Mate connectors: bring the design record and the BearConnector pair into the repo
The connector work has lived outside the code since 2026-08-05, in a workspace repo with no
remote. It is the basis of a decision that now shapes the Design tab, so it belongs here.
docs/design/mate-connectors/
DESIGN_MATE_CONNECTORS.md seven CAD systems surveyed; the frame-pair model this kernel
already matches; sections 8b/8c on the glyph, and section 9's
four open decisions (D1-D4) still awaiting Tommaso.
bear.step the male, Onshape 2026-08-05T08:27Z, md5 faf228326ee3f971
BearConnector_Female*.step/.stl, BearConnector_Cutter.step
built by make_female.py FROM the real male B-rep rather than
re-modelled, so the pocket is complementary by construction
including every deliberate asymmetry. Fit measured at exactly
0.2000 mm, zero interference, mated hosts proven coplanar.
BEAR_CONNECTOR_REVIEW.md the symmetry-group result: identity 81/81 edges, mirror-x 0/81,
mirror-y 0/81, rot180Z 0/81, rot90Z 0/81, diagonal 0/81 at
0.1 mm. Trivial group, so every PARTIAL view fixes orientation.
extract_outline.py, simplify_study.py, relief_sheet.py, handedness.py, make_female.py,
trim_female.py, fit_check.py, verify_trimmed.py, coplanar_test.py + their sheets
THE DECISION THIS SUPPORTS (snaporca-x0kd): the mate connector is drawn as a simplified BEAR
FACE by default, with the standard disc + roll quadrant + Z arrow kept behind a preference.
Face orientation is hardwired perception -- a toddler reads a face's roll and verse with no
instruction -- and no abstract glyph earns that. Measured against the alternative: the disc's
gold quadrant+tick falls 89 -> 66 -> 37 -> 20 -> 3 -> 0 lit pixels as the camera drops from
47 deg to edge-on, and is a shapeless blob by 16 deg.
WHAT THE SIMPLIFICATION STUDY SETTLED (snaporca-wi3z), all measured off the real B-rep:
The eyes are load-bearing. Same outline and muzzle with the eyes removed stops reading as
a face at every size. Whatever else goes, they stay.
45 -> 22 outline vertices with no loss of read at 22 / 32 / 48 px; the muzzle reduces to
one filled triangle. Three marks plus a cheek dot.
Drawn FLAT the face fails exactly where the disc fails: in the connector's plane everything
foreshortens by sin(elevation). Rendered as its real relief instead, lit pixels at 32 px go
164 -> 210 at 16 deg and 69 -> 120 at 6 deg, and the snout ridge stands proud as a profile
rather than smearing. The glyph must be a shaded relief, not an outline.
Handedness already reads without any added mark -- 32 to 35 % of lit pixels differ from the
mirror, and re-registering by best whole-pixel translation returns offset (0,0), so it is
real shape asymmetry. But it reads only BY COMPARISON. A dot on one cheek makes it local:
34.5 / 37.0 / 36.4 %, and unlike uneven eyes (42 %) it does not read as a defect.
Tommaso's calls: it stays a bear, and handedness must read.
The scripts were repointed at the co-located male and extract_outline.py re-run from here to
prove it -- same 45 outline points, same three inner wires, same 3829.5 mm2 back plate.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
@@ -0,0 +1,169 @@
|
||||
# BearConnector.step — examination
|
||||
|
||||
> **Scope.** One file was supplied and it contains **one object: the male.** Everything below is
|
||||
> measured from that single solid. Earlier drafts of this note reasoned about a female pocket and a
|
||||
> mating pair — those objects were never supplied, so any statement about them was speculation and
|
||||
> has been removed. The clearance, the fit, and the pocket's legibility are all **unassessed**.
|
||||
|
||||
Measured, not eyeballed. Imported into the Design tab's own OpenCascade kernel
|
||||
(`import_step` → one valid closed solid), topology queried, geometry checked numerically.
|
||||
Flat drawing: `artifacts/shots/bear-flat.png`. Viewport: `artifacts/shots/bear-02-zoom.png`.
|
||||
|
||||
**File:** AP242 Edition 2, ST-Developer. 1 `MANIFOLD_SOLID_BREP`, 1 `CLOSED_SHELL`.
|
||||
**Size:** 83.06 × 66.69 × 17.27 mm. **Faces:** 30 — 24 planar + 6 cylindrical.
|
||||
**Curves:** 69 lines + 12 circles. **No** splines, spheres, tori or cones.
|
||||
**Relief:** only four Z levels — 0, 3.00, 10.66, 17.27.
|
||||
|
||||
---
|
||||
|
||||
## What is right, and precisely so
|
||||
|
||||
**The sloping ridge is implemented exactly as briefed.** From (0.00, 18.40, 17.27) to
|
||||
(0.00, 46.72, 10.66): 28.3 mm long, 6.61 mm drop, **13.1° slope**, and both ends sit dead on
|
||||
x = 0.00. It breaks 180° rotation on its own.
|
||||
|
||||
**20.0° uniform draft on all four snout flanks**, identical to within 0.1°:
|
||||
`(0,−0.94,0.342) (0.936,0.08,0.342) (0,0.94,0.342) (−0.936,0.08,0.342)`. That is a real,
|
||||
deliberate lead-in — it self-centres into a matching pocket, and it demoulds and prints.
|
||||
|
||||
**The eyes are exactly symmetric**: Ø9.87 at x = ±16.43, y = 48.01, matching to 0.01 mm.
|
||||
Someone mirrored those on purpose.
|
||||
|
||||
**The mating feature is extremely economical**: only **five edges** exist above the 3 mm plate —
|
||||
the ridge plus two flank edges at each end. Base plate is exactly 3.00 mm.
|
||||
|
||||
The low-poly constraint is honoured. All six cylinders are outline rounds and eye holes; none of
|
||||
them is a mating surface.
|
||||
|
||||
---
|
||||
|
||||
## The asymmetry is deliberate, and it is complete
|
||||
|
||||
**Correction.** A first pass read the left/right differences as an unfinished mirror. That was wrong:
|
||||
the asymmetry is intentional. Tested properly — every candidate self-symmetry, in the part's own
|
||||
centred frame, with a generous 0.1 mm tolerance:
|
||||
|
||||
| operation | edges mapped onto the part |
|
||||
|---|---|
|
||||
| identity | 81 / 81 — 100 % |
|
||||
| mirror about x = 0 (left/right) | **0 / 81** |
|
||||
| mirror about y = 0 (top/bottom) | **0 / 81** |
|
||||
| rotate 180° about Z | **0 / 81** |
|
||||
| rotate 90° about Z | **0 / 81** |
|
||||
| mirror about the diagonal | **0 / 81** |
|
||||
|
||||
**The symmetry group is trivial.** No rigid motion or reflection maps this part onto itself, so
|
||||
**every partial view determines the orientation uniquely** — you never need to see the whole face to
|
||||
know which way round it goes. That is the strongest possible result for a keying interface and it is
|
||||
exactly what the earlier abstract glyph work kept failing to achieve: a symmetric shape seen at a
|
||||
grazing angle, or half-occluded, gives an ambiguous read.
|
||||
|
||||
### Does it let you GRASP the orientation? Measured, not asserted.
|
||||
|
||||
Unique-in-principle and graspable-at-a-glance are different claims. The symmetry table proves the
|
||||
first. For the second, the front-on picture (outline + eyes + mouth, filled) was rasterised and
|
||||
compared against its own mirror and its own 180° rotation — the two ways a person can get it wrong.
|
||||
|
||||
**By size** (percentage of pixels that differ):
|
||||
|
||||
| width | vs mirror | vs rotated 180° |
|
||||
|---|---|---|
|
||||
| 16 px | 20.7 % | 26.0 % |
|
||||
| 24 px | 21.9 % | 30.9 % |
|
||||
| 32 px | 23.0 % | 28.1 % |
|
||||
| 48 px | 22.4 % | 30.6 % |
|
||||
| 80 px | 24.7 % | 31.0 % |
|
||||
| 160 px | 23.6 % | 31.0 % |
|
||||
|
||||
**The curve is flat.** The full signal is already there at 16 pixels and more resolution adds
|
||||
nothing. That is the whole result: **the orientation cue lives at low spatial frequency**, carried by
|
||||
the overall shape rather than by any detail. It therefore survives distance, blur, poor light,
|
||||
peripheral vision, a small print and a low-resolution screen. It is the exact opposite of the abstract
|
||||
disc glyph, whose roll cue was a small high-frequency feature and died at a grazing angle.
|
||||
|
||||
**Partial views — a claim I made and then withdrew.** I ran a masked-window test and concluded that
|
||||
a single quarter of the face was enough to read the orientation. **That test was invalid and the
|
||||
conclusion is wrong.** It compared a window of the original against *the same window* of the mirrored
|
||||
and rotated versions — which silently hands the observer the registration. It assumes you already
|
||||
know that the patch you are looking at is the top-left quarter, which is exactly the thing you would
|
||||
not know if you could only see a quarter.
|
||||
|
||||
**You need to see the whole face.** The cues here are *relational*: the big ear only means something
|
||||
next to the small ear, and the mouth offset only means something relative to the centreline. None of
|
||||
them is self-locating. Whole-face is the operating condition, and the design should be judged and
|
||||
used on that basis.
|
||||
|
||||
That does not weaken the size result above, which always used the complete silhouette: the whole face
|
||||
reads at 16 px. Needing all of it, and needing very little resolution of it, are compatible — and for
|
||||
a part held in a hand, seeing all of it is the normal case.
|
||||
|
||||
**The signal is allocated to the right risks.** The strongest cue (up to 41.7 %) guards against
|
||||
inserting it upside down — the mistake people actually make. The weakest (~23 %) guards the mirror
|
||||
case, which needs the part flipped over and which the protrusion already prevents mechanically.
|
||||
|
||||
It also does mechanical work beyond the ridge. The ridge alone breaks 180° rotation; the asymmetric
|
||||
outline additionally defeats the **mirrored-part** case — a mirror-image copy will not fit, so a
|
||||
modelling or printing mirror is caught at assembly rather than three steps later.
|
||||
|
||||
And for children specifically, a symmetric cartoon face reads as a mask; illustrators asymmetrise
|
||||
deliberately so a face reads as a *character*. The asymmetry is earning its keep three ways at once.
|
||||
|
||||
### What is worth keeping in mind anyway
|
||||
|
||||
**The ears differ by 42 %** — left 8.33 mm wide (top y 65.68), right 11.81 mm (top y 66.69). Both
|
||||
start at the same y = 60.79, so they read as a deliberate pair rather than an error. 42 % is well
|
||||
above the perceptual threshold: you see it instantly. Good cue.
|
||||
|
||||
**The mouth is a smirk** — x −21.93 … 0.00, centred at x = −10.96, stopping on the centreline. A
|
||||
classic character device and a strong asymmetry.
|
||||
|
||||
**The rounds are the best cue and the one safety question.** All four are on the left — Ø11.71 at
|
||||
(−40.82, 7.38), Ø11.71 at (−34.76, 0.58), Ø10.00 at (−29.85, 60.83), Ø2.90 at (−26.70, 65.95) — and
|
||||
the right side is entirely sharp. This is the *most locally readable* cue in the design: the ears
|
||||
differ only by comparison (you must see both to know which is which), whereas a rounded corner tells
|
||||
you "this is the left" from that corner alone, by eye **or by fingertip**. For children assembling by
|
||||
feel that is the cue doing the real work.
|
||||
|
||||
The tension is that "sharp" on a children's part is a hazard, and the obvious safety fix — round
|
||||
everything — destroys the cue. The resolution is not round-vs-sharp but **large-vs-small radius**:
|
||||
keep R≈6 on the left and give the right R≈1. R1 still reads and feels sharp locally, so the cue
|
||||
survives, and the actual edge hazard goes away. That is the one recommendation that outlives the
|
||||
correction.
|
||||
|
||||
**One measurement that does not fit the story:** the outline is off-centre by **0.54 mm** (left reach
|
||||
40.99, right reach 42.07). A deliberate cue should be unmissable; 0.54 mm is invisible. It is
|
||||
probably a by-product of the other features rather than intent — worth a look, not a defect.
|
||||
|
||||
---
|
||||
|
||||
## Two judgement calls, not defects
|
||||
|
||||
**The snout is highest at the nose tip and slopes down toward the brow** — a real bear's muzzle
|
||||
does the opposite. Anatomically it reads more like a beak or a horn than a snout. But mechanically
|
||||
it is the better choice: the nose tip enters the pocket first and does the finding. Keep it if the
|
||||
lead-in matters more than the likeness; flip it if "it must look like a bear" wins.
|
||||
|
||||
**Only the male was supplied**, so the clearance, the fit and the pocket are unassessed. Nothing in
|
||||
this note should be read as a judgement on them.
|
||||
|
||||
---
|
||||
|
||||
## The strategic point, which is the real reason this design is good
|
||||
|
||||
It gives orientation **a name**. "Ears up, nose down" needs no legend, no convention and no
|
||||
documentation. Face recognition is the most robust pattern-matching humans have: it survives low
|
||||
resolution, poor light, partial occlusion and peripheral vision. That is exactly the robustness the
|
||||
abstract ridge key was reaching for, and here it comes for free.
|
||||
|
||||
**One earlier objection does not transfer — noting it only so it is not carried over by mistake.**
|
||||
In §8c of the design doc a female *pocket* measured as visually invisible — flat-shaded, a recess
|
||||
reads as a blank rectangle — and I concluded male/female
|
||||
is the wrong polarity cue. **That was a viewport finding, and it does not apply to a physical part.**
|
||||
Nobody looks into the pocket of a toy; they feel it. For a part in a child's hands, male/female is
|
||||
exactly the right polarity language. The earlier conclusion stands for the on-screen glyph and must
|
||||
not be carried over to this.
|
||||
|
||||
**The one rule to write down now:** the face and the key must never be allowed to disagree. People
|
||||
will trust the face over the mechanics every time. Here they agree — ridge on the centreline, ears
|
||||
up. If the face is ever restyled independently of the key, a user will orient by the bear and be
|
||||
wrong. Tie them permanently, in the model and in whatever generates it.
|
||||
@@ -0,0 +1,998 @@
|
||||
ISO-10303-21;
|
||||
HEADER;
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FILE_DESCRIPTION(('FreeCAD Model'),'2;1');
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FILE_NAME('Open CASCADE Shape Model','2026-08-05T12:46:26',('FreeCAD'),(
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'FreeCAD'),'Open CASCADE STEP processor 7.8','FreeCAD','Unknown');
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FILE_SCHEMA(('AUTOMOTIVE_DESIGN { 1 0 10303 214 1 1 1 1 }'));
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ENDSEC;
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||||
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);
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);
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));
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);
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||||
#872 = ORIENTED_EDGE('',*,*,#264,.F.);
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||||
#873 = PLANE('',#874);
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#874 = AXIS2_PLACEMENT_3D('',#875,#876,#877);
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||||
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#877 = DIRECTION('',(-0.999997598615,0.,2.191520817069E-03));
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
#890 = PLANE('',#891);
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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||||
#909 = CARTESIAN_POINT('',(-21.72552223146,-22.,-6.319135448019));
|
||||
#910 = DIRECTION('',(-1.,0.,0.));
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||||
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||||
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||||
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||||
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||||
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||||
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||||
#917 = LINE('',#918,#919);
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||||
#918 = CARTESIAN_POINT('',(22.059435554995,-22.,-3.734519760785));
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||||
#919 = VECTOR('',#920,1.);
|
||||
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||||
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|
||||
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||||
#923 = ORIENTED_EDGE('',*,*,#39,.T.);
|
||||
#924 = PLANE('',#925);
|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
#934 = LINE('',#935,#936);
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||||
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|
||||
#936 = VECTOR('',#937,1.);
|
||||
#937 = DIRECTION('',(0.,1.,0.));
|
||||
#938 = ORIENTED_EDGE('',*,*,#282,.F.);
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||||
#939 = ORIENTED_EDGE('',*,*,#916,.F.);
|
||||
#940 = ORIENTED_EDGE('',*,*,#31,.T.);
|
||||
#941 = PLANE('',#942);
|
||||
#942 = AXIS2_PLACEMENT_3D('',#943,#944,#945);
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||||
#943 = CARTESIAN_POINT('',(20.484588228021,-22.,-10.95643672209));
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||||
#944 = DIRECTION('',(0.977039526026,0.,-0.213058124893));
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||||
#945 = DIRECTION('',(-0.213058124893,0.,-0.977039526026));
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||||
#946 = ADVANCED_FACE('',(#947),#953,.F.);
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||||
#947 = FACE_BOUND('',#948,.F.);
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||||
#948 = EDGE_LOOP('',(#949,#950,#951,#952));
|
||||
#949 = ORIENTED_EDGE('',*,*,#21,.T.);
|
||||
#950 = ORIENTED_EDGE('',*,*,#860,.T.);
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||||
#951 = ORIENTED_EDGE('',*,*,#274,.F.);
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||||
#952 = ORIENTED_EDGE('',*,*,#933,.F.);
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||||
#953 = PLANE('',#954);
|
||||
#954 = AXIS2_PLACEMENT_3D('',#955,#956,#957);
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||||
#955 = CARTESIAN_POINT('',(17.956031892536,-22.,-13.7484168618));
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||||
#956 = DIRECTION('',(-0.963836182336,0.,-0.26649542889));
|
||||
#957 = DIRECTION('',(-0.26649542889,0.,0.963836182336));
|
||||
#958 = ( GEOMETRIC_REPRESENTATION_CONTEXT(3)
|
||||
GLOBAL_UNCERTAINTY_ASSIGNED_CONTEXT((#962)) GLOBAL_UNIT_ASSIGNED_CONTEXT
|
||||
((#959,#960,#961)) REPRESENTATION_CONTEXT('Context #1',
|
||||
'3D Context with UNIT and UNCERTAINTY') );
|
||||
#959 = ( LENGTH_UNIT() NAMED_UNIT(*) SI_UNIT(.MILLI.,.METRE.) );
|
||||
#960 = ( NAMED_UNIT(*) PLANE_ANGLE_UNIT() SI_UNIT($,.RADIAN.) );
|
||||
#961 = ( NAMED_UNIT(*) SI_UNIT($,.STERADIAN.) SOLID_ANGLE_UNIT() );
|
||||
#962 = UNCERTAINTY_MEASURE_WITH_UNIT(LENGTH_MEASURE(1.E-05),#959,
|
||||
'distance_accuracy_value','confusion accuracy');
|
||||
#963 = PRODUCT_RELATED_PRODUCT_CATEGORY('part',$,(#7));
|
||||
ENDSEC;
|
||||
END-ISO-10303-21;
|
||||
@@ -0,0 +1,922 @@
|
||||
# Mate connectors: aligning with the mainstream CAD systems
|
||||
|
||||
Research date: 2026-08-05. Written against `orca_cad` / `snaporca` at the M8 state
|
||||
(`CadDocument.{hpp,cpp}`, `apply_mate`, `datum_frame`, the `Mate` card in `DesignPanel.cpp`).
|
||||
|
||||
**Brief:** align with the mate-connector concept as the main CAD programs actually implement it,
|
||||
and be simple, unequivocal, unconfusing. Alignment is the organising principle of this document:
|
||||
every recommendation is labelled either **[INDUSTRY]** — do what they all do — or **[DEVIATION]** —
|
||||
we would be departing, here is why and what it costs.
|
||||
|
||||
---
|
||||
|
||||
## 0. The answer in ten lines
|
||||
|
||||
1. Seven systems surveyed. **Five of the seven use the same model**; two are the old world.
|
||||
2. The model: a joint is defined between **two local coordinate frames**, one rigidly attached to
|
||||
each part, plus **one type** naming which DOF stay free.
|
||||
3. The frame is called a mate connector (Onshape), a **joint origin** (Fusion, Inventor), a joint
|
||||
connector (FreeCAD 1.0). Same object, three names.
|
||||
4. **Every one of them expresses every DOF about the frame's Z axis.** One axis, one convention.
