra = r + rt/2 #average radius of the arch
+ ra = r + rt / 2 # average radius of the arch
x = hole.x
w = hole.w
h = hole.h
@@ -1244,156 +1280,173 @@ def archGeneration(hole, vlist, flist, sideSign):
bev = hole.b
sideSignInv = -sideSign
- if v > w/2: #two arcs, to make a pointed arch
+ if v > w / 2: # two arcs, to make a pointed arch
# positioning
- zpos = z + (h/2)*sideSign
- xoffset = r - w/2
- #left side top, right side bottom
- #angles reference straight up, and are in radians
+ zpos = z + (h / 2) * sideSign
+ xoffset = r - w / 2
+ # left side top, right side bottom
+ # angles reference straight up, and are in radians
bevRad = r + bev
- bevHt = sqrt(bevRad**2 - (bevRad - (w/2 + bev))**2)
- midHalfAngle = atan(v/(r-w/2))
- midHalfAngleBevel = atan(bevHt/(r-w/2))
+ bevHt = sqrt(bevRad ** 2 - (bevRad - (w / 2 + bev)) ** 2)
+ midHalfAngle = atan(v / (r - w / 2))
+ midHalfAngleBevel = atan(bevHt / (r - w / 2))
bevelAngle = midHalfAngle - midHalfAngleBevel
- anglebeg = (PI/2)*(sideSignInv)
- angleend = (PI/2)*(sideSignInv) + midHalfAngle
+ anglebeg = (PI / 2) * (sideSignInv)
+ angleend = (PI / 2) * (sideSignInv) + midHalfAngle
- avlist,aflist = arch(ra,rt,(xoffset)*(sideSign),zpos,anglebeg,angleend,bev,bevelAngle,len(vlist))
+ avlist, aflist = arch(ra, rt, (xoffset) * (sideSign), zpos, anglebeg, angleend, bev, bevelAngle, len(vlist))
- for i,vert in enumerate(avlist): avlist[i] = [vert[0]+hole.x,vert[1],vert[2]]
+ for i, vert in enumerate(avlist):
+ avlist[i] = [vert[0] + hole.x, vert[1], vert[2]]
vlist += avlist
flist += aflist
- #right side top, left side bottom
+ # right side top, left side bottom
- #angles reference straight up, and are in radians
- anglebeg = (PI/2)*(sideSign) - midHalfAngle
- angleend = (PI/2)*(sideSign)
+ # angles reference straight up, and are in radians
+ anglebeg = (PI / 2) * (sideSign) - midHalfAngle
+ angleend = (PI / 2) * (sideSign)
- avlist,aflist = arch(ra,rt,(xoffset)*(sideSignInv),zpos,anglebeg,angleend,bev,bevelAngle,len(vlist))
+ avlist, aflist = arch(ra, rt, (xoffset) * (sideSignInv), zpos, anglebeg, angleend, bev, bevelAngle, len(vlist))
- for i,vert in enumerate(avlist): avlist[i] = [vert[0]+hole.x,vert[1],vert[2]]
+ for i, vert in enumerate(avlist):
+ avlist[i] = [vert[0] + hole.x, vert[1], vert[2]]
vlist += avlist
flist += aflist
- #keystone
- Dpth = settings['d']+rndc()*settings['dv']
- Grout = settings['g'] + rndc()*settings['gv']
- angleBevel = (PI/2)*(sideSign) - midHalfAngle
- Wdth = (rt - Grout - bev) * 2 * sin(angleBevel) * sideSign #note, sin may be negative
- MidZ = ((sideSign)*(bevHt + h/2.0) + z) + (rt - Grout - bev) * cos(angleBevel) #note, cos may come out negative too
- nearCorner = sideSign*(MidZ - z) - v - h/2
+ # keystone
+ Dpth = settings['d'] + rndc() * settings['dv']
+ Grout = settings['g'] + rndc() * settings['gv']
+ angleBevel = (PI / 2) * (sideSign) - midHalfAngle
+ Wdth = (rt - Grout - bev) * 2 * sin(angleBevel) * sideSign # note, sin may be negative
+ MidZ = ((sideSign) * (bevHt + h / 2.0) + z) + (rt - Grout - bev) \
+ * cos(angleBevel) # note, cos may come out negative
+ nearCorner = sideSign * (MidZ - z) - v - h / 2
if sideSign == 1:
TopHt = hole.top() - MidZ - Grout
BtmHt = nearCorner
else:
- BtmHt = - (hole.btm() - MidZ) - Grout
+ BtmHt = - (hole.btm() - MidZ) - Grout
TopHt = nearCorner
# set the amout to bevel the keystone
- keystoneBevel = (bevHt - v)*sideSign
