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# GPL # "authors": dudecon, jambay
# Module notes:
#
# Grout needs to be implemented.
# consider removing wedge crit for small "c" and "cl" values
# wrap around for openings on radial stonework?
# auto-clip wall edge to SMALL for radial and domes.
# unregister doesn't release all references.
# repeat for opening doesn't distribute evenly when radialized - see wrap around
# if opening width == indent*2 the edge blocks fail (row of blocks cross opening).
# if openings overlap fills inverse with blocks - see h/v slots.
# Negative grout width creates a pair of phantom blocks, separated by grout
# width, inside the edges.
# if block width variance is 0, and edging is on, right edge blocks create a "vertical seam"
from random import random
from math import (
fmod, sqrt,
sin, cos, atan,
pi as PI,
)
# Set to True to enable debug_prints
DEBUG = False
SMALL = 0.000000000001
# for values that must be != 0; see UI options/variables - sort of a bug to be fixed
NOTZERO = 0.01
# Global variables
# ------------------------
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
}
"""
settings DOCUMENTATION:
'w':width 'wv':widthVariation
'h':height 'hv':heightVariation
'd':depth 'dv':depthVariation
'g':grout 'gv':groutVariation 'gd':groutDepth 'gdv':groutDepthVariation
'b':bevel 'bv':bevelVariation
'f':flawSize 'fv':flawSizeVariation 'ff':flawFraction
't':taper
'sdv':subdivision(distance or angle)
'hwt':row height effect on block widths in the row (0=no effect,
1=1:1 relationship, negative values allowed, 0.5 works well)
'aln':alignment(0=none, 1=rows w/features, 2=features w/rows)
(currently unused)
'wm':width minimum 'hm':height minimum 'dm':depth minimum
'woff':row start offset(fraction of width)
'woffv':width offset variation(fraction of width)
'eoff':edge offset 'eoffv':edge offset variation
'rwhl':row height lock(1 is all blocks in row have same height)
'hb':bottom row height 'ht': top row height 'ge': grout the edges
'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 DOCUMENTATION:
'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?
"""
# ------------------------
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
# Gaps in blocks for various apertures
# ------------------------
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 DOCUMENTATION:
'w': opening width, 'h': opening height,
'x': horizontal position, 'z': vertical position,
'rp': make multiple openings, with a spacing of x,
'b': bevel the opening, inside only, like an arrow slit.
'v': height of the top arch, 'vl':height of the bottom arch,
't': thickness of the top arch, 'tl': thickness of the bottom arch
"""
# Add blocks to make platforms
# ------------------------
shelfExt = 0
shelfSpecs = {
'w': 0.5, 'h': 0.5, 'd': 0.3, 'x': 0.8, 'z': 2.7
}
"""
shelfSpecs DOCUMENTATION:
'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
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stepSpecs = {
'x': 0.0, 'z': -10, 'w': 10.0, 'h': 10.0,
'v': 0.7, 't': 1.0, 'd': 1.0
}
"""
stepSpecs DOCUMENTATION:
'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)
"""
stepLeft = 0
shelfBack = 0
stepOnly = 0
stepBack = 0
# switchable prints
def debug_prints(func="", text="Message", var=None):
global DEBUG
if DEBUG:
print("\n[{}]\nmessage: {}".format(func, text))
if var:
print("Error: ", var)
# pass variables just like for the regular prints
def debug_print_vars(*args, **kwargs):
global DEBUG
if DEBUG:
print(*args, **kwargs)
# 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 -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}
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)
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)}]
return dims, openingSpecs
# 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,
center=0):
__doc__ = """\
Fills a linear range with points and returns an ordered list of those points
including the end points.
left: the lower boundary
right: the upper boundary
avedst: the average distance between points
mindst: the minimum distance between points
dev: the maximum random deviation from avedst
pad: tends to move the points near the bounds right (positive) or
left (negative).
element 0 pads the lower bounds, element 1 pads the upper bounds
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]
# 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
# clip to right edge.
if (right - curpos < mindst) or (right - curpos < mindst - pad[1]):
poslist.append(right)
return poslist
else:
poslist.append(curpos)
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
poslist.append(curpos)
idx += 1
return poslist
# 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
# close off edges at limit
if (right - curpos < mindst) or (right - curpos < mindst - pad[1]):
poslist.append(right)
return poslist
else:
poslist.append(curpos)
# For generating block geometry
def MakeABlock(bounds, segsize, vll=0, Offsets=None, FaceExclude=[],
bevel=0, xBevScl=1):
__doc__ = """\
MakeABlock returns lists of points and faces to be made into a square
cornered block, subdivided along the length, with optional bevels.
bounds: a list of boundary positions:
0:left, 1:right, 2:bottom, 3:top, 4:back, 5:front
segsize: the maximum size before lengthwise subdivision occurs
vll: the number of vertexes already in the mesh. len(mesh.verts) should
give this number.