|
||||
5. **Five types appear in every frame-based system with identical names and identical DOF**:
|
||||
Fastened/Rigid, Revolute, Slider, Cylindrical, Planar. Ball is in four of five.
|
||||
6. That is not fashion — those are the classical **lower kinematic pairs**. The vocabulary converged
|
||||
because the mechanics converged.
|
||||
7. Our kernel is already on the right side of the line: frame-based, five types, Z-relative,
|
||||
superimpose-then-relax. **The architecture needs no revisiting.**
|
||||
8. Where we are out of step: connectors that are not attached to a body; an origin that can only be
|
||||
a face centroid; no live preview of the two Z arrows; a mate card of abstract dropdowns.
|
||||
9. Where we would knowingly deviate: refusing a second mate per body (no vendor does this — it is
|
||||
forced on us by having no solver) and possibly inverting the default mate direction.
|
||||
10. Biggest single win for the stated goal, and it costs no kernel work: **draw both frames and
|
||||
ghost the result before Confirm.** The convention stops needing to be remembered.
|
||||
|
||||
---
|
||||
|
||||
## 1. The two families
|
||||
|
||||
**Constraint-based ("old CAD").** The user states pairwise *geometric relations* between raw
|
||||
topology — this face coincident with that face, this axis concentric with that axis, this plane
|
||||
parallel at 12 mm. Each relation removes some DOF; a numerical solver satisfies all of them at once.
|
||||
Fully positioning one part typically takes **three or more mates**, and the set can be
|
||||
over-constrained, under-constrained, or satisfiable in several configurations.
|
||||
|
||||
**Frame-based ("mate connectors").** The user places a *local coordinate system* on each part and
|
||||
states **one** relation between the two frames. The relation is not "these surfaces touch" but
|
||||
"these frames coincide, except for the following DOF, which stay free."
|
||||
|
||||
Onshape's help page opens by drawing exactly this line:
|
||||
|
||||
> *"Mates in Onshape are different than mates in old CAD systems. Many assemblies require only one
|
||||
> Onshape Mate between any two instances, as the movement (degrees of freedom) between those two
|
||||
> instances is embedded in the Mate."*
|
||||
|
||||
The frame-based model won for three reasons, all of which matter here:
|
||||
|
||||
- **One mate per pair.** No mental arithmetic about which three constraints add up to a hinge.
|
||||
- **The DOF are declared, not deduced.** A revolute mate *is* one rotation. You do not discover the
|
||||
remaining freedom by dragging.
|
||||
- **It needs no simultaneous solver for the common case.** Frame-to-frame alignment is a matrix
|
||||
composition — precisely what `apply_mate` already does.
|
||||
|
||||
> **Caveat — several vendors ship both, and "align with X" is therefore ambiguous.** **Inventor**
|
||||
> kept its legacy constraints *and* added frame-based Joints in 2012; many Inventor users still build
|
||||
> assemblies entirely with the old constraint stack. **Creo** has placement constraints *and*
|
||||
> Mechanism connections. **FreeCAD** had constraint-based Assembly2/3 add-ons before the frame-based
|
||||
> Assembly workbench shipped in 1.0. So copying "what Inventor does" means copying **one of two
|
||||
> coexisting workflows**. **Onshape and Fusion 360 are the only pure frame-based examples**, and they
|
||||
> are the ones to weight most heavily when the evidence conflicts.
|
||||
|
||||
---
|
||||
|
||||
## 2. Field survey — seven systems
|
||||
|
||||
| | Onshape | Fusion 360 | Inventor | FreeCAD 1.0 | Creo | Siemens NX | SOLIDWORKS |
|
||||
|---|---|---|---|---|---|---|---|
|
||||
| **Family** | Frame | Frame | Frame (+ legacy constraints) | Frame (+ legacy add-ons) | Both | Constraint | Constraint |
|
||||
| **Frame object** | Mate connector | Joint origin | Joint origin | Joint connector (`Placement1/2`) | CSYS on `Weld`/`6DOF` | — | — (nearest: **mate reference**) |
|
||||
| **Where it lives** | Part Studio **and** Assembly; in the feature list | Component, inside the joint | Component / inside the joint | Inside the Joint object | Part | — | Part (up to 3 named entities) |
|
||||
| **Origin placement** | Inferred family on hover; `Shift` locks | Discrete **snap points**; `Ctrl` cycles | Snap points + explicit origins | Inferred, previewed on hover | Picked CSYS | Picked entities | Picked entities |
|
||||
| **Orientation control** | Primary axis (Z) + secondary axis; flip + 90° reorient | Flip, angle, offsets | Flip, angle, offsets | `Placement1/2` + `Offset1/2` | CSYS + offset | — | — |
|
||||
| **Type inference** | No — explicit | No — explicit | **Yes — "Automatic"** from picked geometry | No | No | No | Partial (mate reference type) |
|
||||
| **Solver** | Yes, simultaneous — *"order won't affect a Mate"* | Yes | Yes | Yes (Ondsel) | Yes | Yes | Yes |
|
||||
| **Reuse across instances** | **Yes** — a Part Studio connector exists on every instance | Weak | Partial | Per-joint | Interfaces | Product Interface | Mate references auto-mate on insert |
|
||||
|
||||
Three observations that shape everything below.
|
||||
|
||||
- **Every frame-based system reduced the type list by an order of magnitude** relative to SOLIDWORKS
|
||||
(7–13 vs ~25) and lost nothing. That is not simplification-by-omission; it is what happens when the
|
||||
DOF live in the mate instead of being assembled from constraints.
|
||||
- **Every one of them defines its types relative to a single axis.** Slider translates along Z,
|
||||
Revolute rotates about Z, Cylindrical does both, Planar translates in X/Y and rotates about Z.
|
||||
One axis carries the whole vocabulary.
|
||||
- **Onshape alone treats the connector as a first-class, reusable, named object** — and that is also
|
||||
where its worst usability complaints come from (§4).
|
||||
|
||||
---
|
||||
|
||||
## 3. The type vocabulary — cross-system table
|
||||
|
||||
DOF = degrees of freedom left **free**, stated about/along the connector Z.
|
||||
|
||||
| DOF | Onshape | Fusion 360 | Inventor | FreeCAD 1.0 | Creo | **Ours today** |
|
||||
|---|---|---|---|---|---|---|
|
||||
| 0 | Fastened | Rigid | Rigid | Fixed | Rigid / Weld | **Fastened** ✅ |
|
||||
| 1 — rot Z | Revolute | Revolute | Rotational | Revolute | Pin | **Revolute** ✅ |
|
||||
| 1 — trans Z | Slider | Slider | Slider | Slider | Slider | **Slider** ✅ |
|
||||
| 2 — rot + trans Z | Cylindrical | Cylindrical | Cylindrical | Cylindrical | Cylinder | **Cylindrical** ✅ |
|
||||
| 3 — trans XY + rot Z | Planar | Planar | Planar | *(Parallel+Distance)* | Planar | **Planar** ✅ |
|
||||
| 3 — rot XYZ | Ball | Ball | Ball | Ball | Ball | — |
|
||||
| 2 — different axes | Pin slot | Pin-Slot | — | — | Slot / Bearing | — |
|
||||
| 1 — coupled | Screw | — | — | Screw | — | — |
|
||||
| 4 | Parallel | — | — | Parallel | — | — |
|
||||
| other | Tangent, Width, Group | As-built | Automatic | Perpendicular, Angle, Distance, Gears, Belt, RackPinion | General, 6DOF | — |
|
||||
|
||||
**Five types appear in every frame-based system, with the same name and the same DOF.** Those five
|
||||
are the industry's common denominator, and they are exactly `mate_kind` 0–4 as already implemented.
|
||||
Ball is in four of five. Everything past that is a long tail no two vendors agree on.
|
||||
|
||||
### Why the convergence is a fact, not a fashion
|
||||
|
||||
A rigid-body placement is an element of SE(3). A mate leaves some set of relative motions free. For
|
||||
the mate to behave the same throughout its range — for a hinge to be a hinge at every angle — that
|
||||
free set must be **closed under composition**: two allowed motions must compose to an allowed motion.
|
||||
A closed set of motions is a **subgroup** of SE(3).
|
||||
|
||||
The subgroups corresponding to physical surface-on-surface contact are the classical **six lower
|
||||
pairs** (Reuleaux):
|
||||
|
||||
| Pair | Free motion relative to Z | DOF |
|
||||
|---|---|---|
|
||||
| Revolute (R) | rotation about Z | 1 |
|
||||
| Prismatic / slider (P) | translation along Z | 1 |
|
||||
| Helical / screw (H) | coupled rotation + translation | 1 |
|
||||
| Cylindrical (C) | rotation about **and** translation along Z | 2 |
|
||||
| Planar (E/G) | translation in X,Y + rotation about Z | 3 |
|
||||
| Spherical / ball (S) | rotation about X, Y, Z | 3 |
|
||||
|
||||
Plus the two trivial ends: identity (0 DOF — **fastened**) and all of SE(3) (6 DOF — floating, i.e.
|
||||
no mate). Hervé's Lie-subgroup analysis of the displacement group is the standard reference for
|
||||
treating these as the algebraic building blocks of mechanism synthesis.
|
||||
|
||||
**Consequence.** Anything outside this table is either (a) a *composition* needing a solver, or
|
||||
(b) not a joint at all but a *measurement*:
|
||||
|
||||
- Onshape's **Parallel** (4 DOF), **Tangent**, **Width**, **Pin slot**, and FreeCAD's **Distance /
|
||||
Angle / Perpendicular** are constraints, not pairs — their free set is not a subgroup, so they only
|
||||
make sense alongside a simultaneous solver.
|
||||
- **Gear, Belt, Rack-and-pinion** are *relations between two mates*, a different object entirely.
|
||||
- **Screw (H)** is a legitimate lower pair but needs a pitch parameter and is rare in printed parts.
|
||||
|
||||
So the vendors' shared five, the lower pairs, and our `mate_kind` 0–4 are the same list arrived at
|
||||
three ways. **[INDUSTRY] Stop looking for missing types and spend the budget on the connector.**
|
||||
|
||||
---
|
||||
|
||||
## 4. What they all agree on — adopt verbatim
|
||||
|
||||
Deviating from any of these makes an experienced user's intuition *wrong*, which is the operational
|
||||
definition of "confusing".
|
||||
|
||||
**A1 [INDUSTRY] — The connector is a full right-handed frame.**
|
||||
Origin + Z (primary) + X (secondary). Onshape and Fusion expose exactly these two axis controls and
|
||||
nothing else. A point cannot express spin; an axis cannot express clocking.
|
||||
*Status: we comply* — `DatumCoordSys` carries origin/x/y and derives Z.
|
||||
|
||||
**A2 [INDUSTRY] — Z is the joint axis; every DOF is about or along Z.**
|
||||
Revolute rotates about Z. Slider translates along Z. Planar's free plane is normal to Z. Offsets run
|
||||
along Z. This single rule is what makes the system learnable: **one axis to look at, and its meaning
|
||||
never changes.**
|
||||
*Status: we comply* — `mate_offset` along A's z, `mate_angle` about A's z.
|
||||
|
||||
**A3 [INDUSTRY] — Mating superimposes the two frames; the type then relaxes specific DOF.**
|
||||
FreeCAD states it most plainly: *"the second connector is superimposed on the first connector by
|
||||
default and may change its position according to the joint type."* Fastened is not a special case —
|
||||
it is the base case with nothing relaxed.
|
||||
*Status: we comply* — `T = M_A · Rz · Tz · F · M_B⁻¹`, looser kinds relaxing from there.
|
||||
|
||||
**A4 [INDUSTRY] — The connector belongs to a part and moves with it.**
|
||||
Onshape: a connector defined in a Part Studio *"is available for reuse on every instance of that part
|
||||
in every assembly in which it is instanced."* It is part geometry, not assembly geometry.
|
||||
*Status: **violated**.* `CoordSysType::PointWorld` is a bare world XYZ with `X = world X` and no
|
||||
`coordsys_body`. Such a connector does not follow its part. See §6 G1.
|
||||
|
||||
**A5 [INDUSTRY] — Selection order is meaningful and must be visible.**
|
||||
One connector is the reference; the other is driven onto it. Onshape spells out that offsets are
|
||||
measured *"from the second Mate connector selected to the first"*, and that reversing the order
|
||||
flips the sign.
|
||||
*Status: complied with in the data model* (`mate_cs_a` fixed, `mate_cs_b` moves) *but not in the UI* —
|
||||
two dropdowns labelled A and B do not tell the user which part is about to jump.
|
||||
|
||||
**A6 [INDUSTRY] — Flip and re-clock live in the mate dialog, always.**
|
||||
Onshape: *"Click the arrow icon to flip the direction of the primary axis. Click the Reorient
|
||||
secondary axis icon to rotate the secondary axis in 90-degree increments."*
|
||||
*Status: partial.* We have `mate_flip` (Z reversal). We have `mate_angle` as a free number — strictly
|
||||
more powerful than 90° steps, and much worse to *use*: the common case is "it came in a quarter turn
|
||||
out", and typing 90 is a worse gesture than pressing a button.
|
||||
|
||||
**A7 [INDUSTRY] — DOF are shown, not inferred by the user.**
|
||||
Onshape animates each mate's remaining DOF on demand; Fusion and Inventor name the DOF in the type
|
||||
list. Our dropdown text already does this in words ("free spin + axial slide"). Keep it.
|
||||
|
||||
**A8 [INDUSTRY] — Free DOF are preserved from the current placement, not zeroed.**
|
||||
Onshape: a Planar mate aligns the frames *"but they are not restricted to this location with respect
|
||||
to their degrees of freedom."*
|
||||
*Status: we comply* — and it must be *said*, because a Planar mate that leaves the part where it was
|
||||
looks like a mate that did nothing.
|
||||
|
||||
---
|
||||
|
||||
## 5. Where they diverge — who to copy, and why
|
||||
|
||||
### D1 — Where the connector's origin comes from
|
||||
|
||||
| | Behaviour |
|
||||
|---|---|
|
||||
| **Fusion 360** | Discrete **snap points** only: vertex, edge midpoint, face centre, arc centre. `Ctrl` cycles the candidates under the cursor. A circle icon denotes a vertex, a triangle a midpoint. "Between two faces" is a separate explicit option. |
|
||||
| **Onshape** | Infers a *family* on hover — centroid, every vertex, every edge midpoint, every arc centre, the centroids of interior regions (holes, slots), and the virtual sharps of conical faces. `Shift` locks the current candidate. |
|
||||
| **Inventor** | Snap points, plus explicit joint origins for awkward cases. |
|
||||
| **FreeCAD 1.0** | Hovering previews where the connector will land before you commit. |
|
||||
| **Ours** | Always the **face centroid**. No alternative exists. |
|
||||
|
||||
Onshape's richness has a cost its own documentation admits: *"The suggested locations are based on
|
||||
the underlying geometry of the part and changing the geometry will change the location of the Mate.
|
||||
This can be undesirable in certain situations."* On the forum this shows up as connectors that move
|
||||
or break on edit — the classic topological-naming failure. Fusion's discrete set is poorer and far
|
||||
more predictable.
|
||||
|
||||
> **[INDUSTRY] Copy Fusion's candidate *set*.** A small, closed, enumerable set — **face centroid,
|
||||
> vertex, edge midpoint, arc/circle centre** — each drawn before commit, with the card naming which is
|
||||
> in use ("Origin: edge midpoint"). This is our largest expressiveness gap: a face centroid alone
|
||||
> cannot place a hinge pin on a corner boss. It is also the one place where copying the *simpler*
|
||||
> vendor is clearly right.
|
||||
>
|
||||
> **Open sub-choice — how the candidate is chosen.** Three options, in increasing order of magic:
|
||||
> (1) **explicit dropdown** in the card after picking the face — no hover behaviour at all;
|
||||
> (2) **Fusion's `Ctrl` cycling** through candidates under the cursor; (3) **Onshape's hover
|
||||
> inference**. Kimi's independent review argued for (1) on the grounds that hover is exactly where
|
||||
> both vendors' instability complaints originate, and that a dropdown gets ~90% of the expressiveness
|
||||
> with none of the hover-guess debugging. That is a fair reading and (1) is the cheapest to build and
|
||||
> the easiest to make unequivocal. **Recommendation: build (1) first; if hover is added later, let it
|
||||
> *pre-fill the dropdown* rather than silently create an implicit connector** — which also keeps R2
|
||||
> (one kind of connector) intact.
|
||||
|
||||
### D2 — Explicit type, or inferred from the geometry?
|
||||
|
||||
Inventor is the only surveyed system that infers: *"Rotational is selected if the two selected
|
||||
origins are circular. Cylindrical if the two selected origins are points on a cylinder. Ball if
|
||||
points on a sphere. Rigid for all other origin selections."* Onshape and Fusion require an explicit
|
||||
choice.
|
||||
|
||||
> **[INDUSTRY, Inventor] Do both, in Inventor's order.** Infer a *default* type from what was picked,
|
||||
> then show it in an editable control. Inference is what makes the tool feel like it understands the
|
||||
> geometry; the visible, editable result is what keeps it unequivocal. Pure inference with no visible
|
||||
> type is the confusing option; a pure dropdown with no default is the tedious one. This also fits
|
||||
> the Design tab's geometry-first charter exactly: point at a bore, get Revolute offered.
|
||||
|
||||
### D3 — How the Z-direction ambiguity is resolved
|
||||
|
||||
This is the specific failure the brief is aimed at. A former IT trainer stated it precisely on the
|
||||
Onshape forum:
|
||||
|
||||
> *"There is always the risk that users will build their own conceptual models of how software works
|
||||
> which may not match the designer's concept. The result is usually a poor user experience and many
|
||||
> mistakes… for a good (say) Fixed mate to occur do the Z axes of the two mates have to be pointing
|
||||
> in the same direction… Alternatively, should they be facing each other?"*
|
||||
|
||||
He is asking the right question and **no vendor's documentation answers it.** Onshape's own advice —
|
||||
*"if the behavior is not what you expected, try flipping the primary and/or secondary axis"* — is
|
||||
trial and error. This is a gap in the industry, not a convention to copy.
|
||||
|
||||
> **[INDUSTRY, method] Resolve it with live preview, not documentation.** FreeCAD previews the
|
||||
> connector on hover; Onshape and Fusion both draw the frames. Draw **both** Z arrows the moment the
|
||||
> second connector is picked, and ghost the resulting placement *before* Confirm. The convention then
|
||||
> never has to be remembered because it is on screen.
|
||||
>
|
||||
> **[DEVIATION, optional] Name the two cases in the user's words** rather than in axis-speak:
|
||||
> "the two faces come together" vs "the axes run the same way". No surveyed vendor does this — they
|
||||
> all ship a flip arrow. It is a small, low-risk improvement on the state of the art, and it is
|
||||
> separable from the default-direction question in §8 D1.
|
||||
|
||||
### D4 — Named, reusable connectors on the part
|
||||
|
||||
Onshape: connectors created in the Part Studio are reused on every instance in every assembly.
|
||||
SOLIDWORKS' **mate reference** reaches the same end by another route: up to three named entities
|
||||
(primary/secondary/tertiary) baked into the part so it auto-mates on drag-and-drop — and a *named*
|
||||
mate reference seeks out a matching name on insertion. That naming trick is how a library of
|
||||
fasteners assembles itself.
|
||||
|
||||
> **[INDUSTRY] Out of scope now, but do not preclude it.** Give connectors a stable, user-visible
|
||||
> name at creation. One string today; expensive to add once documents exist in the wild.
|
||||
|
||||
---
|
||||
|
||||
## 6. Confusion catalogue
|
||||
|
||||
Documented ways real implementations confuse people. Each is a requirement in disguise.
|
||||
|
||||
**C1 — Which way does Z point?** See D3. If a user has to ask once, they will mis-predict a hundred
|
||||
times.