+ keystoneBevel = (bevHt - v) * sideSign
if Wdth >= settings['hm']:
- avlist,aflist = MakeAKeystone(x, Wdth, MidZ, TopHt, BtmHt, Dpth, keystoneBevel, len(vlist))
+ avlist, aflist = MakeAKeystone(x, Wdth, MidZ, TopHt, BtmHt, Dpth, keystoneBevel, len(vlist))
if radialized:
- for i,vert in enumerate(avlist):
- if slope: r1 = dims['t']*sin(vert[2]*PI/(dims['t']*2))
- else: r1 = vert[2]
- avlist[i] = [((vert[0]-hole.x)/r1)+hole.x,vert[1],vert[2]]
+ for i, vert in enumerate(avlist):
+ if slope:
+ r1 = dims['t'] * sin(vert[2] * PI / (dims['t'] * 2))
+ else:
+ r1 = vert[2]
+ avlist[i] = [((vert[0] - hole.x) / r1) + hole.x, vert[1], vert[2]]
vlist += avlist
flist += aflist
-# remove "debug note" once bevel is finalized.
- else: print("keystone was too narrow - " + str(Wdth))
+ # remove "debug note" once bevel is finalized.
+ else:
+ print("keystone was too narrow - " + str(Wdth))
- else: # only one arc - curve not peak.
-#bottom (sideSign -1) arch has poorly sized blocks...
+ else: # only one arc - curve not peak.
+ # bottom (sideSign -1) arch has poorly sized blocks...
- zpos = z + (sideSign * (h/2 + v - r)) # single arc positioning
+ zpos = z + (sideSign * (h / 2 + v - r)) # single arc positioning
- #angles reference straight up, and are in radians
- if sideSign == -1: angleOffset = PI
- else: angleOffset = 0.0
+ # angles reference straight up, and are in radians
+ if sideSign == -1:
+ angleOffset = PI
+ else:
+ angleOffset = 0.0
- if v < w/2:
- halfangle = atan(w/(2*(r-v)))
+ if v < w / 2:
+ halfangle = atan(w / (2 * (r - v)))
anglebeg = angleOffset - halfangle
angleend = angleOffset + halfangle
else:
- anglebeg = angleOffset - PI/2
- angleend = angleOffset + PI/2
+ anglebeg = angleOffset - PI / 2
+ angleend = angleOffset + PI / 2
- avlist,aflist = arch(ra,rt,0,zpos,anglebeg,angleend,bev,0.0,len(vlist))
+ avlist, aflist = arch(ra, rt, 0, zpos, anglebeg, angleend, bev, 0.0, len(vlist))
- for i,vert in enumerate(avlist): avlist[i] = [vert[0]+x,vert[1],vert[2]]
+ for i, vert in enumerate(avlist):
+ avlist[i] = [vert[0] + x, vert[1], vert[2]]
vlist += avlist
flist += aflist
- #Make the Side Stones
- grt = (settings['g'] + rndc()*settings['gv'])
- width = sqrt(rt**2 - c**2) - grt
+ # Make the Side Stones
+ grt = (settings['g'] + rndc() * settings['gv'])
+ width = sqrt(rt ** 2 - c ** 2) - grt
if c > settings['hm'] + grt and c < width + grt:
- if radialized: subdivision = settings['sdv'] * (zpos + (h/2)*sideSign)
- else: subdivision = settings['sdv']
+ if radialized:
+ subdivision = settings['sdv'] * (zpos + (h / 2) * sideSign)
+ else:
+ subdivision = settings['sdv']
- #set the height of the block, it should be as high as the max corner position, minus grout
- height = c - grt*(0.5 + c/(width + grt))
+ # set the height of the block, it should be as high as the max corner position, minus grout
+ height = c - grt * (0.5 + c / (width + grt))
- #the vertical offset for the short side of the block
+ # the vertical offset for the short side of the block
voff = sideSign * (settings['hm'] - height)
- xstart = w/2
- zstart = z + sideSign * (h/2 + grt/2)
- woffset = width*(settings['hm'] + grt/2)/(c - grt/2)
- depth = rndd()*settings['dv']+settings['d']
+ xstart = w / 2
+ zstart = z + sideSign * (h / 2 + grt / 2)
+ woffset = width * (settings['hm'] + grt / 2) / (c - grt / 2)
