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# Stairbuilder - Tread generation
#
# Generates treads for stair generation.
# Stair Type (typ):
# - id1 = Freestanding staircase
# - id2 = Housed-open staircase
# - id3 = Box staircase
# - id4 = Circular staircase
# Tread Type (typ_t):
# - tId1 = Classic
# - tId2 = Basic Steel
# - tId3 = Bar 1
# - tId4 = Bar 2
# - tId5 = Bar 3
#
# Paul "BrikBot" Marshall
# Created: September 19, 2011
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# Last Modified: January 26, 2012
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# Homepage (blog): http://post.darkarsenic.com/
# //blog.darkarsenic.com/
#
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# Coded in IDLE, tested in Blender 2.61.
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# Search for "@todo" to quickly find sections that need work.
#
# ##### BEGIN GPL LICENSE BLOCK #####
#
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# Copyright (C) 2011 Paul Marshall
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 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, see <http://www.gnu.org/licenses/>.
#
# ##### END GPL LICENSE BLOCK #####
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import mathutils
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from copy import copy
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from math import radians, sqrt
from mathutils import Matrix, Vector
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class Treads:
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def __init__(self,G,typ,typ_t,run,w,h,d,r,toe,o,n,tk,sec,sp,sn,deg=4):
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self.G = G #General
self.typ = typ #Stair type
self.typ_t = typ_t #Tread type
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self.run = run #Stair run. Degrees if self.typ == "id4"
self.w=w #tread width. Is outer radius if self.typ == "id4"
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self.h=h #tread height
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self.d=d #tread run. Ignore for now if self.typ == "id4"
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self.r=r #tread rise
self.t=toe #tread nosing
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self.o=o #tread side overhang. Is inner radius if self.typ == "id4"
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self.n=n #number of treads
self.tk=tk #thickness of tread metal
self.sec=sec #metal sections for tread
if sec != 1 and typ_t not in ["tId4", "tId5"]:
self.sp=((d+toe)*(sp/100))/(sec-1) #spacing between sections (% of depth)
elif typ_t in ["tId4", "tId5"]:
self.sp=sp/100 #keep % value
else:
self.sp=0
self.sn=sn #number of cross sections
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self.deg = deg #number of section per "slice". Only applys if self.typ == "id4"
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self.tId2_faces = [[0,1,2,3],[0,3,4,5],[4,5,6,7],[6,7,8,9],[8,9,10,11],
[12,13,14,15],[12,15,16,17],[16,17,18,19],
[18,19,20,21],[20,21,22,23],[0,1,13,12],[1,2,14,13],
[2,3,15,14],[3,4,16,15],[4,7,19,16],[7,8,20,19],
[8,11,23,20],[11,10,22,23],[10,9,21,22],[9,6,18,21],
[6,5,17,18],[5,0,12,17]]
self.out_faces = [[0,2,3,1],[0,2,10,8],[9,11,3,1],[9,11,10,8],
[2,6,7,3],[2,6,14,10],[11,15,7,3],[11,15,14,10],
[0,4,5,1],[0,4,12,8],[9,13,5,1],[9,13,12,8],
[4,6,7,5],[4,6,14,12],[13,15,14,12],[13,15,7,5]]
self.Create()
def Create(self):
# Setup the coordinates:
coords = []
coords2 = []
coords3 = []
cross = 0
cW = 0
depth = 0
offset = 0
height = 0
if self.typ in ["id1", "id2", "id3"]:
if self.typ_t == "tId1":
coords.append(Vector([-self.t,-self.o,0]))
coords.append(Vector([self.d,-self.o,0]))
coords.append(Vector([-self.t,self.w + self.o,0]))
coords.append(Vector([self.d,self.w + self.o,0]))
for i in range(4):
coords.append(coords[i]+Vector([0,0,-self.h]))
elif self.typ_t == "tId2":
depth = (self.d + self.t - (self.sec - 1) * self.sp) / self.sec
inset = depth / 4
tDepth = depth - self.t
coords.append(Vector([-self.t, -self.o, -self.h])) #0
coords.append(Vector([inset - self.t, -self.o, -self.h])) #1
coords.append(Vector([inset - self.t, -self.o, -self.h + self.tk])) #2
coords.append(Vector([self.tk - self.t, -self.o, -self.h + self.tk])) #3
coords.append(Vector([self.tk - self.t, -self.o, -self.tk])) #4
coords.append(Vector([-self.t, -self.o, 0])) #5
coords.append(Vector([tDepth, -self.o, 0])) #6
coords.append(Vector([tDepth - self.tk, -self.o, -self.tk])) #7
coords.append(Vector([tDepth - self.tk, -self.o, self.tk - self.h])) #8
coords.append(Vector([tDepth, -self.o, -self.h])) #9
coords.append(Vector([tDepth - inset, -self.o, -self.h])) #10
coords.append(Vector([tDepth - inset, -self.o, -self.h + self.tk])) #11