|
||||
|
||||
**C2 — The roll is unspecified.** Aligning Z leaves one rotation about Z undetermined. Something must
|
||||
pin it, and if that something is world-derived, the frame does not rotate with its part. **This
|
||||
codebase shipped exactly this bug** (`snaporca-en4`): a face-only connector took Z from the face
|
||||
normal but X from `coordsys_x_hint`, a world constant, so Fastened and Slider claimed to lock an
|
||||
orientation the frame could not see. Fixed 2026-07-26 by deriving X from the face's own first usable
|
||||
edge — but note the fix's own caveat: *"replaying an older document whose face-only connector fed a
|
||||
mate can now place that body differently."* Roll conventions are load-bearing, and changing one is a
|
||||
document-format change.
|
||||
|
||||
**C3 — The origin drifts.** See D1.
|
||||
|
||||
**C4 — Implicit and explicit connectors are not the same thing.** On the Onshape forum, implicit
|
||||
connectors are reported to change their query structure when a feature is edited and re-accepted, and
|
||||
are unusable in places explicit ones work. Two things called by one name that behave differently is a
|
||||
permanent tax.
|
||||
|
||||
**C5 — Which part moves?** A frame alignment is asymmetric. If the UI does not say which frame is
|
||||
driven, the user finds out by watching the wrong part jump.
|
||||
|
||||
**C6 — Which direction is a positive offset?** Onshape measures *"from the second Mate connector
|
||||
selected to the first"* — the sign depends on pick order, and swapping the picks flips it. Documented
|
||||
behaviour, documented surprise.
|
||||
|
||||
**C7 — One intent, several mates.** The SOLIDWORKS failure: expressing "this shaft is in this hole,
|
||||
resting on this shoulder" as three constraints, then discovering the solver picked the mirror
|
||||
configuration. Frame-based systems fix this by construction; the requirement is not to reintroduce it.
|
||||
|
||||
**C8 — Degenerate frames.** A circular face has no usable in-plane edge direction; a cylinder seam
|
||||
projects to nothing; a picked edge parallel to Z gives a zero cross product. `datum_frame` handles all
|
||||
three with fallbacks — the requirement is that a fallback be *visible*, because a silent fallback is
|
||||
C2 wearing a different hat.
|
||||
|
||||
**C9 — Order dependence without a solver.** Onshape can say *"Onshape solves Mates simultaneously so
|
||||
order won't affect a Mate."* A system that composes transforms in tree order cannot say that. Two
|
||||
mates driving one body means the second wins and the first is a lie on screen.
|
||||
|
||||
**C10 — Mirrors and patterns.** A mirrored instance has a left-handed frame. Blindly mirroring a
|
||||
connector gives a frame whose Z still points "out" but whose handedness flipped, so every rotation
|
||||
runs backwards. Cheap to handle now, miserable to retrofit.
|
||||
|
||||
---
|
||||
|
||||
## 7. Requirements
|
||||
|
||||
Labelled **[INDUSTRY]** (what the frame-based systems do) or **[DEVIATION]** (we would depart).
|
||||
|
||||
### Definition
|
||||
|
||||
**R1 [INDUSTRY] — A mate connector is a frame attached to exactly one body.** No body, no connector.
|
||||
*Test:* creating a connector without a body is rejected at creation, not at mate time.
|
||||
→ **`CoordSysType::PointWorld` violates this.** It is a datum wearing a connector's name.
|
||||
|
||||
**R2 [INDUSTRY] — One kind of connector, not two.** No "implicit" connector that behaves differently
|
||||
from an explicit one. If hover inference is offered, hovering *creates* an ordinary connector.
|
||||
*Why:* C4. *Test:* everything that accepts a connector accepts any connector.
|
||||
|
||||
**R3 [INDUSTRY] — A mate names exactly one subgroup of free motion.** Fastened (0), Revolute (1),
|
||||
Slider (1), Cylindrical (2), Planar (3), optionally Ball (3). *Why:* §3. *Test:* every type's free
|
||||
set is closed; no type is "A and also B".
|
||||
|
||||
### Orientation
|
||||
|
||||
**R4 [INDUSTRY] — Everything is about Z. Say so once, in the UI.** *Test:* no mate parameter refers
|
||||
to any other axis.
|
||||
|
||||
**R5 [DEVIATION] — Z is the outward material direction, and mates default to FACING.**
|
||||
A mate would drive B's Z onto **−A's Z** by default, so picking two faces that should touch makes
|
||||
them touch with no options changed. *Why:* it is the whole of C1.
|
||||
**Cost and caveat:** this inverts today's default (`mate_flip=false` currently *aligns*), and I could
|
||||
not establish from any vendor's documentation what their default actually is — the forum question in
|
||||
D3 went unanswered precisely because it is undocumented. So this is marked a deviation on the honest
|
||||
grounds that **I cannot prove the industry agrees with it.** If D3's live preview lands first, the
|
||||
default matters much less, because the user sees the outcome before committing. See §9 D1.
|
||||
|
||||
**R6 [DEVIATION] — Name the two directions; do not ship a boolean called "flip".**
|
||||
`Direction: Facing | Aligned`. Every surveyed vendor ships a flip arrow instead. A boolean requires
|
||||
remembering what unticked means; two named values do not. Low risk, small improvement on the state of
|
||||
the art.
|
||||
|
||||
**R7 [INDUSTRY] — Roll is picked, or a stored quarter turn. Never world-derived.**
|
||||
X from a referenced edge or in-plane direction; failing that, a deterministic body-attached seed, with
|
||||
**Rotate 90°** offered as a stored integer 0–3 on top (this is Onshape's "reorient secondary axis",
|
||||
A6). *Why:* C2 and the world-constant bug this project already shipped. *Test:* rotate the parent
|
||||
body by any angle; the connector's X rotates with it — *this test already exists* ("a face-only frame
|
||||
rotates with its body").
|
||||
|
||||
**R8 [INDUSTRY] — A degenerate roll is reported, not absorbed.** *Test:* a connector on a full
|
||||
cylindrical face reports "roll undefined — pick a direction" rather than silently taking a fallback.
|
||||
|
||||
### Placement
|
||||
|
||||
**R9 [INDUSTRY, Fusion] — Origin comes from a small closed set of named candidates.**
|
||||
**Face centroid, arc/circle centre, edge midpoint, vertex.** Four. Each stored as
|
||||
`(kind, topological reference)` and resolved at rebuild. *Why:* D1. *Test:* the stored kind is visible
|
||||
in the card; a rebuild either resolves it or raises an error.
|
||||
|
||||
**R10 [INDUSTRY] — An unresolvable reference is an error, never a silent relocation.**
|
||||
*Test:* delete the referenced face; the mate reports "connector A: face not found" and the body stays
|
||||
where it was.
|
||||
|
||||
### Semantics without a solver
|
||||
|
||||
**R11 [DEVIATION] — A body is driven by at most one mate. The second is refused.**
|
||||
**No surveyed system does this** — they all have solvers and all accept many mates per body. It is
|
||||
forced on us by tree-order composition: a second mate on the same body silently overrides the first
|
||||
and the screen shows a configuration satisfying only one stated intent (C9). *Test:* creating a
|
||||
second mate whose moving body already has one is rejected, naming the existing mate.
|
||||
This is the single largest departure in this document. See §9 D4.
|
||||
|
||||
> **A tempting misreading, checked and rejected.** It is easy to find the claim that Onshape mandates
|
||||
> *"exactly one Mate between any two instances"*, which would make R11 an industry agreement rather
|
||||
> than a deviation. **The Onshape page does not say that.** It says *"**Many assemblies require only**
|
||||
> one Onshape Mate between any two instances"* and then lists, as an explicit remedy, *"**Use more
|
||||
> than one Mate if necessary.**"* One mate per pair is Onshape's *typical case*, not its rule. R11
|
||||
> remains a deviation and must be justified on our own architecture, not on theirs.
|
||||
|
||||
**R11a [DEVIATION] — The refusal list.** With no solver, these are unsupportable and must be refused
|
||||
rather than half-done: a second mate on an already-driven body; cycles (A→B, B→A); closed loops
|
||||
(A→B, A→C, B→C); relations *between* mates (gear, belt, rack-and-pinion, screw coupling); **joint
|
||||
limits**, which nothing can enforce without a solver; and **dragging a body to exercise a free DOF**,
|
||||
which requires keeping the body on the allowed manifold. Motion analysis and animation follow from the
|
||||
same lack. *Requirement:* none of these may appear in the UI as something that half-works.
|
||||
|
||||
**R12 [DEVIATION] — The mate graph is an acyclic forest rooted at fixed bodies.** A body reached by
|
||||
no mate is fixed; cycles are refused. Same root cause as R11. *Test:* A→B, B→A rejected at creation.
|
||||
|
||||
**R13 [INDUSTRY] — Free DOF are preserved from the current placement, and the user is told.**
|
||||
Behaviour already matches Onshape (A8); the telling does not. *Test:* the card for any type with
|
||||
DOF > 0 says which motions remain and that dragging exercises them.
|
||||
|
||||
**R14 [INDUSTRY] — State what mirroring does to a connector.**
|
||||
*Checked in the code:* `datum_frame` ends with a Gram-Schmidt forcing a right-handed frame
|
||||
(`ds.x = Y.cross(Z)`), so a connector resolved on a mirrored body comes out **right-handed, not
|
||||
mirror-imaged**. Z follows the mirrored face's outward normal, X follows a mirrored edge, handedness
|
||||
is re-imposed. Defensible — a mate on the mirrored part still turns the way its type says — but it
|
||||
means a mirrored sub-assembly is *not* the mirror image of the original in its rotation sense.
|
||||
*Requirement:* document it and pin it with a test. *Why:* C10.
|
||||
|
||||
### Feedback — the part that actually removes confusion
|
||||
|
||||
**R15 [INDUSTRY] — Before Confirm, the card answers four questions in words.** Which body moves;
|
||||
which way Z points on each connector; how many DOF remain; what the offset is measured from.
|
||||
|
||||
**R16 [INDUSTRY] — Draw both frames live, with Z distinguishable, and ghost the result.**
|
||||
Two triads with Z rendered differently from X/Y (length, arrowhead, colour). *Why:* D3 — the fastest
|
||||
way to make a convention unequivocal is to show it. *Test:* both Z directions are readable in a
|
||||
screenshot.
|
||||
|
||||
**R17 [INDUSTRY] — Show the DOF budget per body.** "Body 2: 1 of 6 DOF free (rotation about Z)."
|
||||
The most educational readout in any assembly system, and free to compute here — the type *is* the DOF
|
||||
count. *Test:* the number changes when the type changes.
|
||||
|
||||
**R18 [DEVIATION] — Refuse loudly and name the alternative.** Where something is out of scope (a
|
||||
second mate, a tangency, a gear ratio), say what is unsupported and what to do instead. Vendors do not
|
||||
need this because their solvers accept the input. *Test:* no refusal message ends without a suggested
|
||||
next action.
|
||||
|
||||
---
|
||||
|
||||
## 8. Minimal specification, and gap analysis
|
||||
|
||||
### The connector
|
||||
|
||||
```
|
||||
MateConnector
|
||||
body int required, ≥ 0 (R1)
|
||||
origin_kind enum FaceCentroid | ArcCentre | EdgeMidpoint | Vertex (R9)
|
||||
origin_ref topo ref face / edge / vertex index on that body
|
||||
z_source implied by origin_kind: face normal, arc axis, edge tangent
|
||||
roll_ref topo ref optional in-plane edge; else deterministic seed (R7)
|
||||
roll_quarters int 0..3 stored quarter turns on top of the seed (R7, A6)
|
||||
flip_z bool reverse Z at the connector
|
||||
name string stable, user-visible (D4)
|
||||
```
|
||||
|
||||
`flip_z` is a property of the **connector**, chosen once when it is made — not a per-mate
|
||||
afterthought. Keeping connector-flip and mate-direction separate is what stops the "which flip do I
|
||||
tick?" question.
|
||||
|
||||
### The mate
|
||||
|
||||
```
|
||||
Mate
|
||||
kind enum Fastened | Revolute | Slider | Cylindrical | Planar [| Ball] (R3)
|
||||
fixed connector A — its body does not move
|
||||
moving connector B — its body is driven (A5, C5)
|
||||
direction enum Facing | Aligned (R5, R6)
|
||||
offset mm along A's Z, measured A → B — state this in the label (C6)
|
||||
angle deg about A's Z (R4)
|
||||
```
|
||||
|
||||
Within one field of what exists.
|
||||
|
||||
### Gaps against today
|
||||
|
||||
Source of record: `CadDocument.hpp:26,247-252,298-310`; `CadDocument.cpp:1669` (`datum_frame`),
|
||||
`:2961` (`apply_mate`), `:1302` (`add_mate`); `DesignPanel.cpp:2671-2709` (the Mate card).
|
||||
|
||||
| # | Gap | Severity | Ref |
|
||||
|---|---|---|---|
|
||||
| G1 | `PointWorld` connectors are not attached to a body and their X is a world constant | **High — data model** | A4/R1 |
|
||||
| G2 | Origin is always the face centroid; no vertex / edge-midpoint / arc-centre snap | **High — expressiveness** | D1/R9 |
|
||||
| G3 | No live preview of the two Z arrows or of the resulting placement | **High — this is the brief** | D3/R16 |
|
||||
| G4 | Mate card is two abstract dropdowns; nothing says which body moves | High — charter + A5 | R15 |
|
||||
| G5 | No joint-type inference from the picked geometry | Medium — feel | D2 |
|
||||
| G6 | `add_mate` validates nothing — no one-mate-per-body, no cycle check | Medium | R11/R12 |
|
||||
| G7 | No `Ball` type | Low | §3 |
|
||||
| G8 | Re-clocking needs a typed angle; no 90° step control | Low, cheap | A6/R7 |
|
||||
| G9 | Degenerate roll falls back silently | Low | C8/R8 |
|
||||
| G10 | Connectors have no stable user-facing name | Low now, expensive later | D4 |
|
||||
|
||||
**Already aligned — do not "fix" these:** the five types and their DOF; the frame definition (A1);
|
||||
Z as the joint axis (A2); superimpose-then-relax (A3); the fixed/moving asymmetry in the data model
|
||||
(A5); DOF wording in the type list (A7); free-DOF preservation (A8); right-handed frames under mirror
|
||||
(R14); and `snaporca-en4`'s fix, which put roll derivation on the body where it belongs (C2).
|
||||
|
||||
**The pattern worth naming: the kernel is in good shape and the concept is under-explained.** Half the
|
||||
requirements here are wording and drawing, not geometry. The two real engineering items are R9 (origin
|
||||
candidates) and R11/R12 (the mate-graph rules).
|
||||
|
||||
### Expensive-to-retrofit decisions — get these right in the data model now
|
||||
|
||||
Changing any of these after documents exist in the wild costs a migration, not an edit.
|
||||
|
||||
1. **Topological reference stability.** Storing raw face/edge indices is brittle — editing a body
|
||||
renumbers faces. Either persistent topology IDs, or store the named origin *kind* plus a
|
||||
deterministic search that re-finds the same geometric intent on rebuild. The latter is cheaper and
|
||||
probably sufficient here; it is also what makes R10's "error, never silent relocation" enforceable.
|
||||
2. **Connector ownership** (R1). Remove `PointWorld` or bind it to a body. Do this first.
|
||||
3. **Mate direction semantics** (R5/D1). Inverting the default rewrites the meaning of every saved
|
||||
mate.
|
||||
4. **Roll representation** (R7). "First usable edge" is better than world-X but still fragile. Store
|
||||
an explicit roll reference plus quarter turns.
|
||||
5. **Coordinate convention** — Z = joint axis, X = roll reference. Changing this after release
|
||||
invalidates every mate.
|
||||
6. **Units** — offset in mm, angle in degrees. Never change.
|
||||
7. **Mirror handedness** (R14) — document the decision, do not let it stay an accident.
|
||||
8. **Flat body index vs. a component tree.** Mates currently reference bodies in a flat vector. If
|
||||
**sub-assemblies** are ever in scope, mates must reference nodes in a tree instead. Retrofitting
|
||||
this is painful and it is the one item on this list not already implied elsewhere in the document —
|
||||
**decide now whether nested assemblies are in scope.**
|
||||
9. **Serialization field semantics.** Adding fields is easy; redefining `mate_flip` or
|
||||
`coordsys_x_hint` is not.
|
||||
10. **The one-mate-per-body rule** (R11). Enforce at creation. Relaxing it later by adding a solver is
|
||||
straightforward; allowing many mates now and discovering later that they silently conflict is not.
|
||||
|
||||
---
|
||||
|
||||
## 8b. The visual shape of the connector — polarity and verse
|
||||
|
||||
Researched separately (2026-08-05) by downloading and **looking at** the vendors' own figures, not
|
||||
by reading their prose. Files kept alongside this document in `doc/design/mate-connectors/`.
|
||||
|
||||
### What the systems actually draw
|
||||
|
||||
**Onshape** — verified from `planarfacemateconnectors.png`, `cylindricalmateconnectors.png`,
|
||||
`linearedgemateconnectors.png`, `mateconnector-planarpoints.png`, `matepointiconLG.png`:
|
||||
|
||||
> **A small circle with one quadrant filled, plus three short coloured axis arms (X red, Y green,
|
||||
> Z blue).**
|
||||
|
||||
Three parts, each doing one job:
|
||||
|
||||
| Element | What it says |
|
||||
|---|---|
|
||||
| The **circle** | "I am a frame, and this is my XY plane." |
|
||||
| The **filled quadrant** | **The roll.** The shaded sector is the +X/+Y quadrant. |
|
||||
| The **coloured arms** | The three axis directions, Z distinguished by colour. |
|
||||
|
||||
The quadrant is the cleverest part of the whole design and it is easy to miss. The figure
|
||||
`matepointreorientsecondaryaxis.png` shows three connectors side by side with the quadrant in three
|
||||
different rotations — **it is the live readout of "reorient secondary axis in 90° increments" (A6).**
|
||||
One glyph element makes the otherwise-invisible clocking visible, and makes the 90° button's effect
|
||||
legible before you commit. The toolbar icon `matepointiconLG.png` is that same circle-with-a-quadrant,
|
||||
so the symbol is consistent from toolbar to viewport.
|
||||
|
||||
Candidate snap points, before you choose one, are drawn as **plain small white dots** on the model
|
||||
(clear in `mateconnector-planarpoints.png`: dots at every corner and edge midpoint). Candidate and
|
||||
committed are deliberately different weights — dots propose, the circle-and-triad commits.
|
||||
|
||||
**FreeCAD 1.0** — verbatim from the wiki: *"Connectors are local coordinate systems and are marked by
|
||||
a symbol with three axes (X, Y, Z) and a circle representing the XY-plane."* Same core as Onshape —
|
||||
circle plus triad — **without** the quadrant.
|
||||
|
||||
**Fusion 360** — the joint origin glyph, plus a documented icon language for *candidates*: *"A circle
|
||||
denotes a vertex, and a triangle denotes a midpoint."* Shape encodes what kind of point it is.
|
||||
|
||||
**Convergent core:** *circle for the XY plane + coloured triad*. Onshape alone adds the roll quadrant.
|
||||
|
||||
### What none of them draw — and it is exactly what was asked for
|
||||
|
||||
**Nothing in any vendor's glyph says which connector is the reference and which one is about to
|
||||
move.** Both ends of a mate are drawn identically. That is confusion C5 ("which part moves?") left
|
||||
unsolved in the visual language, and it is why the honest recommendation earlier was a live ghost —
|
||||
the ghost compensates for a glyph that does not carry the information.
|
||||
|
||||
So the two things asked for split cleanly, and only one of them is solved upstream:
|
||||
|
||||
- **Verse** (*verso* — which way it points): **solved**. Z has a colour and a direction.
|
||||
- **Polarity** (which end receives, which end inserts; who is anchored, who travels): **unsolved
|
||||
everywhere.** This is open ground, and getting it right is a genuine improvement rather than a
|
||||
deviation to justify.
|
||||
|
||||
### Our starting point
|
||||
|
||||
**We draw nothing.** `resolve_datum_coordsys()` (`CadDocument.cpp:1749`) has exactly one consumer in
|
||||
the entire tree — `McpControl.cpp:1310`, the agent socket. A mate connector is today visible only to
|
||||
a program. The glyph is unbuilt, so there is no migration cost to designing it properly now.