+ depth = rndd() * settings['dv'] + settings['d']
if sideSign == 1:
- offsets = [[0]*3]*6 + [[0]*2 + [voff]]*2
- topSide = zstart+height
+ offsets = [[0] * 3] * 6 + [[0] * 2 + [voff]] * 2
+ topSide = zstart + height
btmSide = zstart
else:
- offsets = [[0]*3]*4 + [[0]*2 + [voff]]*2 + [[0]*3]*2
+ offsets = [[0] * 3] * 4 + [[0] * 2 + [voff]] * 2 + [[0] * 3] * 2
topSide = zstart
- btmSide = zstart-height
+ btmSide = zstart - height
# Do some stuff to incorporate bev here
bevelBlockOffsets(offsets, bev, -1)
- avlist,aflist = MakeABlock([x-xstart-width, x-xstart- woffset, btmSide, topSide, -depth/2, depth/2], subdivision, len(vlist), Offsets=offsets, xBevScl=1)
+ avlist, aflist = MakeABlock([x - xstart - width, x - xstart - woffset, btmSide, topSide,
+ - depth / 2, depth / 2], subdivision, len(vlist), Offsets=offsets, xBevScl=1)
-# top didn't use radialized in prev version; just noting for clarity - may need to revise for "sideSign == 1"
+ # top didn't use radialized in prev version;
+ # just noting for clarity - may need to revise for "sideSign == 1"
if radialized:
- for i,vert in enumerate(avlist): avlist[i] = [((vert[0]-x)/vert[2])+x,vert[1],vert[2]]
+ for i, vert in enumerate(avlist):
+ avlist[i] = [((vert[0] - x) / vert[2]) + x, vert[1], vert[2]]
vlist += avlist
flist += aflist
-# keep sizing same - neat arches = master masons :)
-# grt = (settings['g'] + rndc()*settings['gv'])
-# height = c - grt*(0.5 + c/(width + grt))
-# if grout varies may as well change width too... width = sqrt(rt**2 - c**2) - grt
-# voff = sideSign * (settings['hm'] - height)
-# woffset = width*(settings['hm'] + grt/2)/(c - grt/2)
+ # keep sizing same - neat arches = master masons :)
+ # grt = (settings['g'] + rndc()*settings['gv'])
+ # height = c - grt*(0.5 + c/(width + grt))
+ # if grout varies may as well change width too... width = sqrt(rt**2 - c**2) - grt
+ # voff = sideSign * (settings['hm'] - height)
+ # woffset = width*(settings['hm'] + grt/2)/(c - grt/2)
if sideSign == 1:
- offsets = [[0]*3]*2 + [[0]*2 + [voff]]*2 + [[0]*3]*4
- topSide = zstart+height
+ offsets = [[0] * 3] * 2 + [[0] * 2 + [voff]] * 2 + [[0] * 3] * 4
+ topSide = zstart + height
btmSide = zstart
else:
- offsets = [[0]*2 + [voff]]*2 + [[0]*3]*6
+ offsets = [[0] * 2 + [voff]] * 2 + [[0] * 3] * 6
topSide = zstart
- btmSide = zstart-height
+ btmSide = zstart - height
# Do some stuff to incorporate bev here
bevelBlockOffsets(offsets, bev, 1)
- avlist,aflist = MakeABlock([x+xstart+woffset, x+xstart+width, btmSide, topSide, -depth/2, depth/2], subdivision, len(vlist), Offsets=offsets, xBevScl=1)
+ avlist, aflist = MakeABlock([x + xstart + woffset, x + xstart + width, btmSide, topSide,
+ -depth / 2, depth / 2], subdivision, len(vlist), Offsets=offsets, xBevScl=1)
-# top didn't use radialized in prev version; just noting for clarity - may need to revise for "sideSign == 1"
+ # top didn't use radialized in prev version;
+ # just noting for clarity - may need to revise for "sideSign == 1"
if radialized:
- for i,vert in enumerate(avlist): avlist[i] = [((vert[0]-x)/vert[2])+x,vert[1],vert[2]]
+ for i, vert in enumerate(avlist):
+ avlist[i] = [((vert[0] - x) / vert[2]) + x, vert[1], vert[2]]
vlist += avlist
flist += aflist
@@ -1408,102 +1461,70 @@ def build(Aplan):
physics interaction enabled. Otherwise it creates
geometry for the blocks, arches, etc. of the wall.