for i in range(12):
coords.append(coords[i] + Vector([0, self.w + (2 * self.o), 0]))
elif self.typ_t in ["tId3", "tId4", "tId5"]:
# Frame:
coords.append(Vector([-self.t,-self.o,-self.h]))
coords.append(Vector([self.d,-self.o,-self.h]))
coords.append(Vector([-self.t,-self.o,0]))
coords.append(Vector([self.d,-self.o,0]))
for i in range(4):
if (i % 2) == 0:
coords.append(coords[i] + Vector([self.tk,self.tk,0]))
else:
coords.append(coords[i] + Vector([-self.tk,self.tk,0]))
for i in range(4):
coords.append(coords[i] + Vector([0,self.w + self.o,0]))
for i in range(4):
coords.append(coords[i + 4] + Vector([0,self.w + self.o - (2 * self.tk),0]))
# Tread sections:
if self.typ_t == "tId3":
offset = (self.tk * sqrt(2)) / 2
topset = self.h - offset
self.sp = ((self.d + self.t - (2 * self.tk)) - (offset * (self.sec) + topset)) / (self.sec + 1)
baseX = -self.t + self.sp + self.tk
coords2.append(Vector([baseX, self.tk - self.o, offset - self.h]))
coords2.append(Vector([baseX + offset, self.tk - self.o, -self.h]))
for i in range(2):
coords2.append(coords2[i] + Vector([topset, 0, topset]))
for i in range(4):
coords2.append(coords2[i] + Vector([0, (self.w + self.o) - (2 * self.tk), 0]))
elif self.typ_t in ["tId4", "tId5"]:
offset = ((self.run + self.t) * self.sp) / (self.sec + 1)
topset = (((self.run + self.t) * (1 - self.sp)) - (2 * self.tk)) / self.sec
baseX = -self.t + self.tk + offset
baseY = self.w + self.o - 2 * self.tk
coords2.append(Vector([baseX, -self.o + self.tk, -self.h / 2]))
coords2.append(Vector([baseX + topset, -self.o + self.tk, -self.h / 2]))
coords2.append(Vector([baseX, -self.o + self.tk, 0]))
coords2.append(Vector([baseX + topset, -self.o + self.tk, 0]))
for i in range(4):
coords2.append(coords2[i] + Vector([0, baseY, 0]))
# Tread cross-sections:
if self.typ_t in ["tId3", "tId4"]:
cW = self.tk
cross = (self.w + (2 * self.o) - (self.sn + 2) * self.tk) / (self.sn + 1)
else: # tId5
spacing = self.sp ** (1 / 4)
cross = ((2*self.o + self.w) * spacing) / (self.sn + 1)
cW = (-2*self.tk + (2*self.o + self.w) * (1 - spacing)) / self.sn
self.sp = topset
height = -self.h / 2
baseY = -self.o + self.tk + cross
coords3.append(Vector([-self.t + self.tk, baseY, -self.h]))
coords3.append(Vector([self.d - self.tk, baseY, -self.h]))
coords3.append(Vector([-self.t + self.tk, baseY, height]))
coords3.append(Vector([self.d - self.tk, baseY, height]))
for i in range(4):
coords3.append(coords3[i] + Vector([0, cW, 0]))
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# Make the treads:
for i in range(self.n):
if self.typ_t == "tId1":
self.G.Make_mesh(coords,self.G.faces,'treads')
elif self.typ_t == "tId2":
temp = []
for j in coords:
temp.append(copy(j))
for j in range(self.sec):
self.G.Make_mesh(temp, self.tId2_faces, 'treads')
for k in temp:
k += Vector([depth + self.sp, 0, 0])
elif self.typ_t in ["tId3", "tId4", "tId5"]:
self.G.Make_mesh(coords,self.out_faces,'treads')
temp = []
for j in coords2:
temp.append(copy(j))
for j in range(self.sec):
self.G.Make_mesh(temp,self.G.faces,'bars')
for k in temp:
k += Vector([offset + self.sp, 0, 0])
for j in coords2:
j += Vector([self.d, 0, self.r])
temp = []
for j in coords3:
temp.append(copy(j))
for j in range(self.sn):
self.G.Make_mesh(temp,self.G.faces,'crosses')
for k in temp:
k += Vector([0, cW + cross, 0])
for j in coords3:
j += Vector([self.d, 0, self.r])
for j in coords:
j += Vector([self.d,0,self.r])
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# Circular staircase:
elif self.typ in ["id4"]:
start = [Vector([0, -self.o, 0]), Vector([0, -self.o, -self.h]),
Vector([0, -self.w, 0]), Vector([0, -self.w, -self.h])]
self.d = radians(self.run) / self.n
for i in range(self.n):
coords = []
# Base faces. Should be able to append more sections:
tId4_faces = [[0, 1, 3, 2]]
t_inner = Matrix.Rotation((-self.t / self.o) + (self.d * i), 3, 'Z')
coords.append((t_inner * start[0]) + Vector([0, 0, self.r * i]))
coords.append((t_inner * start[1]) + Vector([0, 0, self.r * i]))
t_outer = Matrix.Rotation((-self.t / self.w) + (self.d * i), 3, 'Z')
coords.append((t_outer * start[2]) + Vector([0, 0, self.r * i]))
coords.append((t_outer * start[3]) + Vector([0, 0, self.r * i]))
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k = 0
for j in range(self.deg + 1):
k = (j * 4) + 4
tId4_faces.append([k, k - 4, k - 3, k + 1])
tId4_faces.append([k - 2, k - 1, k + 3, k + 2])
tId4_faces.append([k + 1, k - 3, k - 1, k + 3])
tId4_faces.append([k, k - 4, k - 2, k + 2])
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rot = Matrix.Rotation(((self.d * j) / self.deg) + (self.d * i), 3, 'Z')
for v in start:
coords.append((rot * v) + Vector([0, 0, self.r * i]))
tId4_faces.append([k, k + 1, k + 3, k + 2])
self.G.Make_mesh(coords, tId4_faces, 'treads')