|
||||
|
||||
### Proposed glyph: the magnet
|
||||
|
||||
Adopt Onshape's proven core, then add the missing polarity with a metaphor that carries its own
|
||||
instructions.
|
||||
|
||||
```
|
||||
▲ solid cone on +Z ONLY ← verse
|
||||
|
|
||||
────●──── ← the disc = XY plane, ● = exact origin
|
||||
▨ quadrant filled ← roll / clocking, steps 90°
|
||||
```
|
||||
|
||||
**Rule 1 — verse: draw +Z and never −Z.** A single stem with a cone head, on the positive side only.
|
||||
No stem below the disc. A double-headed axis is the one thing that guarantees the question gets asked;
|
||||
an arrow that exists on one side only cannot be misread. Length is asymmetric on purpose.
|
||||
|
||||
**Rule 2 — roll: keep Onshape's quadrant.** Filled sector = the +X/+Y quadrant. It rotates in 90°
|
||||
steps with the reorient control (A6/R7). This is aligned *and* it is the only in-glyph answer to
|
||||
"where is X?", which matters because Fastened and Slider lock the clocking.
|
||||
|
||||
**Rule 3 — polarity: solid cone travels, open collar receives.**
|
||||
- The **driven** connector (B, on the body that will move) draws a **solid filled cone** — the plug.
|
||||
- The **fixed** connector (A) draws an **open ring / hollow cone outline** — the socket.
|
||||
|
||||
Same silhouette, so they read as a matched pair; opposite fill, so which one is about to jump is
|
||||
answerable at a glance and without a legend. Plug-into-socket is the one mechanical metaphor every
|
||||
user of this tool already has in their hands.
|
||||
|
||||
**Rule 4 — the pair reads as a magnet.** Draw a dashed line joining the two origins the moment both
|
||||
are picked. Two poles, one field line. And because a magnet's north seeks a south, **"facing" becomes
|
||||
the self-evident default** — which quietly settles open decision D1 (§9) on visual grounds rather than
|
||||
on a convention nobody can look up. If the glyph looks like a magnet, nobody has to be told that two
|
||||
faces which touch have opposed normals.
|
||||
|
||||
**Rule 5 — three states, three weights.**
|
||||
|
||||
| State | Drawing |
|
||||
|---|---|
|
||||
| **Candidate** (hover) | small dot only — Onshape's white dots; shape may encode kind, Fusion-style |
|
||||
| **Picked** | full glyph: disc + quadrant + cone |
|
||||
| **Degenerate roll** (C8/R8) | the quadrant is drawn **hollow/hatched** — "roll undefined, pick a direction" |
|
||||
|
||||
That last row is worth the trouble: it turns R8 from a message nobody reads into a mark you cannot
|
||||
miss, and it costs one branch in the renderer.
|
||||
|
||||
**Rule 6 — do not reuse the existing triad.** The bed-centre world triad
|
||||
(`DesignCanvas.cpp:65`, `set_axes_at_bed_center`) and the move gizmo are already three-coloured arrows.
|
||||
The connector must not be a fourth set of RGB arrows or the viewport becomes unreadable. The disc and
|
||||
the quadrant are what distinguish it; keep the arms short, and consider drawing only Z on the
|
||||
committed glyph, with X/Y implied by the quadrant.
|
||||
|
||||
### Built and judged in the viewport, not in a mock
|
||||
|
||||
The browser mock that first accompanied this section was the wrong instrument and its proportions
|
||||
were meaningless: **every gizmo in this codebase is sized in SCREEN PIXELS** via `upp = 1/zoom`
|
||||
(`render_shell_gizmo` uses `15.0 * upp`, `render_hole_gizmo` `9.0 * upp` for its cube). A connector
|
||||
is a symbol, not a part — it must not shrink with the model. Nothing about that is visible in SVG.
|
||||
|
||||
The glyph was therefore implemented and driven on the rig. Screenshots: `g-0*.png`, left in the workspace `artifacts/shots/` and not moved into the repo.
|
||||
Five findings, none of which a mock could have produced:
|
||||
|
||||
**F1 — Three axis arms lose to one.** Rendered side by side (`SNAPORCA_GLYPH=A` vs default), the
|
||||
Onshape-style RGB trio crowds a 22 px disc: the arrowheads are as large as the disc, they bury the
|
||||
gold quadrant, and at an oblique angle the three heads pile into a coloured smudge. Worse, **it is
|
||||
indistinguishable from the move gizmo and the bed triad**, which are already RGB arrow trios in this
|
||||
viewport. One-sided Z wins on evidence, not taste. (`g-01-zoom.png` vs `g-02-zoom.png`.)
|
||||
|
||||
**F2 — Polarity works, and colour does more of the work than fill.** A filled blue head against an
|
||||
open grey outline head is readable instantly at 22 px (`g-03-zoom.png`). But the fill difference is
|
||||
the *second* cue; the colour split carries it. Keep both — fill survives greyscale and colour-blind
|
||||
palettes, colour survives small size.
|
||||
|
||||
**F3 — Depth off floats, depth on tears.** With `GL_DEPTH_TEST` off, connectors on faces pointing
|
||||
*away* from the camera still drew their discs over the solid, so the part looked covered in frames
|
||||
that were really on its back. Turning depth on fixed that and immediately caused **z-fighting**: the
|
||||
disc is exactly coplanar with its face, and came out as a broken dotted arc. The fix is depth **on**
|
||||
plus a sub-pixel lift along Z (`0.7 * upp`), scaled by `upp` so it never becomes a visible gap on
|
||||
zoom-in. Both failure modes are in the images (`g-03` torn, `g-04` clean).
|
||||
|
||||
**F4 — The quadrant is the first thing to die at a grazing angle.** On a face seen nearly edge-on the
|
||||
disc foreshortens to a sliver and the fan collapses into a blob (`g-01-zoom.png`, lower-right glyph).
|
||||
The roll is exactly the information that is hardest to read when you most need it. Not yet solved —
|
||||
see the open item below.
|
||||
|
||||
**F5 — Roll-undefined in red is too loud.** It works, but it makes the *least* important connector
|
||||
the most eye-catching thing on screen. Amber, or the same grey with a hatched quadrant, is enough.
|
||||
|
||||
Also surfaced while testing, and unrelated to the glyph: `add_mate` accepted a mate between two
|
||||
connectors **on the same body**, which is meaningless, and duly transformed the body relative to
|
||||
itself. Concrete instance of gap G6.
|
||||
|
||||
**Still untested:** a true grazing view (the view-cube click missed), a connector on a curved face,
|
||||
and behaviour when a connector overlaps the move gizmo. F4 is the open design question — the disc may
|
||||
need to billboard its *quadrant* while keeping the disc in-plane, which is a compromise no surveyed
|
||||
vendor makes and which should be tried before being adopted.
|
||||
|
||||
### What this costs
|
||||
|
||||
A renderer for `resolve_datum_coordsys()` — which does not exist and has to be written whatever glyph
|
||||
is chosen — plus one dashed line and three fill states. No kernel work. It is the same piece of work
|
||||
as G3 (live preview), and doing them together is what makes the mate card honest.
|
||||
|
||||
---
|
||||
|
||||
## 8c. The "faceted ridge dome" proposal — built, rendered, judged
|
||||
|
||||
A colleague proposed replacing the flat disc with an **asymmetric low-poly solid**: a faceted
|
||||
prismatic wedge with a dominant longitudinal ridge that **slopes** from a tall steep back to a long
|
||||
shallow front, plus a male protrusion / female pocket pair with a 0.2 mm clearance.
|
||||
|
||||
It was built rather than discussed. `faceted_ridge_key.scad` (this folder) (6 vertices, 7 faces),
|
||||
verified as a closed manifold, exported through OpenSCAD, and flat-shaded from five directions with
|
||||
`render_key.py` / `render_stl.py`. Sheets: `rk-sheet.png`, `cmp-sheet.png`.
|
||||
|
||||
### The verdict: the shape is right, the male/female polarity cue is not
|
||||
|
||||
**It solves F4, decisively.** The grazing view — where the flat disc dies, its quadrant collapsing to
|
||||
a blob — is the view where this shape is *most* legible: the tall back and long shallow front are
|
||||
unmistakable in silhouette. At a grazing angle the silhouette IS the information, and this solid's
|
||||
silhouette is maximally informative there. That is a real, evidence-backed win over what is currently
|
||||
in the code.
|
||||
|
||||
**Down the mating axis (+Z) it also reads well**, which matters because that is the natural viewing
|
||||
direction when you are looking at a face you intend to mate.
|
||||
|
||||
**One degenerate view, and it is not the one I predicted.** I expected the ±X views (along the ridge)
|
||||
to be silhouette-ambiguous, resolved only by shading. Wrong: front and back are clearly *different* —
|
||||
the front shows several facets, the back is a **single flat featureless triangle**. So they are not
|
||||
confusable, but the view from directly behind the tall end tells you nothing about roll or slope.
|
||||
A second blind spot remains untested: from below the base, where the protrusion is hidden behind its
|
||||
own face.
|
||||
|
||||
**The female half fails, and much harder than expected.** Rendered with flat shading and no outlines —
|
||||
the honest test, since a viewport draws no black edges — a recessed pocket is *invisible*: iso and
|
||||
grazing show a plain block with a hairline; straight down the axis shows a **completely blank
|
||||
rectangle**. The interior faces are lit almost identically to the top face and are occluded by the rim
|
||||
from most angles. As a polarity cue, male/female therefore works in exactly one direction and returns
|
||||
nothing in the other.
|
||||
|
||||
> **Conclusion: do not overload shape with all three jobs.** Let the solid carry **verse and roll**,
|
||||
> where it is excellent, and carry **polarity on a second channel** — colour plus the filled/open head
|
||||
> that already tested well at 22 px (F2). Drawing the fixed connector as an outline/wireframe of the
|
||||
> same solid is the variant worth trying; drawing it as a pocket is not.
|
||||
|
||||
### Two premises in the brief are wrong
|
||||
|
||||
**"Avoid curved surfaces to optimise rendering computations / rapid mesh processing."** Not a reason
|
||||
for a viewport glyph. There are 2–20 connectors on screen, the renderer pushes `GLModel` triangles
|
||||
directly, and it performs no CSG or mesh processing at all. **The real argument for flat facets is
|
||||
legibility**: hard normals give distinct value steps between adjacent facets, and the renders confirm
|
||||
that is exactly what makes the shape readable from an arbitrary angle. Keep the constraint, fix the
|
||||
justification. (For a *printed* part the original justification is sound for a different reason: flat
|
||||
facets slice without the stair-stepping a tessellated curve produces.)
|
||||
|
||||
**"0.2 mm clearance for smooth mechanical mating."** Meaningless for a glyph. A symbol mates with
|
||||
nothing, and every gizmo here is sized in screen pixels via `upp`, so a millimetre tolerance has no
|
||||
referent. This is the strongest signal that **the brief was written for a physical printed part**,
|
||||
not for a viewport symbol — as are "scannable" and "mechanical mating". See the open question below.
|
||||
|
||||
### Two defects the build caught that discussion would not have
|
||||
|
||||
1. **The flank quads are not planar.** Written as `[0,3,5,4]` and `[1,4,5,2]` the base edge and the
|
||||
ridge edge are skew, so the four corners do not share a plane — my own first draft asserted the
|
||||
opposite in a comment. Left as quads, the tessellator picks the fold direction, the "flat facet"
|
||||
promise is broken by an unspecified crease, and two exporters can disagree about the shape. Fixed
|
||||
by triangulating explicitly (7 faces, Euler 6 − 11 + 7 = 2).
|
||||
2. **The pocket punched through its own plate.** A 4.5 mm key against a 3 mm demo plate gives a
|
||||
through-hole, not a pocket. Minimum stock = height + clearance + pocket depth + a wall.
|
||||
|
||||
Also worth recording: the first female render was misleading because the debug renderer outlined
|
||||
*every* triangle, so a flat top face triangulated by CGAL looked like a faceted dome. The instrument
|
||||
lied before the geometry did. Conclusions were only drawn after outlines were removed.
|
||||
|
||||
### Second opinion, and the one disagreement worth resolving
|
||||
|
||||
Kimi reviewed the proposal independently and **rejected it for the viewport**. It agreed on the two
|
||||
wrong premises, agreed the female pocket is unreadable, and added the useful framing that a
|
||||
screen-constant symbol and a model-constant part feature are two different design spaces that cannot
|
||||
be served by one geometry. It also noted correctly that there is **no single scalar** that removes
|
||||
ambiguity from every view: you need one asymmetry in the base plane (for top-down roll) and one out
|
||||
of plane (the ridge slope, for front/back). Our base is scalene, so it has both.
|
||||
|
||||
Its central objection was numeric and testable: *"at 22 px with 6–8 facets each facet is 3–7 px wide,
|
||||
that is at the aliasing limit … minimum useful size is roughly 32–48 px, which is not compatible with
|
||||
a 22 px screen-constant symbol."* My own renders were ~300 px, so the claim was unaddressed by my
|
||||
evidence and would have killed the concept if true.
|
||||
|
||||
**Rendered at 22, 32 and 48 px (`size-test.png`), it is false for this shape.** At 22 px all three
|
||||
views still read: the grazing view shows the tall back and shallow front unmistakably, and the
|
||||
down-axis view keeps a strong dark/light split. The reason Kimi's arithmetic does not apply is that
|
||||
this solid presents only **four or five large facets with high value contrast**, not eight small ones —
|
||||
the silhouette does most of the work, and silhouettes survive downsampling far better than facet
|
||||
detail does.
|
||||
|
||||
*Honest limit on that result:* the test renderer has no anti-aliasing, no perspective, one directional
|
||||
light, and no background. Readable at 22 px against white is not the same as readable at 22 px on top
|
||||
of a shaded gold part next to the move gizmo. That case still needs the rig.
|
||||
|
||||
**Where I do not follow Kimi:** its recommendation is to **billboard** the existing flat glyph so it
|
||||
never turns edge-on. That kills F4 by construction, but a billboarded frame cannot show the frame's
|
||||
orientation *in place* — which is the entire reason the disc is a disc and not a dot — and it is what
|
||||
no surveyed CAD system does; Onshape, Fusion and FreeCAD all draw the frame in the geometry. Worth
|
||||
prototyping as an option, not worth adopting on argument.
|
||||
|
||||
### Open question for Tommaso
|
||||
|
||||
**Is this a viewport glyph or a printable alignment feature?** The vertex logic is identical either
|
||||
way; only the units and the clearance change, and the `.scad` file states both readings. But the
|
||||
answer decides whether `clr`/`depth` are real millimetres or meaningless, and whether the geometry
|
||||
scales with the model or stays screen-constant. The brief's own language points at "physical", the
|
||||
conversation it arrived in points at "glyph".
|
||||
|
||||
---
|
||||
|
||||
## 9. Decisions for you
|
||||
|
||||
**D1 — Invert the default direction to Facing?** [DEVIATION, R5]
|
||||
It changes the meaning of every stored document containing a mate. Options: (a) invert and migrate,
|
||||
writing `direction=Aligned` where `mate_flip` was false; (b) invert only for new mates and store
|
||||
`direction` explicitly from now on. (b) is safer and costs one field. Note this project has taken one
|
||||
such semantic hit knowingly before — the `snaporca-en4` fix — and the golden fixture survived, so the
|
||||
migration path is a known quantity. **If G3 (live preview) lands first, this matters much less.**
|
||||
|
||||
**D2 — How far to take origin candidates?** [R9]
|
||||
Four kinds is the Fusion-aligned recommendation. Two (face centroid + arc centre) would cover "sit on
|
||||
a face" and "go down a hole" — most printed-part assembly — at a third of the work. Where do you want
|
||||
to stop?
|
||||
|
||||
**D3 — Ball mate: in or out?**
|
||||
In four of five frame-based systems, so including it is the aligned choice. Out is defensible for
|
||||
printable mechanical parts. Cheap either way — align origins, leave orientation free. Kimi's review
|
||||
argued **out**: a true ball joint is hard to print and hard to use without a roll reference, and a
|
||||
Fastened connector at the ball centre approximates it.
|
||||
|
||||
**D3a — Should Planar be dropped?** [dissent worth recording]
|
||||
Kimi's independent review recommended **removing Planar** and shipping four types, on the grounds that
|
||||
"slide on a flat surface" is rarely how printed mechanisms work — you usually want a rail or a hinge —
|
||||
and that Planar is the type most likely to confuse a user who expected "put this flat on that" and got
|
||||
a part free to slide. It further ranked the honest minimum as **three**: Fastened, Revolute, Slider,
|
||||
with Cylindrical useful and decomposable.
|
||||
**I do not agree, and the reason is alignment.** Planar appears in every frame-based system surveyed,
|
||||
it is a genuine lower pair, it is already implemented and tested, and removing it is a document-format
|
||||
change made in exchange for nothing. The confusion Kimi names is real but it is a *feedback* problem —
|
||||
it is exactly what R17 (show the DOF budget) and R13 (say that free DOF are preserved) exist to fix.
|
||||
Recorded here because it is a legitimate reading of the same evidence and the call is yours.
|
||||
|
||||
**D4 — Is refusing a second mate per body acceptable?** [DEVIATION, R11 — the big one]
|
||||
It is the honest consequence of having no solver, and it is what makes the tool predictable. But **no
|
||||
mainstream system behaves this way**, so it is the point where an experienced user's intuition will
|
||||
break. It means a part cannot be constrained by two independent relationships — "in this hole *and*
|
||||
resting on this shoulder" must be expressed by placing one connector correctly rather than by two
|
||||
mates. If that trade is unacceptable, the answer is a solver, and the scope of this document changes
|
||||
entirely.
|
||||
|
||||
There is a strong argument that the trade is not merely acceptable but *correct for this product*:
|
||||
the Design tab lives inside a slicer, and most of its users are positioning parts for printing rather
|
||||
than building working mechanisms. For layout-and-export, tree-order composition is genuinely enough,
|
||||
and adding a solver to look like Onshape would buy complexity nobody asked for. The rule to publish is
|
||||
then simple and defensible: **one mate per moving body, acyclic, no relations between mates** — with
|
||||
R18's loud refusals carrying the honesty.