"""
-
vlist = []
flist = []
rows = Aplan[0]
-#dead code...
- #Physics setup is horribly broken. Revisit when new API is in place.
- '''if False: #settings['physics']:
- geom = MakeABlock([-0.5,0.5,-0.5,0.5,-0.5,0.5], 3, 0, None,[], 3*settings['b']/(settings['w'] + settings['h'] + settings['d']))
- blockmesh = Blender.Mesh.New('block')
- vlist += geom[0]
- flist += geom[1]
- blockmesh.verts.extend(vlist)
- blockmesh.faces.extend(flist)
-
- for block in Aplan[1]:
- x,z,w,h,d = block[:5]
- block = scn.objects.new(blockmesh, 'block')
- block.loc = [x, 0, z]
- block.size = [w,d,h]
- block.rbFlags = Blender.Object.RBFlags['BOUNDS'] | Blender.Object.RBFlags['ACTOR'] | Blender.Object.RBFlags['DYNAMIC'] | Blender.Object.RBFlags['RIGIDBODY']
- block.rbShapeBoundType = Blender.Object.RBShapes['BOX']
-
-
- for row in Aplan[2]:#row=[xstart,xend,z,h]
- #currently, radial geometry is disabled for physics blocks setup
- if radialized:
- if slope: r1 = dims['t']*sin(row[2]*PI/(dims['t']*2))
- else: r1 = row[2]
-
- else: r1 = 1
-
- divs = fill(row[0], row[1], settings['w'], settings['wm'], settings['wv'])
- for i in range(len(divs)-1):
- block = scn.objects.new(blockmesh, 'block')
- block.loc = [(divs[i]+divs[i+1])/2, 0, row[2]]
- block.size = [(divs[i + 1] - divs[i]) - settings['g'], (settings['d'] + rndd()*settings['dv'])*(1-settings['t']*((row[3]-dims['b'])/(dims['t'] - dims['b']))), row[3]]
- block.rbFlags = Blender.Object.RBFlags['BOUNDS'] | Blender.Object.RBFlags['ACTOR'] | Blender.Object.RBFlags['DYNAMIC'] | Blender.Object.RBFlags['RIGIDBODY']
- block.rbShapeBoundType = Blender.Object.RBShapes['BOX']
-
- return None'''
-#end dead code...
-
# all the edge blocks, redacted
- #AllBlocks = [[x,z,w,h,d,[corner offset matrix]],[etc.]]
+ # AllBlocks = [[x, z, w, h, d, [corner offset matrix]], [etc.]]
- #loop through each row, adding the normal old blocks
- for rowidx in range(len(rows)):#row = row object
+ # loop through each row, adding the normal old blocks
+ for rowidx in range(len(rows)):
rows[rowidx].FillBlocks()
AllBlocks = []
# If the wall is set to merge blocks, check all the blocks to see if you can merge any
-#seems to only merge vertical, should do horizontal too
+ # seems to only merge vertical, should do horizontal too
if bigBlock:
- for rowidx in range(len(rows)-1):
+ for rowidx in range(len(rows) - 1):
if radialized:
- if slope: r1 = dims['t']*sin(abs(rows[rowidx].z)*PI/(dims['t']*2))
- else: r1 = abs(rows[rowidx].z)
- else: r1 = 1
+ if slope:
+ r1 = dims['t'] * sin(abs(rows[rowidx].z) * PI / (dims['t'] * 2))
+ else:
+ r1 = abs(rows[rowidx].z)
+ else:
+ r1 = 1
- Tollerance = settings['g']/r1
+ Tollerance = settings['g'] / r1
idxThis = len(rows[rowidx].BlocksNorm[:]) - 1
- idxThat = len(rows[rowidx+1].BlocksNorm[:]) - 1
+ idxThat = len(rows[rowidx + 1].BlocksNorm[:]) - 1
while True:
# end loop when either array idx wraps
- if idxThis < 0 or idxThat < 0: break
+ if idxThis < 0 or idxThat < 0:
+ break
blockThis = rows[rowidx].BlocksNorm[idxThis]
- blockThat = rows[rowidx+1].BlocksNorm[idxThat]
+ blockThat = rows[rowidx + 1].BlocksNorm[idxThat]
-#seems to only merge vertical, should do horizontal too...