Offsets: list of coordinate delta values.
Offsets are lists, [x,y,z] in
[
0:left_bottom_back,
1:left_bottom_front,
2:left_top_back,
3:left_top_front,
4:right_bottom_back,
5:right_bottom_front,
6:right_top_back,
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
"""
slices = fill(bounds[0], bounds[1], segsize, segsize, center=1)
points = []
faces = []
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([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:
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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
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.
xpos: x position of the centerline
width: x width of the keystone at the widest point (discounting bevels)
zpos: z position of the widest point
ztop: distance from zpos to the top
zbtm: distance from zpos to the bottom
thick: thickness
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
"""
points = []
faces = []
faceinclude = [1 for x in range(6)]
for x in FaceExclude:
faceinclude[x] = 0
Top = zpos + ztop
Btm = zpos - zbtm
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])
# The front bottom point
points.append([xpos, Thk, Btm])
# The front right point
points.append([xpos + Wid, Thk, zpos])
MirrorPoints = []
for i in points:
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])
# Offset the vertex numbers by the number of vertices already in the list
for i in range(len(faces)):
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.):
__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 parallel 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)
# class openings in the wall
class opening:
__doc__ = """\
This is the class for holding the data for the openings in the wall.
It has methods for returning the edges of the opening for any given position value,
as well as bevel settings and top and bottom positions.
It stores the 'style' of the opening, and all other pertinent information.
"""
# x = 0. # x position of the 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
# 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
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
# crits returns the critical split points, or discontinuities, used for making rows
def crits(self):
critlist = []
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.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())
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
# Go through all the options, and return the correct value
if ht < self.btm(): # too low
return None
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 is None:
return None
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 is None:
return None
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 is None:
return None
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 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
# 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)
def radialAdjust(dist, sideVal):
# 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)))
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()
dist = radialAdjust(dist, self.top())
# 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 is None:
return None
else:
return self.z + self.h / 2 + circVal
else:
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: # 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
# 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
# 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 is None:
return None
else:
return self.z - self.h / 2 - self.vl + self.rl - circVal
# and this never happens - but, leave it as failsafe :)
debug_prints(func="opening.EdgeV",
text="Got all the way out of the edgeV! Not good!")
debug_print_vars("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 radialized:
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):
self.x = float(xpos)
self.z = float(zpos)
self.w = float(width)
self.h = float(height)
self.rt = archThk
self.rtl = archThkLower
self.v = archHeight
self.vl = archHeightLower
if self.w <= 0:
self.w = SMALL
# find the upper arch radius
if archHeight >= width / 2:
# just one arch, low long
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))))
# 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.b = float(bevel)
self.ts = edgeThk
# class for the whole wall boundaries; a sub-class of "opening"
class openingInvert(opening):
# this is supposed to switch the sides of the opening
# so the wall will properly enclose the whole wall.
def edgeS(self, ht, s):
return opening.edgeS(self, ht, -s)
def edgeV(self, ht, s):
return opening.edgeV(self, ht, -s)
# 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.
"""
radius = 1
EdgeOffset = 0.
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
# initialize internal variables from global settings
SetH = settings['h']
SetHwt = settings['hwt']
SetWid = settings['w']
SetWidMin = settings['wm']
SetWidVar = settings['wv']
SetGrt = settings['g']
SetGrtVar = settings['gv']
SetRowHeightLink = settings['rwhl']
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)
# 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)
# init loop variables that may change...
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)
# 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 SetGrtVar: # vary grout
grt = (SetGrt + rndc() * SetGrtVar) / (self.radius)
ThisBlockHeight = self.h + rndc() * (1 - SetRowHeightLink) * SetGrtVar
def __init__(self, centerheight, rowheight, edgeoffset=0.):
self.z = float(centerheight)
self.h = float(rowheight)
self.EdgeOffset = float(edgeoffset)
# THIS INITIALIZATION 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):
__doc__ = """\
Makes a list of faces and vertexes for arches.
ra: the radius of the arch, to the center of the bricks
rt: the thickness of the arch
x: x center location of the circular arc, as if the arch opening were centered on x = 0
z: z center location of the arch
anglebeg: start angle of the arch, in radians, from vertical?
angleend: end angle of the arch, in radians, from vertical?
bevel: how much to bevel the inside of the arch.
vll: how long is the vertex list already?