|
||||
|
||||
---
|
||||
|
||||
## Sources
|
||||
|
||||
**Onshape** — [Mate Connector](https://cad.onshape.com/help/Content/PartStudio/mate_connector.htm) ·
|
||||
[Mates](https://cad.onshape.com/help/Content/Assembly/mates.htm) ·
|
||||
[Fastened](https://cad.onshape.com/help/Content/Assembly/fastened_mate.htm) ·
|
||||
[Revolute](https://cad.onshape.com/help/Content/Assembly/revolute_mate.htm) ·
|
||||
[Slider](https://cad.onshape.com/help/Content/Assembly/slider_mate.htm) ·
|
||||
[Cylindrical](https://cad.onshape.com/help/Content/Assembly/cylindrical_mate.htm) ·
|
||||
[Planar](https://cad.onshape.com/help/Content/Assembly/planar_mate.htm) ·
|
||||
[Ball](https://cad.onshape.com/help/Content/Assembly/ball_mate.htm) ·
|
||||
[Parallel](https://cad.onshape.com/help/Content/Assembly/parallel_mate.htm) ·
|
||||
[Tangent](https://cad.onshape.com/help/Content/Assembly/tangent_mate.htm) ·
|
||||
[Pin Slot](https://cad.onshape.com/help/Content/Assembly/pin_slot_mate.htm) ·
|
||||
[5 things you can do with mate connectors in Part Studios](https://www.onshape.com/en/resource-center/tech-tips/tech-tip-5-things-you-can-do-with-mate-connectors-in-onshape-part-studios)
|
||||
|
||||
**Onshape forum** — [The concept behind Mates Z Axes](https://forum.onshape.com/discussion/22828/the-concept-behind-mates-z-axes) (C1/D3) ·
|
||||
[Implicit mate connectors act differently than explicit ones](https://forum.onshape.com/discussion/15736/implicit-mate-connectors-act-differently-than-explicit-ones) (C4) ·
|
||||
[Efficiently set mate connectors](https://forum.onshape.com/discussion/13133/efficiently-set-mate-connectors)
|
||||
|
||||
**Fusion 360** — [Joint types](https://help.autodesk.com/cloudhelp/ENU/Fusion-Assemble/files/GUID-8818AE31-958A-4A59-989B-9875A174C67A.htm) ·
|
||||
[Joint origins](https://help.autodesk.com/view/fusion360/ENU/?guid=ASM-JOINT-ORIGIN) ·
|
||||
[Joints vs. Mates in Fusion](https://www.autodesk.com/products/fusion-360/blog/joints-mates-moving-fusion/) ·
|
||||
[Joint tips — snap points and Ctrl cycling](https://mgfx.co.za/blog/engineering-manufacturing-design/fusion-360-joint-tips/)
|
||||
|
||||
**Inventor** — [Create Joints Reference](https://help.autodesk.com/cloudhelp/2026/ENU/Inventor-Help/files/GUID-6AA68E8F-7C97-4806-8483-3941DE915E70.htm) ·
|
||||
[Use Joint to define and manage relationships](https://knowledge.autodesk.com/support/inventor-products/learn-explore/caas/CloudHelp/cloudhelp/2014/ENU/Inventor/files/GUID-21DC3336-5C51-42C1-90FB-4299CD66E0C6-htm.html) (type inference, D2)
|
||||
|
||||
**FreeCAD 1.0** — [Assembly Workbench](https://wiki.freecad.org/Assembly_Workbench) ·
|
||||
[Fixed Joint properties](https://wiki.freecad.org/Assembly_CreateJointFixed)
|
||||
|
||||
**Creo** — [About Predefined Constraint Sets](https://support.ptc.com/help/creo/creo_pma/r12/usascii/assembly/asm/About_Predefined_Constraint_Sets.html)
|
||||
|
||||
**Siemens NX** — [Assembly constraints](https://learnnx.com/lesson/siemens-nx-assemblies-assembly-constraints/)
|
||||
|
||||
**SOLIDWORKS** — [Mate References](https://help.solidworks.com/2025/English/SolidWorks/sldworks/c_Mate_References_Overview_SWassy.htm) ·
|
||||
[Creating and using mate references](https://blogs.solidworks.com/tech/2019/07/creating-and-using-mate-references.html)
|
||||
|
||||
**Theory** — [Hervé, The Lie group of rigid body displacements, a fundamental tool for mechanism design](https://www.sciencedirect.com/science/article/abs/pii/S0094114X98000512) ·
|
||||
[Joint kinematics — the six lower pairs and their DOF](https://erc-bpgc.github.io/handbook/mechanical/Joint%20Kinematics/) ·
|
||||
[ISO 10303-105 — Kinematics (STEP integrated resource)](https://www.iso.org/standard/78589.html)
|
||||
|
||||
**Internal** — `snaporca-en4` (closed 2026-07-26, fixes C2 here) · `CadDocument.cpp:1669`
|
||||
`datum_frame` · `CadDocument.cpp:2961` `apply_mate` · `CadDocument.cpp:1302` `add_mate`
|
||||
|
||||
**Second opinion** — an independent review by Kimi Code (2026-08-05) contributed the
|
||||
vendors-ship-both caveat (§1), the explicit-dropdown option for origin choice (D1), the expanded
|
||||
refusal list (R11a), the retrofit list (§8), and the dissents recorded at D3/D3a. One of its claims —
|
||||
that Onshape mandates *"exactly one Mate between any two instances"* — **was checked against the
|
||||
source and is wrong**; the correction is recorded at R11 because it is a misreading that would
|
||||
otherwise turn our largest deviation into a false agreement.
|
||||
|
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|
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|
After Width: | Height: | Size: 270 KiB |
|
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|
After Width: | Height: | Size: 1.3 KiB |
|
After Width: | Height: | Size: 1.6 KiB |
@@ -0,0 +1 @@
|
||||
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|
||||
|
After Width: | Height: | Size: 13 KiB |
|
After Width: | Height: | Size: 22 KiB |
@@ -0,0 +1,299 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1">
|
||||
<title>Mate connector glyph — polarity and verse</title>
|
||||
<style>
|
||||
:root {
|
||||
--ground: #eceef1;
|
||||
--panel: #f8f9fb;
|
||||
--panel-edge: #d3d8df;
|
||||
--ink: #171a1f;
|
||||
--ink-soft: #5a626e;
|
||||
--ink-faint: #8b93a0;
|
||||
--viewport: #9aa0a8; /* the grey a CAD viewport actually is */
|
||||
--viewport-2: #7f858d;
|
||||
--axis-z: #2f6fed;
|
||||
--axis-x: #d94a3d;
|
||||
--axis-y: #3aa757;
|
||||
--quadrant: #e8a317;
|
||||
--anchor: #6b7280;
|
||||
--driven: #2f6fed;
|
||||
--warn: #c2410c;
|
||||
}
|
||||
@media (prefers-color-scheme: dark) {
|
||||
:root {
|
||||
--ground: #14171c;
|
||||
--panel: #1b1f26;
|
||||
--panel-edge: #2b313a;
|
||||
--ink: #e8eaee;
|
||||
--ink-soft: #a6aeba;
|
||||
--ink-faint: #6e7784;
|
||||
--viewport: #4a5058;
|
||||
--viewport-2: #3a3f46;
|
||||
--axis-z: #6ea2ff;
|
||||
--axis-x: #ff7a6d;
|
||||
--axis-y: #5fd07f;
|
||||
--quadrant: #ffc247;
|
||||
--anchor: #9aa3b0;
|
||||
--driven: #6ea2ff;
|
||||
--warn: #fb923c;
|
||||
}
|
||||
}
|
||||
:root[data-theme="dark"] {
|
||||
--ground:#14171c; --panel:#1b1f26; --panel-edge:#2b313a; --ink:#e8eaee;
|
||||
--ink-soft:#a6aeba; --ink-faint:#6e7784; --viewport:#4a5058; --viewport-2:#3a3f46;
|
||||
--axis-z:#6ea2ff; --axis-x:#ff7a6d; --axis-y:#5fd07f; --quadrant:#ffc247;
|
||||
--anchor:#9aa3b0; --driven:#6ea2ff; --warn:#fb923c;
|
||||
}
|
||||
:root[data-theme="light"] {
|
||||
--ground:#eceef1; --panel:#f8f9fb; --panel-edge:#d3d8df; --ink:#171a1f;
|
||||
--ink-soft:#5a626e; --ink-faint:#8b93a0; --viewport:#9aa0a8; --viewport-2:#7f858d;
|
||||
--axis-z:#2f6fed; --axis-x:#d94a3d; --axis-y:#3aa757; --quadrant:#e8a317;
|
||||
--anchor:#6b7280; --driven:#2f6fed; --warn:#c2410c;
|
||||
}
|
||||
|
||||
* { box-sizing: border-box; }
|
||||
body {
|
||||
margin: 0; padding: 40px 24px 72px;
|
||||
background: var(--ground); color: var(--ink);
|
||||
font: 15px/1.6 ui-sans-serif, system-ui, -apple-system, "Segoe UI", Roboto, sans-serif;
|
||||
}
|
||||
.wrap { max-width: 1000px; margin: 0 auto; display: flex; flex-direction: column; gap: 28px; }
|
||||
header { display: flex; flex-direction: column; gap: 6px; }
|
||||
h1 { font-size: 26px; line-height: 1.25; margin: 0; letter-spacing: -0.01em; text-wrap: balance; }
|
||||
.sub { color: var(--ink-soft); max-width: 62ch; margin: 0; }
|
||||
.eyebrow {
|
||||
font-size: 11px; letter-spacing: 0.12em; text-transform: uppercase;
|
||||
color: var(--ink-faint); font-weight: 600;
|
||||
}
|
||||
h2 {
|
||||
font-size: 13px; letter-spacing: 0.1em; text-transform: uppercase;
|
||||
color: var(--ink-faint); margin: 16px 0 0; font-weight: 600;
|
||||
}
|
||||
.row { display: flex; flex-wrap: wrap; gap: 16px; }
|
||||
.card {
|
||||
background: var(--panel); border: 1px solid var(--panel-edge);
|
||||
border-radius: 10px; padding: 18px; flex: 1 1 220px; min-width: 220px;
|
||||
display: flex; flex-direction: column; gap: 10px;
|
||||
}
|
||||
.card.wide { flex: 1 1 100%; }
|
||||
.stage { display: flex; align-items: center; justify-content: center; padding: 4px 0; }
|
||||
.name { font-weight: 650; font-size: 15px; }
|
||||
.note { color: var(--ink-soft); font-size: 13.5px; margin: 0; }
|
||||
.k { color: var(--ink); font-weight: 600; }
|
||||
table { border-collapse: collapse; width: 100%; font-size: 14px; }
|
||||
th, td { text-align: left; padding: 8px 10px; border-bottom: 1px solid var(--panel-edge); vertical-align: top; }
|
||||
th { color: var(--ink-faint); font-weight: 600; font-size: 12px; letter-spacing: 0.06em; text-transform: uppercase; }
|
||||
code { font: 13px/1.5 ui-monospace, SFMono-Regular, Menlo, monospace; color: var(--ink-soft); }
|
||||
.legend { display: flex; flex-wrap: wrap; gap: 14px; font-size: 13px; color: var(--ink-soft); }
|
||||
.swatch { display: inline-flex; align-items: center; gap: 7px; }
|
||||
.dot { width: 11px; height: 11px; border-radius: 50%; display: inline-block; }
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<div class="wrap">
|
||||
|
||||
<header>
|
||||
<div class="eyebrow">SnapOrca Design · assembly</div>
|
||||
<h1>Mate connector glyph — polarity and verse</h1>
|
||||
<p class="sub">
|
||||
Onshape's core (disc + roll quadrant + Z arrow) is adopted unchanged because it is proven and
|
||||
aligned. The addition is <span class="k">polarity</span> — which connector is anchored and
|
||||
which one travels — which no surveyed CAD system encodes in its glyph.
|
||||
</p>
|
||||
</header>
|
||||
|
||||
<h2>The three jobs of the glyph</h2>
|
||||
<div class="row">
|
||||
<div class="card">
|
||||
<div class="stage">
|
||||
<svg width="150" height="130" viewBox="-75 -95 150 130" aria-label="Disc with origin dot">
|
||||
<ellipse cx="0" cy="0" rx="42" ry="17" fill="none" stroke="var(--ink-soft)" stroke-width="2.5"/>
|
||||
<circle cx="0" cy="0" r="3.6" fill="var(--ink)"/>
|
||||
</svg>
|
||||
</div>
|
||||
<div class="name">Disc — the XY plane</div>
|
||||
<p class="note">Says “I am a frame, and this is the plane I sit in.” The dot is the exact origin.</p>
|
||||
</div>
|
||||
|
||||
<div class="card">
|
||||
<div class="stage">
|
||||
<svg width="150" height="130" viewBox="-75 -95 150 130" aria-label="Disc with one quadrant filled">
|
||||
<path d="M0,0 L42,0 A42,17 0 0 1 0,17 Z" fill="var(--quadrant)" opacity="0.9"/>
|
||||
<ellipse cx="0" cy="0" rx="42" ry="17" fill="none" stroke="var(--ink-soft)" stroke-width="2.5"/>
|
||||
<circle cx="0" cy="0" r="3.6" fill="var(--ink)"/>
|
||||
</svg>
|
||||
</div>
|
||||
<div class="name">Quadrant — the roll</div>
|
||||
<p class="note">
|
||||
The filled sector is the +X/+Y quadrant. It steps 90° with the reorient control, so the
|
||||
clocking that Fastened and Slider lock is <em>visible</em> before you commit.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="card">
|
||||
<div class="stage">
|
||||
<svg width="150" height="130" viewBox="-75 -95 150 130" aria-label="Z arrow drawn only upward">
|
||||
<path d="M0,0 L42,0 A42,17 0 0 1 0,17 Z" fill="var(--quadrant)" opacity="0.9"/>
|
||||
<ellipse cx="0" cy="0" rx="42" ry="17" fill="none" stroke="var(--ink-soft)" stroke-width="2.5"/>
|
||||
<line x1="0" y1="0" x2="0" y2="-58" stroke="var(--axis-z)" stroke-width="3.5" stroke-linecap="round"/>
|
||||
<polygon points="0,-80 -9.5,-56 9.5,-56" fill="var(--axis-z)"/>
|
||||
<circle cx="0" cy="0" r="3.6" fill="var(--ink)"/>
|
||||
</svg>
|
||||
</div>
|
||||
<div class="name">Arrow — the verse</div>
|
||||
<p class="note">
|
||||
Drawn on <span class="k">+Z only</span>. Nothing below the disc. A double-headed axis is what
|
||||
makes people ask which way it points; a one-sided arrow cannot be misread.
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<h2>Polarity — the part nobody else draws</h2>
|
||||
<div class="row">
|
||||
<div class="card">
|
||||
<div class="stage">
|
||||
<svg width="170" height="150" viewBox="-85 -105 170 150" aria-label="Fixed connector, open collar">
|
||||
<path d="M0,0 L42,0 A42,17 0 0 1 0,17 Z" fill="var(--quadrant)" opacity="0.55"/>
|
||||
<ellipse cx="0" cy="0" rx="42" ry="17" fill="none" stroke="var(--anchor)" stroke-width="2.5"/>
|
||||
<line x1="0" y1="0" x2="0" y2="-56" stroke="var(--anchor)" stroke-width="3" stroke-linecap="round"/>
|
||||
<polygon points="0,-80 -9.5,-56 9.5,-56" fill="none" stroke="var(--anchor)" stroke-width="3" stroke-linejoin="round"/>
|
||||
<ellipse cx="0" cy="-56" rx="9.5" ry="3.6" fill="none" stroke="var(--anchor)" stroke-width="2.2"/>
|
||||
<circle cx="0" cy="0" r="3.6" fill="var(--anchor)"/>
|
||||
</svg>
|
||||
</div>
|
||||
<div class="name">Fixed — the socket</div>
|
||||
<p class="note">
|
||||
Hollow head, muted colour. This body <span class="k">does not move</span>. It receives.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="card">
|
||||
<div class="stage">
|
||||
<svg width="170" height="150" viewBox="-85 -105 170 150" aria-label="Driven connector, solid cone">
|
||||
<path d="M0,0 L42,0 A42,17 0 0 1 0,17 Z" fill="var(--quadrant)" opacity="0.95"/>
|
||||
<ellipse cx="0" cy="0" rx="42" ry="17" fill="none" stroke="var(--driven)" stroke-width="2.5"/>
|
||||
<line x1="0" y1="0" x2="0" y2="-58" stroke="var(--driven)" stroke-width="3.5" stroke-linecap="round"/>
|
||||
<polygon points="0,-80 -9.5,-56 9.5,-56" fill="var(--driven)"/>
|
||||
<circle cx="0" cy="0" r="3.6" fill="var(--driven)"/>
|
||||
</svg>
|
||||
</div>
|
||||
<div class="name">Driven — the plug</div>
|
||||
<p class="note">
|
||||
Solid head, active colour. This body <span class="k">is the one that jumps</span>. It inserts.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="card">
|
||||
<div class="stage">
|
||||
<svg width="170" height="150" viewBox="-85 -105 170 150" aria-label="Degenerate roll, hatched quadrant">
|
||||
<defs>
|
||||
<pattern id="hatch" width="6" height="6" patternUnits="userSpaceOnUse" patternTransform="rotate(45)">
|
||||
<line x1="0" y1="0" x2="0" y2="6" stroke="var(--warn)" stroke-width="2"/>
|
||||
</pattern>
|
||||
</defs>
|
||||
<path d="M0,0 L42,0 A42,17 0 0 1 0,17 Z" fill="url(#hatch)" opacity="0.85"/>
|
||||
<ellipse cx="0" cy="0" rx="42" ry="17" fill="none" stroke="var(--warn)" stroke-width="2.5" stroke-dasharray="5 4"/>
|
||||
<line x1="0" y1="0" x2="0" y2="-58" stroke="var(--axis-z)" stroke-width="3.5" stroke-linecap="round"/>
|
||||
<polygon points="0,-80 -9.5,-56 9.5,-56" fill="var(--axis-z)"/>
|
||||
<circle cx="0" cy="0" r="3.6" fill="var(--ink)"/>
|
||||
</svg>
|
||||
</div>
|
||||
<div class="name">Roll undefined</div>
|
||||
<p class="note">
|
||||
Hatched quadrant, dashed disc: a circular face or a seam gave no usable direction. Says
|
||||
“pick a direction” without a dialog.
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<h2>The pair reads as a magnet</h2>
|
||||
<div class="card wide">
|
||||
<div class="stage">
|
||||
<svg width="620" height="230" viewBox="-310 -120 620 230" aria-label="Two connectors facing each other on two plates">
|
||||
<!-- lower plate (fixed) -->
|
||||
<path d="M-260,52 L-60,10 L60,44 L-140,86 Z" fill="var(--viewport)" stroke="var(--viewport-2)" stroke-width="1.5"/>
|
||||
<!-- upper plate (driven) -->
|
||||
<path d="M-60,-96 L140,-138 L260,-104 L60,-62 Z" fill="var(--viewport)" stroke="var(--viewport-2)" stroke-width="1.5" opacity="0.55"/>
|
||||
|
||||
<!-- dashed field line between origins -->
|
||||
<line x1="-100" y1="48" x2="100" y2="-79" stroke="var(--ink-faint)" stroke-width="2" stroke-dasharray="7 6"/>
|
||||
|
||||
<!-- FIXED connector, pointing up (+Z out of the lower plate) -->
|
||||
<g transform="translate(-100,48)">
|
||||
<path d="M0,0 L38,0 A38,15 0 0 1 0,15 Z" fill="var(--quadrant)" opacity="0.5"/>
|
||||
<ellipse cx="0" cy="0" rx="38" ry="15" fill="none" stroke="var(--anchor)" stroke-width="2.4"/>
|
||||
<line x1="0" y1="0" x2="0" y2="-48" stroke="var(--anchor)" stroke-width="3" stroke-linecap="round"/>
|
||||
<polygon points="0,-70 -9,-48 9,-48" fill="none" stroke="var(--anchor)" stroke-width="3" stroke-linejoin="round"/>
|
||||
<ellipse cx="0" cy="-48" rx="9" ry="3.4" fill="none" stroke="var(--anchor)" stroke-width="2"/>
|
||||
<circle cx="0" cy="0" r="3.4" fill="var(--anchor)"/>
|
||||
</g>
|
||||
|
||||
<!-- DRIVEN connector, pointing down (+Z out of the upper plate's underside) -->
|
||||
<g transform="translate(100,-79) rotate(180)">
|
||||
<path d="M0,0 L38,0 A38,15 0 0 1 0,15 Z" fill="var(--quadrant)" opacity="0.9"/>
|
||||
<ellipse cx="0" cy="0" rx="38" ry="15" fill="none" stroke="var(--driven)" stroke-width="2.4"/>
|
||||
<line x1="0" y1="0" x2="0" y2="-50" stroke="var(--driven)" stroke-width="3.4" stroke-linecap="round"/>
|
||||
<polygon points="0,-70 -9,-48 9,-48" fill="var(--driven)"/>
|
||||
<circle cx="0" cy="0" r="3.4" fill="var(--driven)"/>
|
||||
</g>
|
||||
|
||||
<text x="-100" y="102" text-anchor="middle" font-size="13" fill="var(--ink-soft)">fixed · receives</text>
|
||||
<text x="100" y="-100" text-anchor="middle" font-size="13" fill="var(--ink-soft)">driven · inserts</text>
|
||||
</svg>
|
||||
</div>
|
||||
<p class="note">
|
||||
Two arrows nose to nose. Because a magnet's north seeks a south, <span class="k">“facing” is the
|
||||
self-evident default</span> — which settles open decision D1 on visual grounds instead of a
|
||||
convention nobody can look up. Nothing has to be remembered: the picture is the rule.