+ # seems to only merge vertical, should do horizontal too...
cx, cz, cw, ch, cd = blockThis[:5]
ox, oz, ow, oh, od = blockThat[:5]
- if (abs(cw - ow) < Tollerance) and (abs(cx - ox) < Tollerance) :
- if cw > ow: BlockW = ow
- else: BlockW = cw
+ if (abs(cw - ow) < Tollerance) and (abs(cx - ox) < Tollerance):
+ if cw > ow:
+ BlockW = ow
+ else:
+ BlockW = cw
- AllBlocks.append([(cx+ox)/2,(cz+oz+(oh-ch)/2)/2,BlockW,abs(cz-oz)+(ch+oh)/2,(cd+od)/2,None])
+ AllBlocks.append([(cx + ox) / 2, (cz + oz + (oh - ch) / 2) / 2,
+ BlockW, abs(cz - oz) + (ch + oh) / 2, (cd + od) / 2, None])
rows[rowidx].BlocksNorm.pop(idxThis)
- rows[rowidx+1].BlocksNorm.pop(idxThat)
+ rows[rowidx + 1].BlocksNorm.pop(idxThat)
idxThis -= 1
idxThat -= 1
- elif cx > ox: idxThis -= 1
- else: idxThat -= 1
+ elif cx > ox:
+ idxThis -= 1
+ else:
+ idxThat -= 1
- #
- #
# Add blocks to create a "shelf/platform".
# Does not account for openings (crosses gaps - which is a good thing)
if shelfExt:
- SetGrtOff = settings['g']/2 # half grout for block size modifier
+ SetGrtOff = settings['g'] / 2 # half grout for block size modifier
# Use wall block settings for shelf
SetBW = settings['w']
@@ -1516,15 +1537,18 @@ def build(Aplan):
ShelfBtm = shelfSpecs['z']
ShelfEnd = ShelfLft + shelfSpecs['w']
ShelfTop = ShelfBtm + shelfSpecs['h']
- ShelfThk = shelfSpecs['d'] * 2 # use double-depth due to offsets to position at cursor.
+ ShelfThk = shelfSpecs['d'] * 2 # use double-depth due to offsets to position at cursor.
# Use "corners" to adjust position so not centered on depth.
- # Facing shelf, at cursor (middle of wall blocks) - this way no gaps between platform and wall face due to wall block depth.
- wallDepth = settings['d']/2 # offset by wall depth so step depth matches UI setting :)
- if shelfBack: # place blocks on backside of wall
- ShelfOffsets = [[0,ShelfThk/2,0],[0,wallDepth,0],[0,ShelfThk/2,0],[0,wallDepth,0],[0,ShelfThk/2,0],[0,wallDepth,0],[0,ShelfThk/2,0],[0,wallDepth,0]]
+ # Facing shelf, at cursor (middle of wall blocks)
+ # - this way no gaps between platform and wall face due to wall block depth.
+ wallDepth = settings['d'] / 2 # offset by wall depth so step depth matches UI setting :)
+ if shelfBack: # place blocks on backside of wall
+ ShelfOffsets = [[0, ShelfThk / 2, 0], [0, wallDepth, 0], [0, ShelfThk / 2, 0], [0, wallDepth, 0],
+ [0, ShelfThk / 2, 0], [0, wallDepth, 0], [0, ShelfThk / 2, 0], [0, wallDepth, 0]]
else:
- ShelfOffsets = [[0,-wallDepth,0],[0,-ShelfThk/2,0],[0,-wallDepth,0],[0,-ShelfThk/2,0],[0,-wallDepth,0],[0,-ShelfThk/2,0],[0,-wallDepth,0],[0,-ShelfThk/2,0]]
+ ShelfOffsets = [[0, -wallDepth, 0], [0, -ShelfThk / 2, 0], [0, -wallDepth, 0], [0, -ShelfThk / 2, 0],
+ [0, -wallDepth, 0], [0, -ShelfThk / 2, 0], [0, -wallDepth, 0], [0, -ShelfThk / 2, 0]]
# Add blocks for each "shelf row" in area
while ShelfBtm < ShelfTop:
@@ -1533,43 +1557,45 @@ def build(Aplan):