"""
avlist = []
aflist = []
# initialize internal variables for global settings
SetGrt = settings['g']
SetGrtVar = settings['gv']
SetDepth = settings['d']
SetDepthVar = settings['dv']
# Init loop variables
def bevelEdgeOffset(offsets, bevel, side):
"""
Take the block offsets and modify it for the correct bevel.
offsets = the offset list. See MakeABlock
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
for num in pointsToAffect:
offsets[num] = offsets[num][:]
offsets[num][0] += -bevel * side
ArchInner = ra - rt / 2
ArchOuter = ra + rt / 2 - SetGrt + rndc() * SetGrtVar
DepthBack = - SetDepth / 2 - rndc() * SetDepthVar
DepthFront = SetDepth / 2 + rndc() * SetDepthVar
if radialized:
subdivision = settings['sdv']
else:
subdivision = 0.12
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
# 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):
if i == 0:
ThisOffset = offsets[:]
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],
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 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
v1 = vert[1]
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
avlist[i] = [v0, v1, v2]
return (avlist, aflist)
def sketch():
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
minspacing = (x['w'] + settings['wm']) / r1
divs = fill(dims['s'], dims['e'], spacing, minspacing, center=1)
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 overlapping edges?
return boundlist
def wedgeBlocks(row, opening, leftPos, rightPos, edgeBinary, r1):
__doc__ = """\
Makes wedge blocks for the left and right sides, depending
example:
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)
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']
# 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)
# 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)
# 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
# Insert or append "blank" for top or bottom wedges.
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])
return None
def bevelBlockOffsets(offsets, bevel, side):
"""
Take the block offsets and modify it for the correct bevel.
offsets = the offset list. See MakeABlock
bevel = how much to offset the edge
side = -1 for left (right side), 1 for right (left side)
"""
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 the edge grout thickness, especially with radial stonework in mind
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]]
# 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
for hole in Thesketch:
# 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.
if e[0] or e[1]:
e += [hole.edgeS(rowTop, 1), hole.edgeS(rowBtm, 1)]
# 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 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])
# 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
# so that you don't get the "oddity where overlapping openings
# create blocks inversely" problem
# Note: sort ended up comparing function pointers
# if both Openings and Slots were enabled with Repeats in one of them
try:
edgetop.sort(key=lambda x: x[0])
edgebtm.sort(key=lambda x: x[0])
except Exception as ex:
debug_prints(func="rowProcessing",
text="Sorting has failed", var=ex)
# 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)):
edgetop[-2:] = []
edgebtm[-2:] = []
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)):
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
# 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
LTop = edgetop[leftEdgeIndex][0]
LBtm = edgebtm[leftEdgeIndex][0]
RTop = edgetop[rightEdgeIndex][0]
RBtm = edgebtm[rightEdgeIndex][0]
LDiff = LBtm - LTop
RDiff = RTop - RBtm
# which is further out on each side, top or bottom?
if LDiff > 0:
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:
LNerEdge = LTop
LEB = -1
if RDiff > 0:
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:
RNerEdge = RTop
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
InnerDiff = RNerEdge - LNerEdge
# The mid point between the nearest edges
InnerMid = (RNerEdge + LNerEdge) / 2
# maximum distance to span with one block
MaxWid = (settings['w'] + settings['wv']) / r1
AveWid = settings['w']
# 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
wedgeBlocks(row, leftOpening, LeftWedgeEdge, LNerEdge, LEB, r1)
# 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)
if (abs(RDiff) > AveWid) or (not RightWedgeEdge):
# 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
RTop, RBtm = RNerEdge, RNerEdge
RDiff = 0
# 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.
w = InnerDiff
ThisBlockDepth = rndd() * settings['dv'] + settings['d']
BtmOff = LBtm - LNerEdge
TopOff = LTop - LNerEdge
ThisBlockOffsets = [[BtmOff, 0, 0]] * 2 + [[TopOff, 0, 0]] * 2
BtmOff = RBtm - RNerEdge
TopOff = RTop - RNerEdge
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])
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
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
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 separation 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
widOptions = [settings['w'], bevelL + settings['wm'], leftOpening.ts]
baseWid = max(widOptions)
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
widOptions = [settings['w'], bevelR + settings['wm'], rightOpening.ts]
baseWid = max(widOptions)
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])
row.RowSegments.append([BlockRowL, BlockRowR])
return None
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
else:
# 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']]
# 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'])
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]
# 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])
if diff < (settings['h'] - settings['hv'] + settings['g']):
del(divs[i])
break
# 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'])
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:] = []
# 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
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()
# 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.
continue
rows.append(rowOb(RowZ, RowHeight, EdgeOffset))
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
w = (dims['e'] - dims['s'])
h = (dims['t'] - dims['b'])
WallBoundaries = openingInvert(x, z, w, h)
# 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]
def archGeneration(hole, vlist, flist, sideSign):
__doc__ = """\
Makes arches for the top and bottom, depending on sideSign
example, Lower arch:
archGeneration(hole, vlist, flist, -1)
example, Upper arch:
archGeneration(hole, vlist, flist, 1)
hole is the opening object that the arch is for
add the vertices to vlist
add the faces to flist
sideSign is + or - 1, for the top or bottom arch. Other values may cause errors.