|
||||
The dashed line is what makes the two glyphs read as one object.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<h2>States</h2>
|
||||
<div class="card wide">
|
||||
<table>
|
||||
<thead>
|
||||
<tr><th>State</th><th>Drawing</th><th>Why</th></tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td><span class="k">Candidate</span> (hover)</td>
|
||||
<td>small dot only</td>
|
||||
<td>Onshape draws plain white dots at every corner and midpoint. Dots propose; the full glyph commits.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><span class="k">Picked</span></td>
|
||||
<td>disc + quadrant + cone</td>
|
||||
<td>The committed frame, with roll and verse both readable.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><span class="k">Roll undefined</span></td>
|
||||
<td>hatched quadrant, dashed disc</td>
|
||||
<td>Turns requirement R8 from a message nobody reads into a mark you cannot miss.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
</div>
|
||||
|
||||
<h2>Constraints on the drawing</h2>
|
||||
<div class="card wide">
|
||||
<p class="note">
|
||||
<span class="k">Do not make it a fourth RGB triad.</span> The bed-centre world triad
|
||||
(<code>DesignCanvas.cpp:65</code>) and the move gizmo are already three coloured arrows. The disc
|
||||
and the quadrant are what tell a connector apart from those — keep the arms short, and consider
|
||||
drawing only Z on the committed glyph, with X and Y implied by the quadrant.
|
||||
</p>
|
||||
<div class="legend">
|
||||
<span class="swatch"><i class="dot" style="background:var(--quadrant)"></i> roll quadrant</span>
|
||||
<span class="swatch"><i class="dot" style="background:var(--axis-z)"></i> Z / driven</span>
|
||||
<span class="swatch"><i class="dot" style="background:var(--anchor)"></i> fixed</span>
|
||||
<span class="swatch"><i class="dot" style="background:var(--warn)"></i> roll undefined</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,68 @@
|
||||
# Does the connector pair let two hosts sit COPLANAR, or does it hold them apart?
|
||||
#
|
||||
# The male's flat back is the plane Y=0 and all its relief rises to +Y. So Y=0 is the natural
|
||||
# mating datum: everything the male adds lives on one side of it. The test below builds two dummy
|
||||
# host plates that meet on that plane -- one with the male FUSED on, one with the cavity CUT in --
|
||||
# and measures whether they touch, interfere, or stand apart.
|
||||
#
|
||||
# It also emits the artifact that makes this work in practice: a CUTTER solid (the male grown by
|
||||
# the clearance) that you subtract from any host. A standalone female block cannot keep two hosts
|
||||
# coplanar, because its own floor material stands between them; a cavity can.
|
||||
#
|
||||
# Run: /snap/bin/freecad.cmd coplanar_test.py
|
||||
|
||||
import os
|
||||
import FreeCAD as App
|
||||
import Part
|
||||
from FreeCAD import Vector
|
||||
|
||||
HERE = os.path.dirname(os.path.abspath(__file__))
|
||||
MALE = os.path.join(HERE, "bear.step")
|
||||
CLEAR = 0.20
|
||||
|
||||
male = Part.Shape(); male.read(MALE); male = male.Solids[0]
|
||||
bb = male.BoundBox
|
||||
print(f"male relief: Y {bb.YMin:.3f} .. {bb.YMax:.3f} -> datum plane Y=0, all relief on +Y")
|
||||
|
||||
# the flat back face, and proof it is the whole silhouette sitting on Y=0
|
||||
back = max((f for f in male.Faces
|
||||
if abs(f.CenterOfMass.y) < 1e-6 and abs(abs(f.normalAt(0, 0).y) - 1) < 1e-6),
|
||||
key=lambda f: f.Area)
|
||||
print(f"back face : {back.Area:.1f} mm2 on Y=0 -- this is the contact surface")
|
||||
|
||||
# ---- the cutter: the male grown by the clearance, poking 0.2 mm proud so the boolean is clean
|
||||
cutter = male.makeOffsetShape(CLEAR, 1e-6, False, False, 0, 2, False).Solids[0]
|
||||
cb = cutter.BoundBox
|
||||
print(f"cutter : Y {cb.YMin:.3f} .. {cb.YMax:.3f}, {cutter.Volume/1000:.2f} cm3")
|
||||
|
||||
# ---- two dummy hosts meeting on Y = 0
|
||||
W, H = 120.0, 100.0
|
||||
hostA = Part.makeBox(W, 10.0, H, Vector(-W/2, -10.0, -15.0)) # occupies Y -10..0
|
||||
hostB = Part.makeBox(W, 30.0, H, Vector(-W/2, 0.0, -15.0)) # occupies Y 0..30
|
||||
|
||||
partA = hostA.fuse(male) # male stands proud of A's face
|
||||
partB = hostB.cut(cutter) # cavity sunk into B from its face
|
||||
|
||||
print(f"\npart A (host + male) : {partA.Volume/1000:.2f} cm3")
|
||||
print(f"part B (host - cutter) : {partB.Volume/1000:.2f} cm3")
|
||||
|
||||
# ---- the question ------------------------------------------------------------------
|
||||
inter = partA.common(partB)
|
||||
iv = inter.Volume if inter.Solids else 0.0
|
||||
gap = partA.distToShape(partB)[0]
|
||||
print(f"\nRESULT interference A vs B : {iv:.6f} mm3 (0 = they do not collide)")
|
||||
print(f"RESULT closest approach : {gap:.4f} mm (0 = the host faces are touching)")
|
||||
|
||||
# are the two host faces actually on the same plane?
|
||||
fa = [f for f in partA.Faces if abs(f.CenterOfMass.y) < 1e-9 and abs(abs(f.normalAt(0,0).y)-1) < 1e-6]
|
||||
fb = [f for f in partB.Faces if abs(f.CenterOfMass.y) < 1e-9 and abs(abs(f.normalAt(0,0).y)-1) < 1e-6]
|
||||
print(f"RESULT A has {len(fa)} face(s) lying exactly on Y=0, total {sum(f.Area for f in fa):.1f} mm2")
|
||||
print(f"RESULT B has {len(fb)} face(s) lying exactly on Y=0, total {sum(f.Area for f in fb):.1f} mm2")
|
||||
print("RESULT -> the hosts meet on Y=0: COPLANAR" if fa and fb and iv < 1e-3
|
||||
else "RESULT -> NOT coplanar")
|
||||
|
||||
doc = App.newDocument("Cutter")
|
||||
o = doc.addObject("Part::Feature", "BearConnector_Cutter"); o.Shape = cutter
|
||||
doc.recompute()
|
||||
Part.export([o], os.path.join(HERE, "BearConnector_Cutter.step"))
|
||||
print(f"\nwrote BearConnector_Cutter.step -- subtract this from any host to get the socket")
|
||||
|
After Width: | Height: | Size: 17 KiB |
@@ -0,0 +1,57 @@
|
||||
# Pull the bear's true silhouette and feature positions out of the supplied male B-rep, so the
|
||||
# simplification study starts from measured geometry instead of a tracing of the flat drawing.
|
||||
#
|
||||
# The part's native frame (make_female.py): flat back on Y=0, relief rising to Y=+17.27, the FACE
|
||||
# carried by X and Z. So the face plane is XZ and the silhouette is the outline projected along Y.
|
||||
import os, json
|
||||
import Part
|
||||
|
||||
HERE = os.path.dirname(os.path.abspath(__file__))
|
||||
s = Part.Shape(); s.read(os.path.join(HERE, "bear.step"))
|
||||
sol = s.Solids[0]
|
||||
bb = sol.BoundBox
|
||||
print(f"bbox X {bb.XMin:.2f}..{bb.XMax:.2f} Y {bb.YMin:.2f}..{bb.YMax:.2f} Z {bb.ZMin:.2f}..{bb.ZMax:.2f}")
|
||||
|
||||
# The back plate face: the planar face whose normal is -Y and which sits at Y=YMin. Its outer wire
|
||||
# IS the silhouette; its inner wires are the eye holes.
|
||||
best = None
|
||||
for f in sol.Faces:
|
||||
if f.Surface.__class__.__name__ != "Plane":
|
||||
continue
|
||||
n = f.Surface.Axis
|
||||
if abs(abs(n.y) - 1.0) > 1e-6:
|
||||
continue
|
||||
c = f.CenterOfMass
|
||||
if best is None or c.y < best[0]:
|
||||
best = (c.y, f)
|
||||
y, face = best
|
||||
print(f"back plate at Y={y:.3f} wires={len(face.Wires)} area={face.Area:.1f} mm2")
|
||||
|
||||
def wire_pts(w, tol=0.05):
|
||||
pts = []
|
||||
for e in w.Edges:
|
||||
for p in e.discretize(Deflection=tol):
|
||||
pts.append((round(p.x, 3), round(p.z, 3)))
|
||||
# drop consecutive duplicates
|
||||
out = [pts[0]]
|
||||
for p in pts[1:]:
|
||||
if abs(p[0]-out[-1][0]) > 1e-4 or abs(p[1]-out[-1][1]) > 1e-4:
|
||||
out.append(p)
|
||||
return out
|
||||
|
||||
data = {"outer": None, "holes": []}
|
||||
outer = face.OuterWire
|
||||
data["outer"] = wire_pts(outer)
|
||||
for w in face.Wires:
|
||||
if w.isSame(outer):
|
||||
continue
|
||||
pts = wire_pts(w)
|
||||
xs = [p[0] for p in pts]; zs = [p[1] for p in pts]
|
||||
data["holes"].append({"pts": pts,
|
||||
"cx": round(sum(xs)/len(xs), 3), "cz": round(sum(zs)/len(zs), 3),
|
||||
"d": round(max(xs)-min(xs), 3)})
|
||||
print(f" hole: centre ({data['holes'][-1]['cx']}, {data['holes'][-1]['cz']}) dia {data['holes'][-1]['d']}")
|
||||
|
||||
print(f"outer wire: {len(data['outer'])} points")
|
||||
json.dump(data, open(os.path.join(HERE, "bear_outline.json"), "w"))
|
||||
print("WROTE bear_outline.json")
|
||||
@@ -0,0 +1,140 @@
|
||||
// Faceted ridge key — asymmetric male/female alignment feature, flat facets only.
|
||||
//
|
||||
// 6 vertices, 7 faces, one closed manifold. Euler check: V - E + F = 6 - 11 + 7 = 2.
|
||||
// No spheres, no cylinders, no splines, no fillets.
|
||||
//
|
||||
// THE FLANKS ARE TRIANGULATED EXPLICITLY, and that is not cosmetic. Written as quads
|
||||
// [0,3,5,4] and [1,4,5,2] they are NOT planar — the base edge and the ridge edge are
|
||||
// skew, so the four corners do not share a plane. A checker caught this after the first
|
||||
// draft claimed the opposite. Left as quads, the tessellator picks the fold direction for
|
||||
// you, which means the "flat facet" promise is broken by an unspecified crease and two
|
||||
// exporters can disagree about the shape. Splitting them here fixes the crease at
|
||||
// back-bottom -> front-ridge, which keeps the rear peak's triangle large and clean.
|
||||
//
|
||||
// FRAME CONVENTION (matches the CAD mate connector it is derived from):
|
||||
// +Z the mating axis — the feature protrudes along it
|
||||
// +X the roll reference — the ridge runs along it, low end forward
|
||||
// +Y completes the right-handed frame
|
||||
//
|
||||
// WHAT BREAKS WHICH SYMMETRY
|
||||
// rotational about Z ....... the ridge (elongation along X)
|
||||
// 180 deg about Z .......... the ridge SLOPE: tall steep back, long shallow front
|
||||
// mirror across XZ ......... deliberately NOT broken. Handedness is fixed by convention,
|
||||
// so +Y is implied once Z and X are known. Breaking it would
|
||||
// add a facet and buy nothing.
|
||||
//
|
||||
// KNOWN AMBIGUITY, stated rather than hidden: viewed exactly ALONG the ridge (+/-X,
|
||||
// orthographic), the silhouette is the same isoceles triangle from front and back. Front
|
||||
// and back are then distinguished by SHADING only — the long shallow front face catches
|
||||
// light differently from the steep back face. If the target renderer is flat-shaded with a
|
||||
// single headlight, verify this case before committing to the shape.
|
||||
|
||||
// ---------------------------------------------------------------- parameters
|
||||
L = 12.0; // overall length along the ridge (X)
|
||||
W = 4.0; // half-width at the BACK
|
||||
tf = 0.45; // front taper: front half-width = W * tf
|
||||
H = 4.5; // peak height at the rear <-- the single dimension controlling asymmetry
|
||||
pr = 0.22; // rear ridge position, fraction of L from the back
|
||||
pf = 0.62; // front ridge position, fraction of L from the back
|
||||
hf = 0.35; // front ridge height, fraction of H
|
||||
|
||||
// Clearance is a PHYSICAL quantity and only means anything if this is a printed part.
|
||||
// See the note at the bottom: for a viewport glyph it is meaningless.
|
||||
clr = 0.20; // per-face clearance, mm
|
||||
depth = 0.40; // extra pocket depth so the male never bottoms out before it seats
|
||||
|
||||
Wf = W * tf;
|
||||
xr0 = -L/2 + L * pr;
|
||||
xr1 = -L/2 + L * pf;
|
||||
Hf = H * hf;
|
||||
|
||||
// ---------------------------------------------------------------- geometry
|
||||
// Vertex order is fixed and referenced by the face table; do not reorder.
|
||||
// 0 back-left 1 back-right 2 front-right 3 front-left
|
||||
// 4 REAR PEAK (tall) 5 front ridge (low)
|
||||
function ridge_pts(l, w, wf, h, hfr, x0, x1) = [
|
||||
[-l/2, -w, 0 ], // 0
|
||||
[-l/2, w, 0 ], // 1
|
||||
[ l/2, wf, 0 ], // 2
|
||||
[ l/2, -wf, 0 ], // 3
|
||||
[ x0, 0, h ], // 4 rear peak
|
||||
[ x1, 0, hfr] // 5 front ridge, low
|
||||
];
|
||||
|
||||
// OpenSCAD wants each face wound CLOCKWISE seen from OUTSIDE. The right-hand-rule
|
||||
// outward-normal (CCW) form is given in the comment for anyone porting to STL/OCC,
|
||||
// where the opposite convention is the usual one.
|
||||
RIDGE_FACES = [
|
||||
[3, 2, 1, 0], // base (CCW-outward: [0,1,2,3]) planar, all z=0
|
||||
[1, 4, 0], // back (CCW-outward: [0,4,1]) steep
|
||||
[5, 3, 0], // flank -Y a (CCW-outward: [0,3,5])
|
||||
[4, 5, 0], // flank -Y b (CCW-outward: [0,5,4])
|
||||
[5, 4, 1], // flank +Y a (CCW-outward: [1,4,5])
|
||||
[2, 5, 1], // flank +Y b (CCW-outward: [1,5,2])
|
||||
[5, 2, 3] // front (CCW-outward: [3,2,5]) long, shallow
|
||||
];
|
||||
|
||||
module ridge_key(l = L, w = W, wf = Wf, h = H, hfr = Hf, x0 = xr0, x1 = xr1) {
|
||||
polyhedron(points = ridge_pts(l, w, wf, h, hfr, x0, x1),
|
||||
faces = RIDGE_FACES,
|
||||
convexity = 3);
|
||||
}
|
||||
|
||||
// MALE: the protrusion, nominal size.
|
||||
module ridge_key_male() { ridge_key(); }
|
||||
|
||||
// FEMALE: the pocket. Grown by `clr` on every side and sunk `depth` deeper.
|
||||
//
|
||||
// HONEST LIMITATION: this grows the key by scaling its defining dimensions, which is NOT a
|
||||
// true uniform surface offset — on the shallow front face the normal clearance comes out
|
||||
// smaller than `clr`, because that face is far from perpendicular to every axis it is
|
||||
// scaled along. A true offset needs minkowski() with a small cube, which is exact and slow,
|
||||
// or an explicit per-face plane push, which is exact and fiddly. For a keying feature whose
|
||||
// job is angular registration rather than a press fit, the approximation is the right trade
|
||||
// — but do not quote this pocket as holding 0.2 mm everywhere, because it does not.
|
||||
module ridge_key_female() {
|
||||
translate([0, 0, -depth])
|
||||
ridge_key(l = L + 2*clr,
|
||||
w = W + clr,
|
||||
wf = Wf + clr,
|
||||
h = H + clr + depth,
|
||||
hfr = Hf + clr + depth,
|
||||
x0 = xr0,
|
||||
x1 = xr1);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- demo
|
||||
// Left: the male key on its plate. Right: the plate with the pocket cut.
|
||||
PLATE = [30, 18, 3];
|
||||
|
||||
module plate_with_male() {
|
||||
translate([-PLATE[0]/2, -PLATE[1]/2, -PLATE[2]]) cube(PLATE);
|
||||
ridge_key_male();
|
||||
}
|
||||
|
||||
module plate_with_female() {
|
||||
difference() {
|
||||
translate([-PLATE[0]/2, -PLATE[1]/2, -PLATE[2]]) cube(PLATE);
|
||||
ridge_key_female();
|
||||
}
|
||||
}
|
||||
|
||||
translate([-20, 0, 0]) plate_with_male();
|
||||
translate([ 20, 0, 0]) plate_with_female();
|
||||
|
||||
// ---------------------------------------------------------------- note on the two readings
|
||||
// This file is written for the PHYSICAL reading: a printable alignment key, where `clr` and
|
||||
// `depth` are real millimetres and flat facets genuinely help — they slice without the
|
||||
// stair-stepping a tessellated curve produces, and they print without support on the
|
||||
// shallow front face.
|
||||
//
|
||||
// If the intent is instead the VIEWPORT GLYPH for a CAD mate connector, then:
|
||||
// - `clr` and `depth` are meaningless: a symbol does not mate with anything;
|
||||
// - all dimensions must become SCREEN PIXELS scaled by upp = 1/zoom, because every gizmo
|
||||
// in that viewport is screen-constant and must not shrink with the model;
|
||||
// - "low-poly for rendering performance" is not a real reason at ~2-20 glyphs per frame.
|
||||
// The real reason to keep flat facets there is LEGIBILITY: hard normals give distinct
|
||||
// value steps between facets, and that is what lets a 22-px solid read as an oriented
|
||||
// object instead of a grey blob.
|
||||
// The vertex logic above is identical under both readings. Only the units and the clearance
|
||||
// change.