# Does not vary grout.
divs = fill(ShelfLft, ShelfEnd, SetBW, SetBWMin, SetBWVar)
- #loop through the row divisions, adding blocks for each one
- for i in range(len(divs)-1):
- ThisBlockx = (divs[i]+divs[i+1])/2
- ThisBlockw = divs[i+1]-divs[i]-SetGrtOff
+ # loop through the row divisions, adding blocks for each one
+ for i in range(len(divs) - 1):
+ ThisBlockx = (divs[i] + divs[i + 1]) / 2
+ ThisBlockw = divs[i + 1] - divs[i] - SetGrtOff
AllBlocks.append([ThisBlockx, ShelfBtm, ThisBlockw, SetBH, ShelfThk, ShelfOffsets])
- ShelfBtm += SetBH + SetGrtOff # moving up to next row...
- #
- #
+ ShelfBtm += SetBH + SetGrtOff # moving up to next row...
+
# Add blocks to create "steps".
# Does not account for openings (crosses gaps - which is a good thing)
if stepMod:
- SetGrtOff = settings['g']/2 # half grout for block size modifier
+ SetGrtOff = settings['g'] / 2 # half grout for block size modifier
# Vary block width by wall block variations.
SetWidVar = settings['wv']
SetWidMin = settings['wm']
- StepXMod = stepSpecs['t'] # width of step/tread, also sets basic block size.
+ StepXMod = stepSpecs['t'] # width of step/tread, also sets basic block size.
StepZMod = stepSpecs['v']
StepLft = stepSpecs['x']
StepRt = stepSpecs['x'] + stepSpecs['w']
- StepBtm = stepSpecs['z'] + StepZMod/2 # Start offset for centered blocks
+ StepBtm = stepSpecs['z'] + StepZMod / 2 # Start offset for centered blocks
StepWide = stepSpecs['w']
StepTop = StepBtm + stepSpecs['h']
- StepThk = stepSpecs['d'] * 2 # use double-depth due to offsets to position at cursor.
+ StepThk = stepSpecs['d'] * 2 # use double-depth due to offsets to position at cursor.
# Use "corners" to adjust steps so not centered on depth.
- # Facing steps, at cursor (middle of wall blocks) - this way no gaps between steps and wall face due to wall block depth.
+ # Facing steps, at cursor (middle of wall blocks)
+ # - this way no gaps between steps and wall face due to wall block depth.
# Also, will work fine as stand-alone if not used with wall (try block depth 0 and see what happens).
- wallDepth = settings['d']/2 # offset by wall depth so step depth matches UI setting :)
- if stepBack: # place blocks on backside of wall
- StepOffsets = [[0,StepThk/2,0],[0,wallDepth,0],[0,StepThk/2,0],[0,wallDepth,0],[0,StepThk/2,0],[0,wallDepth,0],[0,StepThk/2,0],[0,wallDepth,0]]
+ wallDepth = settings['d'] / 2
+ if stepBack: # place blocks on backside of wall
+ StepOffsets = [[0, StepThk / 2, 0], [0, wallDepth, 0], [0, StepThk / 2, 0], [0, wallDepth, 0],
+ [0, StepThk / 2, 0], [0, wallDepth, 0], [0, StepThk / 2, 0], [0, wallDepth, 0]]
else:
- StepOffsets = [[0,-wallDepth,0],[0,-StepThk/2,0],[0,-wallDepth,0],[0,-StepThk/2,0],[0,-wallDepth,0],[0,-StepThk/2,0],[0,-wallDepth,0],[0,-StepThk/2,0]]
+ StepOffsets = [[0, -wallDepth, 0], [0, -StepThk / 2, 0], [0, -wallDepth, 0], [0, -StepThk / 2, 0],
+ [0, -wallDepth, 0], [0, -StepThk / 2, 0], [0, -wallDepth, 0], [0, -StepThk / 2, 0]]
# Add steps for each "step row" in area (neg width is interesting but prevented)
while StepBtm < StepTop and StepWide > 0:
@@ -1577,7 +1603,7 @@ def build(Aplan):
# Make blocks for each step row - based on rowOb::fillblocks
# Does not vary grout.
- if stepOnly: # "cantilevered steps"
+ if stepOnly: # "cantilevered steps"
if stepLeft:
stepStart = StepRt - StepXMod
else:
@@ -1587,66 +1613,68 @@ def build(Aplan):
else:
divs = fill(StepLft, StepRt, StepXMod, SetWidMin, SetWidVar)
- #loop through the row divisions, adding blocks for each one
- for i in range(len(divs)-1):
- ThisBlockx = (divs[i]+divs[i+1])/2
- ThisBlockw = divs[i+1]-divs[i]-SetGrtOff
+ # loop through the row divisions, adding blocks for each one
+ for i in range(len(divs) - 1):
+ ThisBlockx = (divs[i] + divs[i + 1]) / 2
+ ThisBlockw = divs[i + 1] - divs[i] - SetGrtOff
AllBlocks.append([ThisBlockx, StepBtm, ThisBlockw, StepZMod, StepThk, StepOffsets])
- StepBtm += StepZMod + SetGrtOff # moving up to next row...