"""
# working arrays for vectors and faces
avlist = []
aflist = []
# 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
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
c = hole.c
ra = r + rt / 2 # average radius of the arch
x = hole.x
w = hole.w
h = hole.h
z = hole.z
bev = hole.b
sideSignInv = -sideSign
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
bevRad = r + bev
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
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]]
vlist += avlist
flist += aflist
# right side top, left side bottom
# 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))
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
nearCorner = sideSign * (MidZ - z) - v - h / 2
if sideSign == 1:
TopHt = hole.top() - MidZ - Grout
BtmHt = nearCorner
else:
BtmHt = - (hole.btm() - MidZ) - Grout
TopHt = nearCorner
# set the amount to bevel the keystone
keystoneBevel = (bevHt - v) * sideSign
if Wdth >= settings['hm']:
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]]
vlist += avlist
flist += aflist
# remove "debug note" once bevel is finalized.
else:
debug_prints(func="archGeneration",
text="Keystone was too narrow - " + str(Wdth))
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
# 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)))
anglebeg = angleOffset - halfangle
angleend = angleOffset + halfangle
else:
anglebeg = angleOffset - PI / 2
angleend = angleOffset + PI / 2
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]]
vlist += avlist
flist += aflist
# 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']
# 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
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']
if sideSign == 1:
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
topSide = zstart
# 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
)
# 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]]
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)
if sideSign == 1:
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
topSide = zstart
# 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
)
# 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]]
vlist += avlist
flist += aflist
return None
def build(Aplan):
__doc__ = """\
Build creates the geometry for the wall, based on the
"Aplan" object from the "plan" function. If physics is
enabled, then it make a number of individual blocks with
physics interaction enabled. Otherwise it creates
geometry for the blocks, arches, etc. of the wall.
"""
vlist = []
flist = []
rows = Aplan[0]
# all the edge blocks, redacted
# 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)):
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
if bigBlock:
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
Tolerance = settings['g'] / r1
idxThis = len(rows[rowidx].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
blockThis = rows[rowidx].BlocksNorm[idxThis]
blockThat = rows[rowidx + 1].BlocksNorm[idxThat]
# 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) < Tolerance) and (abs(cx - ox) < Tolerance):
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])
rows[rowidx].BlocksNorm.pop(idxThis)
rows[rowidx + 1].BlocksNorm.pop(idxThat)
idxThis -= 1
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
# Use wall block settings for shelf
SetBW = settings['w']
SetBWVar = settings['wv']
SetBWMin = settings['wm']
SetBH = settings['h']
# Shelf area settings
ShelfLft = shelfSpecs['x']
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.
# 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]
]
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]
]
# Add blocks for each "shelf row" in area
while ShelfBtm < ShelfTop:
# Make blocks for each row - based on rowOb::fillblocks
# 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
AllBlocks.append([ThisBlockx, ShelfBtm, ThisBlockw, SetBH, ShelfThk, ShelfOffsets])
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
# 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.
StepZMod = stepSpecs['v']
StepLft = stepSpecs['x']
StepRt = stepSpecs['x'] + stepSpecs['w']
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.
# 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.
# Also, will work fine as stand-alone if not used with wall (try block depth 0 and see what happens).
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]
]
# Add steps for each "step row" in area (neg width is interesting but prevented)
while StepBtm < StepTop and StepWide > 0:
# Make blocks for each step row - based on rowOb::fillblocks
# Does not vary grout.
if stepOnly: # "cantilevered steps"
if stepLeft:
stepStart = StepRt - StepXMod
else:
stepStart = StepLft
AllBlocks.append([stepStart, StepBtm, StepXMod, StepZMod, StepThk, StepOffsets])
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
AllBlocks.append([ThisBlockx, StepBtm, ThisBlockw, StepZMod, StepThk, StepOffsets])
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
else:
StepLft += StepXMod # move in from left
# 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
for block in AllBlocks:
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
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
archGeneration(hole, vlist, flist, -1)
# 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
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']))]
# 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]]
return vlist, flist
def createWall(radial, curve, openings, mergeBlox, shelf, shelfSide,
steps, stepDir, stepBare, stepSide):
__doc__ = """\
Call all the functions you need to make a wall, return the verts and faces.
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"""
global radialized
global slope
global openingSpecs
global bigBlock
global shelfExt
global stepMod
global stepLeft
global shelfBack
global stepOnly
global stepBack
# set all the working variables from passed parameters
radialized = radial
slope = curve
openingSpecs = openings
bigBlock = mergeBlox
shelfExt = shelf
stepMod = steps
stepLeft = stepDir
shelfBack = shelfSide
stepOnly = stepBare
stepBack = stepSide
asketch = sketch()
aplan = plan(asketch, 0)
return build(aplan)