|
||||
|
After Width: | Height: | Size: 5.8 KiB |
|
After Width: | Height: | Size: 4.0 KiB |
|
After Width: | Height: | Size: 4.2 KiB |
|
After Width: | Height: | Size: 5.6 KiB |
|
After Width: | Height: | Size: 26 KiB |
|
After Width: | Height: | Size: 26 KiB |
@@ -0,0 +1,226 @@
|
||||
solid OpenSCAD_Model
|
||||
facet normal 1 -0 0
|
||||
outer loop
|
||||
vertex 15 -9 0
|
||||
vertex 15 9 -8
|
||||
vertex 15 9 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 1 0 0
|
||||
outer loop
|
||||
vertex 15 9 -8
|
||||
vertex 15 -9 0
|
||||
vertex 15 -9 -8
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 0 1
|
||||
outer loop
|
||||
vertex 15 9 0
|
||||
vertex 5.3246 1.63218 0
|
||||
vertex 15 -9 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 0 1
|
||||
outer loop
|
||||
vertex 15 9 0
|
||||
vertex -4.79494 3.42759 0
|
||||
vertex 5.3246 1.63218 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 0 1
|
||||
outer loop
|
||||
vertex 15 9 0
|
||||
vertex -5.97725 3.87059 0
|
||||
vertex -4.79494 3.42759 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 0 1
|
||||
outer loop
|
||||
vertex -5.97725 3.87059 0
|
||||
vertex -15 9 0
|
||||
vertex -5.97725 -3.87059 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0 0 1
|
||||
outer loop
|
||||
vertex -15 9 0
|
||||
vertex -5.97725 3.87059 0
|
||||
vertex 15 9 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0 0 1
|
||||
outer loop
|
||||
vertex 5.3246 -1.63218 0
|
||||
vertex 15 -9 0
|
||||
vertex 5.3246 1.63218 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0 0 1
|
||||
outer loop
|
||||
vertex -4.79494 -3.42759 0
|
||||
vertex 15 -9 0
|
||||
vertex 5.3246 -1.63218 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0 0 1
|
||||
outer loop
|
||||
vertex -5.97725 -3.87059 0
|
||||
vertex 15 -9 0
|
||||
vertex -4.79494 -3.42759 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 0 1
|
||||
outer loop
|
||||
vertex -5.97725 -3.87059 0
|
||||
vertex -15 -9 0
|
||||
vertex 15 -9 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 0 1
|
||||
outer loop
|
||||
vertex -15 -9 0
|
||||
vertex -5.97725 -3.87059 0
|
||||
vertex -15 9 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 0 -1
|
||||
outer loop
|
||||
vertex -15 -9 -8
|
||||
vertex 15 9 -8
|
||||
vertex 15 -9 -8
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0 0 -1
|
||||
outer loop
|
||||
vertex 15 9 -8
|
||||
vertex -15 -9 -8
|
||||
vertex -15 9 -8
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -1 0 0
|
||||
outer loop
|
||||
vertex -15 -9 -8
|
||||
vertex -15 9 0
|
||||
vertex -15 9 -8
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -1 -0 0
|
||||
outer loop
|
||||
vertex -15 9 0
|
||||
vertex -15 -9 -8
|
||||
vertex -15 -9 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 1 -0
|
||||
outer loop
|
||||
vertex 15 9 -8
|
||||
vertex -15 9 0
|
||||
vertex 15 9 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 1 0
|
||||
outer loop
|
||||
vertex -15 9 0
|
||||
vertex 15 9 -8
|
||||
vertex -15 9 -8
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 -1 0
|
||||
outer loop
|
||||
vertex -15 -9 -8
|
||||
vertex 15 -9 0
|
||||
vertex -15 -9 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 -1 -0
|
||||
outer loop
|
||||
vertex 15 -9 0
|
||||
vertex -15 -9 -8
|
||||
vertex 15 -9 -8
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 0 1
|
||||
outer loop
|
||||
vertex -6.2 4.2 -0.4
|
||||
vertex 6.2 -2 -0.4
|
||||
vertex 6.2 2 -0.4
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 0 1
|
||||
outer loop
|
||||
vertex 6.2 -2 -0.4
|
||||
vertex -6.2 4.2 -0.4
|
||||
vertex -6.2 -4.2 -0.4
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0.873667 0 -0.486524
|
||||
outer loop
|
||||
vertex -5.97725 -3.87059 0
|
||||
vertex -6.2 4.2 -0.4
|
||||
vertex -5.97725 3.87059 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0.873667 0 -0.486524
|
||||
outer loop
|
||||
vertex -6.2 4.2 -0.4
|
||||
vertex -5.97725 -3.87059 0
|
||||
vertex -6.2 -4.2 -0.4
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0.107146 0.603912 -0.789816
|
||||
outer loop
|
||||
vertex 6.2 -2 -0.4
|
||||
vertex -4.79494 -3.42759 0
|
||||
vertex 5.3246 -1.63218 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0.107147 0.603918 -0.789812
|
||||
outer loop
|
||||
vertex -4.79494 -3.42759 0
|
||||
vertex 6.2 -2 -0.4
|
||||
vertex -6.2 -4.2 -0.4
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0.304068 0.811519 -0.498978
|
||||
outer loop
|
||||
vertex -4.79494 -3.42759 0
|
||||
vertex -6.2 -4.2 -0.4
|
||||
vertex -5.97725 -3.87059 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0.304068 -0.811519 -0.498978
|
||||
outer loop
|
||||
vertex -5.97725 3.87059 0
|
||||
vertex -6.2 4.2 -0.4
|
||||
vertex -4.79494 3.42759 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0.107146 -0.603912 -0.789816
|
||||
outer loop
|
||||
vertex -4.79494 3.42759 0
|
||||
vertex 6.2 2 -0.4
|
||||
vertex 5.3246 1.63218 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0.107147 -0.603918 -0.789812
|
||||
outer loop
|
||||
vertex 6.2 2 -0.4
|
||||
vertex -4.79494 3.42759 0
|
||||
vertex -6.2 4.2 -0.4
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0.415603 0 -0.909546
|
||||
outer loop
|
||||
vertex 5.3246 -1.63218 0
|
||||
vertex 6.2 2 -0.4
|
||||
vertex 6.2 -2 -0.4
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0.415603 0 -0.909546
|
||||
outer loop
|
||||
vertex 6.2 2 -0.4
|
||||
vertex 5.3246 -1.63218 0
|
||||
vertex 5.3246 1.63218 0
|
||||
endloop
|
||||
endfacet
|
||||
endsolid OpenSCAD_Model
|
||||
@@ -0,0 +1,12 @@
|
||||
// Female half alone, for the legibility test: is a recessed faceted pocket readable in a
|
||||
// shaded view, or does a concave feature just read as a dark hole with no orientation?
|
||||
use <faceted_ridge_key.scad>
|
||||
|
||||
// The plate must be THICKER than the key is tall, or the "pocket" is a through-hole. The
|
||||
// first version used 3 mm against a 4.5 mm key and cut straight through — caught only by
|
||||
// rendering it. Minimum stock = H + clearance + pocket depth + a wall to print against.
|
||||
PLATE = [30, 18, 8];
|
||||
difference() {
|
||||
translate([-PLATE[0]/2, -PLATE[1]/2, -PLATE[2]]) cube(PLATE);
|
||||
ridge_key_female();
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
# Measure the assembled fit between the supplied male and the generated female.
|
||||
# This is the number that matters: the minimum gap in the seated position.
|
||||
# Run: /snap/bin/freecad.cmd fit_check.py
|
||||
import os
|
||||
import Part
|
||||
|
||||
HERE = os.path.dirname(os.path.abspath(__file__))
|
||||
male = Part.Shape(); male.read(os.path.join(HERE, "bear.step"))
|
||||
fem = Part.Shape(); fem.read(os.path.join(HERE, "BearConnector_Female.step"))
|
||||
male, fem = male.Solids[0], fem.Solids[0]
|
||||
|
||||
d = male.distToShape(fem)
|
||||
print(f"RESULT minimum gap male<->female, seated: {d[0]:.4f} mm (design clearance 0.20)")
|
||||
|
||||
c = male.common(fem)
|
||||
print(f"RESULT interference volume: {(c.Volume if c.Solids else 0.0):.6f} mm3")
|
||||
|
||||
p = d[1][0][0]
|
||||
print(f"RESULT tightest point on the male: ({p.x:.2f}, {p.y:.2f}, {p.z:.2f})")
|
||||
print(f"RESULT male {male.Volume/1000:.2f} cm3 / female {fem.Volume/1000:.2f} cm3")
|
||||
@@ -0,0 +1,143 @@
|
||||
# Mate-connector glyph probe — built as REAL solids on REAL mechanical geometry,
|
||||
# so the shape can be judged in a 3D viewport instead of in a browser mock.
|
||||
#
|
||||
# Four polarity treatments, side by side on one bracket:
|
||||
# A Onshape baseline ...... ring + roll quadrant + three short axis arms
|
||||
# B solid cone ............ ring + quadrant + one-sided Z arrow, filled head (driven)
|
||||
# C hollow collar ......... ring + quadrant + one-sided Z arrow, shell head (fixed)
|
||||
# D pin / cup ............. polarity by RELIEF: a raised pin vs a sunk cup
|
||||
#
|
||||
# D is the one that only a 3D test can settle: in a shaded viewport, solid-vs-hollow is a
|
||||
# weak cue that depends on angle and lighting, while convex-vs-concave is a strong one --
|
||||
# and male/female is the mechanical language for polarity anyway.
|
||||
#
|
||||
# Scale note: in the real viewport gizmos are screen-constant (~15-40 px via upp = 1/zoom).
|
||||
# At a zoom where a 60 mm part fills ~600 px, 40 px is about 4 mm, so R = 4.5 mm here.
|
||||
|
||||
import FreeCAD as App
|
||||
import FreeCADGui as Gui
|
||||
import Part
|
||||
from FreeCAD import Vector
|
||||
|
||||
DOC = "GlyphProbe"
|
||||
for d in list(App.listDocuments()):
|
||||
App.closeDocument(d)
|
||||
doc = App.newDocument(DOC)
|
||||
|
||||
R = 4.5 # disc radius, the module everything scales from
|
||||
GOLD = (0.93, 0.66, 0.09)
|
||||
BLUE = (0.18, 0.44, 0.93)
|
||||
GREY = (0.42, 0.46, 0.52)
|
||||
RED = (0.85, 0.29, 0.24)
|
||||
GREEN = (0.23, 0.65, 0.35)
|
||||
|
||||
def add(name, shape, color, transparency=0):
|
||||
o = doc.addObject("Part::Feature", name)
|
||||
o.Shape = shape
|
||||
o.ViewObject.ShapeColor = color
|
||||
o.ViewObject.LineColor = color
|
||||
o.ViewObject.PointColor = color
|
||||
o.ViewObject.Transparency = transparency
|
||||
return o
|
||||
|
||||
def frame(origin, zdir, xdir):
|
||||
"""Right-handed placement matrix from origin + Z + X (X orthonormalised against Z)."""
|
||||
z = Vector(*zdir); z.normalize()
|
||||
xr = Vector(*xdir)
|
||||
x = xr.sub(Vector(z).multiply(z.dot(xr))); x.normalize()
|
||||
y = z.cross(x)
|
||||
return App.Matrix(x.x, y.x, z.x, origin[0],
|
||||
x.y, y.y, z.y, origin[1],
|
||||
x.z, y.z, z.z, origin[2],
|
||||
0, 0, 0, 1)
|
||||
|
||||
# ---------------------------------------------------------------- the bracket
|
||||
plate = Part.makeBox(120, 46, 8)
|
||||
bore = Part.makeCylinder(7, 40, Vector(96, 23, -6)) # a real bore, curved face
|
||||
boss = Part.makeCylinder(11, 7, Vector(96, 23, 8))
|
||||
part = plate.fuse(boss).cut(bore)
|
||||
add("Bracket", part, (0.60, 0.63, 0.66))
|
||||
|
||||
# ---------------------------------------------------------------- glyph pieces
|
||||
def ring(t=None):
|
||||
t = t or R * 0.10
|
||||
return Part.makeCylinder(R, t).cut(Part.makeCylinder(R * 0.84, t))
|
||||
|
||||
def quadrant(t=None):
|
||||
t = t or R * 0.10
|
||||
return Part.makeCylinder(R * 0.84, t, Vector(0, 0, 0), Vector(0, 0, 1), 90)
|
||||
|
||||
def stem(L=None, r=None):
|
||||
return Part.makeCylinder(r or R * 0.09, L or R * 2.3)
|
||||
|
||||
def solid_head():
|
||||
return Part.makeCone(R * 0.32, 0, R * 0.80, Vector(0, 0, R * 2.3))
|
||||
|
||||
def shell_head():
|
||||
outer = Part.makeCone(R * 0.32, 0, R * 0.80, Vector(0, 0, R * 2.3))
|
||||
inner = Part.makeCone(R * 0.22, 0, R * 0.62, Vector(0, 0, R * 2.3))
|
||||
return outer.cut(inner)
|
||||
|
||||
def short_axis(direction, L=None):
|
||||
L = L or R * 1.15
|
||||
return Part.makeCylinder(R * 0.07, L, Vector(0, 0, 0), Vector(*direction))
|
||||
|
||||
def place(shape, m):
|
||||
s = shape.copy()
|
||||
s.transformShape(m)
|
||||
return s
|
||||
|
||||
# ---------------------------------------------------------------- the variants
|
||||
def variant_A(tag, origin): # Onshape baseline
|
||||
m = frame(origin, (0, 0, 1), (1, 0, 0))
|
||||
add(tag + "_ring", place(ring(), m), GREY)
|
||||
add(tag + "_quad", place(quadrant(), m), GOLD)
|
||||
add(tag + "_x", place(short_axis((1, 0, 0)), m), RED)
|
||||
add(tag + "_y", place(short_axis((0, 1, 0)), m), GREEN)
|
||||
add(tag + "_z", place(short_axis((0, 0, 1), R * 1.6), m), BLUE)
|
||||
|
||||
def variant_B(tag, origin, zdir=(0, 0, 1)): # solid cone = driven
|
||||
m = frame(origin, zdir, (1, 0, 0))
|
||||
add(tag + "_ring", place(ring(), m), BLUE)
|
||||
add(tag + "_quad", place(quadrant(), m), GOLD)
|
||||
add(tag + "_body", place(stem().fuse(solid_head()), m), BLUE)
|
||||
|
||||
def variant_C(tag, origin, zdir=(0, 0, 1)): # hollow collar = fixed
|
||||
m = frame(origin, zdir, (1, 0, 0))
|
||||
add(tag + "_ring", place(ring(), m), GREY)
|
||||
add(tag + "_quad", place(quadrant(), m), GOLD)
|
||||
add(tag + "_body", place(stem().fuse(shell_head()), m), GREY)
|
||||
|
||||
def variant_D_pin(tag, origin, zdir=(0, 0, 1)): # polarity by relief: raised PIN
|
||||
m = frame(origin, zdir, (1, 0, 0))
|
||||
pin = Part.makeCylinder(R * 0.30, R * 1.5).fuse(
|
||||
Part.makeCone(R * 0.30, 0, R * 0.55, Vector(0, 0, R * 1.5)))
|
||||
add(tag + "_ring", place(ring(), m), BLUE)
|
||||
add(tag + "_quad", place(quadrant(), m), GOLD)
|
||||
add(tag + "_pin", place(pin, m), BLUE)
|
||||
|
||||
def variant_D_cup(tag, origin, zdir=(0, 0, 1)): # polarity by relief: sunk CUP
|
||||
m = frame(origin, zdir, (1, 0, 0))
|
||||
cup = Part.makeCylinder(R * 0.62, R * 0.9).cut(
|
||||
Part.makeCylinder(R * 0.40, R * 0.9, Vector(0, 0, -0.01)))
|
||||
add(tag + "_ring", place(ring(), m), GREY)
|
||||
add(tag + "_quad", place(quadrant(), m), GOLD)
|
||||
add(tag + "_cup", place(cup, m), GREY)
|
||||
|
||||
# four treatments across the plate, all on the same flat face, same Z
|
||||
variant_A("A", (14, 30, 8))
|
||||
variant_B("B", (40, 30, 8))
|
||||
variant_C("C", (64, 30, 8))
|
||||
variant_D_pin("Dpin", (14, 10, 8))
|
||||
variant_D_cup("Dcup", (40, 10, 8))
|
||||
|
||||
# the hard cases, which is the whole reason for doing this in 3D:
|
||||
variant_B("Bore", (96, 23, 15)) # on the boss above a bore
|
||||
variant_B("Edge", (64, 0, 8), (0, -0.7071, 0.7071)) # tilted, on an edge, oblique Z
|
||||
|
||||
doc.recompute()
|
||||
|
||||
v = Gui.activeDocument().activeView()
|
||||
v.viewIsometric()
|
||||
Gui.SendMsgToActiveView("ViewFit")
|
||||
App.Console.PrintMessage("glyph probe built: %d objects\n" % len(doc.Objects))
|
||||
|
After Width: | Height: | Size: 41 KiB |
@@ -0,0 +1,112 @@
|
||||
"""Give the bear a handedness mark that survives rasterisation — snaporca-wi3z, Tommaso's call 2.
|
||||
|
||||
The study showed the left/right cue lives in sub-millimetre corner radii and is therefore invisible
|
||||
at glyph size: one pixel is 2.6 mm at 32 px. Roll and verse are safe; handedness is not.
|
||||
|
||||
THE MEASURE IS THE QUESTION ITSELF. Render the glyph, render its mirror image, and count how many
|
||||
pixels differ. If a human is to tell left from right, the two must differ on screen; a candidate
|
||||
that scores near zero is invisible however elegant it looks in CAD. Reported as a percentage of the
|
||||
glyph's own lit area, so the sizes are comparable.
|
||||
"""
|
||||
import json, math, os
|
||||
from PIL import Image, ImageDraw, ImageChops
|
||||
|
||||
HERE = os.path.dirname(os.path.abspath(__file__))
|
||||
D = json.load(open(os.path.join(HERE, "bear_outline.json")))
|
||||
def unit(pts):
|
||||
p = [(x, -z) for x, z in pts]
|
||||
return p
|
||||
outer = unit(D["outer"]); holes = [unit(h["pts"]) for h in D["holes"]]
|
||||
ALL = outer + [p for h in holes for p in h]
|
||||
xs=[p[0] for p in ALL]; ys=[p[1] for p in ALL]
|
||||
CX,CY = (min(xs)+max(xs))/2,(min(ys)+max(ys))/2
|
||||
SPAN = max(max(xs)-min(xs), max(ys)-min(ys))
|
||||
U = lambda pts: [((x-CX)/SPAN,(y-CY)/SPAN) for x,y in pts]
|
||||
OUT = U(outer)
|
||||
EYES = [U(h) for h,m in zip(holes, D["holes"]) if m["d"] < 20]
|
||||
MUZ = U([h for h,m in zip(holes, D["holes"]) if m["d"] >= 20][0])
|
||||
|
||||
def rdp(pts, eps):
|
||||
if len(pts) < 3: return pts
|
||||
ax,ay=pts[0]; bx,by=pts[-1]; dx,dy=bx-ax,by-ay
|
||||
n=math.hypot(dx,dy); best,bi=-1.0,0
|
||||
for i in range(1,len(pts)-1):
|
||||
px,py=pts[i]
|
||||
d=abs(dx*(ay-py)-(ax-px)*dy)/n if n>1e-12 else math.hypot(px-ax,py-ay)
|
||||
if d>best: best,bi=d,i
|
||||
if best<=eps: return [pts[0],pts[-1]]
|
||||
return rdp(pts[:bi+1],eps)[:-1]+rdp(pts[bi:],eps)
|
||||
def simp(pts,eps):
|
||||
r=rdp(pts+[pts[0]],eps); return r[:-1]
|
||||
|
||||
BASE = simp(OUT, .030) # the 22-vertex outline the study settled on
|
||||
def centroid(p): return (sum(q[0] for q in p)/len(p), sum(q[1] for q in p)/len(p))
|
||||
def circ(cx,cy,r,n=16): return [(cx+r*math.cos(2*math.pi*i/n), cy+r*math.sin(2*math.pi*i/n)) for i in range(n)]
|
||||
EYE_D = []
|
||||
for e in EYES:
|
||||
c=centroid(e); r=(max(p[0] for p in e)-min(p[0] for p in e))/2
|
||||
EYE_D.append((c[0],c[1],r))
|
||||
EYE_D.sort() # [0] = left (x<0), [1] = right
|
||||
|
||||
TOP = max(p[1] for p in BASE)
|
||||
H = TOP - min(p[1] for p in BASE)
|
||||
def ear_tip(sign):
|
||||
cands=[p for p in BASE if p[1] > TOP-0.18*H and (p[0]*sign) > 0]
|
||||
return max(cands, key=lambda p: p[0]*sign) if cands else None
|
||||
LT, RT = ear_tip(-1), ear_tip(+1)
|
||||
|
||||
def notch(tip, sign, k=0.085):
|
||||
"""A wedge bitten out of one ear — background-filled, exactly how the eyes are already drawn."""