- StepWide -= StepXMod # reduce step width
+ StepBtm += StepZMod + SetGrtOff # moving up to next row...
+ StepWide -= StepXMod # reduce step width
# adjust side limit depending on direction of steps
if stepLeft:
- StepRt -= StepXMod # move in from right
+ StepRt -= StepXMod # move in from right
else:
- StepLft += StepXMod # move in from left
+ StepLft += StepXMod # move in from left
-
- #Copy all the blocks out of the rows
+ # Copy all the blocks out of the rows
for row in rows:
AllBlocks += row.BlocksEdge
AllBlocks += row.BlocksNorm
- #This loop makes individual blocks for each block specified in the plan
+ # This loop makes individual blocks for each block specified in the plan
for block in AllBlocks:
- x,z,w,h,d,corners = block
+ x, z, w, h, d, corners = block
if radialized:
- if slope: r1 = dims['t']*sin(z*PI/(dims['t']*2))
- else: r1 = z
- else: r1 = 1
+ if slope:
+ r1 = dims['t'] * sin(z * PI / (dims['t'] * 2))
+ else:
+ r1 = z
+ else:
+ r1 = 1
- geom = MakeABlock([x-w/2, x+w/2, z-h/2, z+h/2, -d/2, d/2], settings['sdv'], len(vlist), corners, None, settings['b']+rndd()*settings['bv'], r1)
+ geom = MakeABlock([x - w / 2, x + w / 2, z - h / 2, z + h / 2, -d / 2, d / 2], settings['sdv'], len(vlist),
+ corners, None, settings['b'] + rndd() * settings['bv'], r1)
vlist += geom[0]
flist += geom[1]
-
# This loop makes Arches for every opening specified in the plan.
for hole in Aplan[1]:
# lower arch stones
- if hole.vl > 0 and hole.rtl > (settings['g'] + settings['hm']):#make lower arch blocks
+ if hole.vl > 0 and hole.rtl > (settings['g'] + settings['hm']): # make lower arch blocks
archGeneration(hole, vlist, flist, -1)
- #top arch stones
- if hole.v > 0 and hole.rt > (settings['g'] + settings['hm']):#make upper arch blocks
+ # top arch stones
+ if hole.v > 0 and hole.rt > (settings['g'] + settings['hm']): # make upper arch blocks
archGeneration(hole, vlist, flist, 1)
- #
- #Warp all the points for domed stonework
+ # Warp all the points for domed stonework
if slope:
- for i,vert in enumerate(vlist):
- vlist[i] = [vert[0],(dims['t']+vert[1])*cos(vert[2]*PI/(2*dims['t'])),(dims['t']+vert[1])*sin(vert[2]*PI/(2*dims['t']))]
+ for i, vert in enumerate(vlist):
+ vlist[i] = [vert[0], (dims['t'] + vert[1]) * cos(vert[2] * PI / (2 * dims['t'])),
+ (dims['t'] + vert[1]) * sin(vert[2] * PI / (2 * dims['t']))]
- #Warp all the points for radial stonework
+ # Warp all the points for radial stonework
if radialized:
- for i,vert in enumerate(vlist):
- vlist[i] = [vert[2]*cos(vert[0]),vert[2]*sin(vert[0]),vert[1]]
+ for i, vert in enumerate(vlist):
+ vlist[i] = [vert[2] * cos(vert[0]), vert[2] * sin(vert[0]), vert[1]]
return vlist, flist
-#The main function
+# The main function
def createWall(radial, curve, openings, mergeBlox, shelf, shelfSide,
steps, stepDir, stepBare, stepSide):
__doc__ = """\
@@ -1680,4 +1708,3 @@ def createWall(radial, curve, openings, mergeBlox, shelf, shelfSide,
aplan = plan(asketch, 0)
return build(aplan)
-