|
||||
x,y = tip
|
||||
return [(x, y+0.02), (x - sign*k, y - k*0.55), (x + sign*k*0.15, y - k*1.05)]
|
||||
|
||||
CANDS = {
|
||||
"H0 none": dict(cuts=[], eyes=EYE_D),
|
||||
"H1 notch R ear": dict(cuts=[notch(RT, +1)], eyes=EYE_D),
|
||||
"H2 notch both": dict(cuts=[notch(RT, +1), notch(LT, -1, 0.045)], eyes=EYE_D),
|
||||
"H3 cheek dot": dict(cuts=[circ(EYE_D[1][0]+0.085, EYE_D[1][1]-0.10, 0.038)], eyes=EYE_D),
|
||||
"H4 uneven eyes": dict(cuts=[], eyes=[EYE_D[0], (EYE_D[1][0], EYE_D[1][1], EYE_D[1][2]*1.55)]),
|
||||
}
|
||||
|
||||
def render(c, px, ss=8, mirror=False):
|
||||
S=px*ss; img=Image.new("L",(S,S),0); d=ImageDraw.Draw(img)
|
||||
m = lambda p: (S/2 + (-p[0] if mirror else p[0])*S*0.92, S/2 - p[1]*S*0.92)
|
||||
d.polygon([m(p) for p in BASE], fill=255)
|
||||
d.polygon([m(p) for p in MUZ], fill=0)
|
||||
for cx,cy,r in c["eyes"]:
|
||||
a=m((cx-r,cy+r)); b=m((cx+r,cy-r))
|
||||
d.ellipse([min(a[0],b[0]), min(a[1],b[1]), max(a[0],b[0]), max(a[1],b[1])], fill=0)
|
||||
for cut in c["cuts"]:
|
||||
d.polygon([m(p) for p in cut], fill=0)
|
||||
return img.resize((px,px), Image.LANCZOS)
|
||||
|
||||
SIZES=[22,32,48]
|
||||
print(f"{'candidate':16} " + " ".join(f"{s}px" for s in SIZES) + " (pixels differing from own mirror, % of lit area)")
|
||||
print("-"*84)
|
||||
scores={}
|
||||
for name,c in CANDS.items():
|
||||
row=[]
|
||||
for px in SIZES:
|
||||
a=render(c,px); b=render(c,px,mirror=True)
|
||||
diff=ImageChops.difference(a,b)
|
||||
nd=sum(1 for v in diff.getdata() if v>40)
|
||||
lit=sum(1 for v in a.getdata() if v>40) or 1
|
||||
row.append(100.0*nd/lit)
|
||||
scores[name]=row
|
||||
print(f"{name:16} " + " ".join(f"{v:5.1f}" for v in row))
|
||||
|
||||
pad,cell=8,58
|
||||
W=pad+len(SIZES)*2*cell+pad; Hh=pad+len(CANDS)*cell+pad
|
||||
sheet=Image.new("RGB",(W,Hh),(24,27,32))
|
||||
for r,(name,c) in enumerate(CANDS.items()):
|
||||
for mi,mir in enumerate((False,True)):
|
||||
for si,px in enumerate(SIZES):
|
||||
g=render(c,px,mirror=mir)
|
||||
tile=Image.new("RGB",(px,px),(24,27,32))
|
||||
tile.paste(Image.new("RGB",(px,px),(237,168,23)),(0,0),g)
|
||||
x=pad+(mi*len(SIZES)+si)*cell+(cell-px)//2
|
||||
y=pad+r*cell+(cell-px)//2
|
||||
sheet.paste(tile,(x,y))
|
||||
sheet.resize((W*2,Hh*2), Image.NEAREST).save(os.path.join(HERE,"handedness-sheet.png"))
|
||||
print("\nleft block = as drawn, right block = mirrored. rows: " + ", ".join(CANDS))
|
||||
print("WROTE handedness-sheet.png")
|
||||
|
After Width: | Height: | Size: 20 KiB |
@@ -0,0 +1,135 @@
|
||||
# Build the complementary FEMALE for BearConnector.step.
|
||||
#
|
||||
# Method: take the supplied male B-rep as-is, grow it by a uniform clearance, and subtract that
|
||||
# from a block. Working on the real solid rather than re-modelling the bear is the whole point —
|
||||
# the pocket is then exactly complementary by construction, including every deliberate asymmetry.
|
||||
#
|
||||
# The offset uses join=2 (Intersection), which extends the adjacent planes and meets them at a
|
||||
# sharp corner. For a faceted part that is the correct join: the arc join would round every convex
|
||||
# edge and blunt the very cues the design depends on.
|
||||
#
|
||||
# THE MALE'S NATIVE FRAME: the flat back is the plane Y=0 and the relief rises to Y=+17.27.
|
||||
# X and Z carry the face (83.34 x 66.69). The frame is kept exactly as supplied so that male and
|
||||
# female drop into the same assembly without anyone having to re-orient one of them.
|
||||
# Insertion is therefore along +Y, and the pocket must OPEN on the Y=0 plane.
|
||||
#
|
||||
# A first version of this script assumed the relief ran along +Z, built the block around the wrong
|
||||
# axis, and produced a sealed cavity with no way in. It passed a "male does not intersect female"
|
||||
# check, because that only tests the seated position and says nothing about whether the part can
|
||||
# get there. The straight-pull test below is what catches it.
|
||||
#
|
||||
# Run: /snap/bin/freecad.cmd make_female.py
|
||||
|
||||
import os, sys, math
|
||||
import FreeCAD as App
|
||||
import Part
|
||||
|
||||
HERE = os.path.dirname(os.path.abspath(__file__))
|
||||
MALE = os.path.join(HERE, "bear.step")
|
||||
OUT_STEP = os.path.join(HERE, "BearConnector_Female.step")
|
||||
|
||||
CLEAR = 0.20 # per-face clearance, mm
|
||||
WALL = 4.0 # material around the pocket, mm
|
||||
FLOOR = 3.0 # material behind the deepest point of the pocket, mm
|
||||
|
||||
male = Part.Shape(); male.read(MALE)
|
||||
if len(male.Solids) != 1:
|
||||
print(f"FAIL: expected 1 solid in the male, found {len(male.Solids)}"); sys.exit(1)
|
||||
male = male.Solids[0]
|
||||
bb = male.BoundBox
|
||||
print(f"male : {bb.XLength:.2f} (X) x {bb.YLength:.2f} (Y) x {bb.ZLength:.2f} (Z) mm, "
|
||||
f"{len(male.Faces)} faces, {male.Volume/1000:.2f} cm3")
|
||||
print(f" relief runs Y {bb.YMin:.2f} .. {bb.YMax:.2f} -> insertion along +Y, mouth at Y={bb.YMin:.2f}")
|
||||
|
||||
# ---- 1. can the male even be withdrawn along the insertion axis? ----------------------
|
||||
# Ray-cast a grid along +Y through the tessellated male and count crossings. A straight pull is
|
||||
# possible only if no ray enters the solid more than once; a second entry is an undercut.
|
||||
verts, facets = male.tessellate(0.15)
|
||||
V = [(v.x, v.y, v.z) for v in verts]
|
||||
worst, undercut_pts = 0, 0
|
||||
NX = NZ = 90
|
||||
for i in range(NX):
|
||||
x = bb.XMin + (i + 0.5) * bb.XLength / NX
|
||||
for j in range(NZ):
|
||||
z = bb.ZMin + (j + 0.5) * bb.ZLength / NZ
|
||||
hits = 0
|
||||
for (ia, ib, ic) in facets: # ray (x, *, z) along +Y vs triangle
|
||||
ax, ay, az = V[ia]; bx, by, bz = V[ib]; cx, cy, cz = V[ic]
|
||||
# 2D point-in-triangle in the XZ plane
|
||||
d = (bz - cz) * (ax - cx) + (cx - bx) * (az - cz)
|
||||
if abs(d) < 1e-12: continue
|
||||
u = ((bz - cz) * (x - cx) + (cx - bx) * (z - cz)) / d
|
||||
v = ((cz - az) * (x - cx) + (ax - cx) * (z - cz)) / d
|
||||
if u < 0 or v < 0 or u + v > 1: continue
|
||||
hits += 1
|
||||
worst = max(worst, hits)
|
||||
if hits > 2: undercut_pts += 1
|
||||
print(f"pull : max crossings along +Y = {worst}, undercut samples = {undercut_pts}/{NX*NZ}")
|
||||
if undercut_pts:
|
||||
print("FAIL: the male has an undercut along +Y; a straight pocket cannot release it")
|
||||
sys.exit(1)
|
||||
print(" no undercut -> a straight-pull pocket works")
|
||||
|
||||
# ---- 2. grow the male by the clearance -----------------------------------------------
|
||||
grown = None
|
||||
for join, name in ((2, "Intersection"), (1, "Tangent"), (0, "Arc")):
|
||||
try:
|
||||
g = male.makeOffsetShape(CLEAR, 1e-6, False, False, 0, join, False)
|
||||
if g.isValid() and g.Solids:
|
||||
grown = g.Solids[0]; print(f"offset: join={name}, {grown.Volume/1000:.2f} cm3"); break
|
||||
except Exception as e:
|
||||
print(f"offset: join={name} failed -- {e}")
|
||||
if grown is None:
|
||||
print("FAIL: could not offset the male; refusing to emit a zero-clearance pocket"); sys.exit(1)
|
||||
|
||||
# ---- 3. the block: walls in X and Z, depth in +Y, OPEN at the Y=0 mouth ---------------
|
||||
gb = grown.BoundBox
|
||||
y_mouth = bb.YMin # the male's flat back plane
|
||||
depth = gb.YMax - y_mouth
|
||||
block = Part.makeBox(gb.XLength + 2*WALL, depth + FLOOR, gb.ZLength + 2*WALL,
|
||||
App.Vector(gb.XMin - WALL, y_mouth, gb.ZMin - WALL))
|
||||
print(f"block : {gb.XLength + 2*WALL:.2f} x {depth + FLOOR:.2f} x {gb.ZLength + 2*WALL:.2f} mm, "
|
||||
f"mouth on the Y={y_mouth:.2f} plane")
|
||||
|
||||
female = block.cut(grown)
|
||||
|
||||
# ---- 4. verify --------------------------------------------------------------------------
|
||||
ok = True
|
||||
if not female.isValid(): print("FAIL: invalid shape"); ok = False
|
||||
if len(female.Solids) != 1: print(f"FAIL: {len(female.Solids)} solids"); ok = False
|
||||
|
||||
clash = male.common(female)
|
||||
cv = clash.Volume if clash.Solids else 0.0
|
||||
print(f"check : male ∩ female = {cv:.6f} mm3 (seated fit, must be ~0)")
|
||||
if cv > 1e-3: print("FAIL: male collides with female"); ok = False
|
||||
|
||||
# the mouth must actually be open: the pocket has to reach the Y=y_mouth face of the block
|
||||
mouth_face_area = 0.0
|
||||
for f in female.Faces:
|
||||
c = f.CenterOfMass
|
||||
if abs(c.y - y_mouth) < 1e-6:
|
||||
mouth_face_area += f.Area
|
||||
solid_mouth = (gb.XLength + 2*WALL) * (gb.ZLength + 2*WALL)
|
||||
open_area = solid_mouth - mouth_face_area
|
||||
print(f"check : mouth plane -- material {mouth_face_area:.1f} mm2, opening {open_area:.1f} mm2 "
|
||||
f"({100*open_area/solid_mouth:.1f}% of the face)")
|
||||
if open_area < 100:
|
||||
print("FAIL: the pocket is sealed -- the male cannot be inserted"); ok = False
|
||||
|
||||
cavity = block.Volume - female.Volume
|
||||
print(f"check : cavity {cavity/1000:.2f} cm3 vs male {male.Volume/1000:.2f} cm3 "
|
||||
f"-> clearance shell {(cavity-male.Volume)/1000:.2f} cm3")
|
||||
if cavity < male.Volume: print("FAIL: cavity smaller than the male"); ok = False
|
||||
|
||||
if not ok:
|
||||
print("\nREFUSING to write the STEP"); sys.exit(1)
|
||||
|
||||
doc = App.newDocument("Female")
|
||||
obj = doc.addObject("Part::Feature", "BearConnector_Female")
|
||||
obj.Shape = female
|
||||
doc.recompute()
|
||||
Part.export([obj], OUT_STEP)
|
||||
fb = female.BoundBox
|
||||
print(f"\nwrote {OUT_STEP}")
|
||||
print(f"female: {fb.XLength:.2f} x {fb.YLength:.2f} x {fb.ZLength:.2f} mm, "
|
||||
f"{len(female.Faces)} faces, {female.Volume/1000:.2f} cm3")
|
||||
|
After Width: | Height: | Size: 31 KiB |
|
After Width: | Height: | Size: 26 KiB |
|
After Width: | Height: | Size: 26 KiB |
|
After Width: | Height: | Size: 2.3 KiB |
|
After Width: | Height: | Size: 10 KiB |
|
After Width: | Height: | Size: 5.5 KiB |
|
After Width: | Height: | Size: 25 KiB |
@@ -0,0 +1,99 @@
|
||||
"""Flat glyph vs 3D relief, at the elevations that killed the disc — snaporca-wi3z.
|
||||
|
||||
The flat study collapsed at 16 deg because anything drawn IN the connector's plane foreshortens by
|
||||
sin(elevation). This renders the SAME bear as its real relief (1508 facets off the supplied male)
|
||||
with a simple lambert shade, so the silhouette does the work at a grazing angle. Two rows, same
|
||||
sizes, same elevations, so the comparison is direct.
|
||||
"""
|
||||
import json, math, os
|
||||
from PIL import Image, ImageDraw
|
||||
|
||||
HERE = os.path.dirname(os.path.abspath(__file__))
|
||||
M = json.load(open(os.path.join(HERE, "bear_mesh.json")))
|
||||
V, F = M["v"], M["f"]
|
||||
|
||||
# Part frame: face carried by X (right) and Z (down-negative), relief along +Y.
|
||||
P = [(v[0], -v[2], v[1]) for v in V] # -> (x right, y up, z out of the face)
|
||||
xs=[p[0] for p in P]; ys=[p[1] for p in P]; zs=[p[2] for p in P]
|
||||
CX,CY,CZ = (min(xs)+max(xs))/2, (min(ys)+max(ys))/2, (min(zs)+max(zs))/2
|
||||
SPAN = max(max(xs)-min(xs), max(ys)-min(ys))
|
||||
P = [((x-CX)/SPAN, (y-CY)/SPAN, (z-CZ)/SPAN) for x,y,z in P]
|
||||
|
||||
def shade(px, elev_deg, supersample=8):
|
||||
"""Camera orbits down from straight-on (90) to grazing (small). Rotate about the screen x-axis."""
|
||||
S = px*supersample
|
||||
a = math.radians(elev_deg)
|
||||
ca, sa = math.cos(a), math.sin(a)
|
||||
# view: rotate the model so the face normal tips away from the camera
|
||||
def xf(p):
|
||||
x,y,z = p
|
||||
return (x, y*sa + z*ca, -y*ca + z*sa) # third component = depth toward camera
|
||||
Q = [xf(p) for p in P]
|
||||
img = Image.new("L", (S,S), 0)
|
||||
d = ImageDraw.Draw(img)
|
||||
order = []
|
||||
for tri in F:
|
||||
a3 = [Q[i] for i in tri]
|
||||
order.append((sum(v[2] for v in a3)/3.0, tri, a3))
|
||||
order.sort(key=lambda t: t[0]) # painter: far first
|
||||
light = (-0.35, 0.55, 0.76)
|
||||
for _, tri, a3 in order:
|
||||
(x0,y0,z0),(x1,y1,z1),(x2,y2,z2) = a3
|
||||
ux,uy,uz = x1-x0, y1-y0, z1-z0
|
||||
vx,vy,vz = x2-x0, y2-y0, z2-z0
|
||||
nx,ny,nz = uy*vz-uz*vy, uz*vx-ux*vz, ux*vy-uy*vx
|
||||
n = math.sqrt(nx*nx+ny*ny+nz*nz) or 1.0
|
||||
nx,ny,nz = nx/n, ny/n, nz/n
|
||||
if nz < 0: nx,ny,nz = -nx,-ny,-nz # face the camera
|
||||
lam = max(0.0, nx*light[0] + ny*light[1] + nz*light[2])
|
||||
val = int(70 + 185*lam)
|
||||
pts = [(S/2 + x*S*0.92, S/2 - y*S*0.92) for x,y,_ in a3]
|
||||
d.polygon(pts, fill=val)
|
||||
return img.resize((px,px), Image.LANCZOS)
|
||||
|
||||
# flat outline, for the side-by-side
|
||||
D = json.load(open(os.path.join(HERE, "bear_outline.json")))
|
||||
def unit(pts):
|
||||
p=[(x,-z) for x,z in pts]
|
||||
return [((x-CX)/SPAN,(y-CY)/SPAN) for x,y in p]
|
||||
OUT = unit(D["outer"])
|
||||
HOLES = [unit(h["pts"]) for h in D["holes"]]
|
||||
|
||||
def flat(px, elev_deg, supersample=8):
|
||||
S=px*supersample
|
||||
img=Image.new("L",(S,S),0); d=ImageDraw.Draw(img)
|
||||
k=math.sin(math.radians(elev_deg))
|
||||
m=lambda p:(S/2+p[0]*S*0.92, S/2-p[1]*S*0.92*k)
|
||||
d.polygon([m(p) for p in OUT], fill=255)
|
||||
for h in HOLES: d.polygon([m(p) for p in h], fill=0)
|
||||
return img.resize((px,px), Image.LANCZOS)
|
||||
|
||||
SIZES=[22,32,48]; ELEVS=[(90,"flat on"),(47,"47"),(16,"16"),(6,"6")]
|
||||
pad,cell=8,58
|
||||
W=pad+len(SIZES)*len(ELEVS)*cell+pad; H=pad+2*cell+pad
|
||||
sheet=Image.new("RGB",(W,H),(24,27,32))
|
||||
for r,fn in enumerate((flat, shade)):
|
||||
for ci,(elev,_) in enumerate(ELEVS):
|
||||
for si,px in enumerate(SIZES):
|
||||
g=fn(px,elev)
|
||||
tile=Image.new("RGB",(px,px),(24,27,32))
|
||||
if fn is flat:
|
||||
tile.paste(Image.new("RGB",(px,px),(237,168,23)),(0,0),g)
|
||||
else:
|
||||
gg=g.convert("L")
|
||||
tile=Image.merge("RGB",(gg.point(lambda v:min(255,int(v*1.00))),
|
||||
gg.point(lambda v:int(v*0.71)),
|
||||
gg.point(lambda v:int(v*0.16))))
|
||||
x=pad+(ci*len(SIZES)+si)*cell+(cell-px)//2
|
||||
y=pad+r*cell+(cell-px)//2
|
||||
sheet.paste(tile,(x,y))
|
||||
sheet.resize((W*2,H*2), Image.NEAREST).save(os.path.join(HERE,"relief-sheet.png"))
|
||||
|
||||
# how much ink survives — the same measure used on the disc glyph
|
||||
print(f"{'elev':>6} {'flat px@32':>11} {'relief px@32':>13}")
|
||||
for elev,_ in ELEVS:
|
||||
f32=flat(32,elev); s32=shade(32,elev)
|
||||
fi=sum(1 for v in f32.getdata() if v>40)
|
||||
si=sum(1 for v in s32.getdata() if v>40)
|
||||
print(f"{elev:>6} {fi:>11} {si:>13}")
|
||||
print("WROTE relief-sheet.png")
|
||||
@@ -0,0 +1,9 @@
|
||||
# Export the real male's relief as a triangle mesh, so the grazing test uses the actual geometry.
|
||||
import os, json
|
||||
import Part
|
||||
HERE = os.path.dirname(os.path.abspath(__file__))
|
||||
s = Part.Shape(); s.read(os.path.join(HERE, "bear.step"))
|
||||
verts, facets = s.Solids[0].tessellate(0.25)
|
||||
V = [[round(p.x,4), round(p.y,4), round(p.z,4)] for p in verts]
|
||||
json.dump({"v": V, "f": facets}, open(os.path.join(HERE, "bear_mesh.json"), "w"))
|
||||
print(f"verts {len(V)} facets {len(facets)}")
|
||||
@@ -0,0 +1,85 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Flat-shade the faceted ridge key from several camera directions.
|
||||
|
||||
The point is not a pretty picture. It is one question: does a low-poly solid, flat-shaded,
|
||||
let a human read its orientation from an arbitrary viewpoint -- and specifically, is the
|
||||
view ALONG the ridge ambiguous between front and back, as the geometry suggests it must be
|
||||
in silhouette?
|
||||
|
||||
Flat shading (one normal per facet, no smoothing) is deliberate: it is what the concept
|
||||
claims to rely on, and it is what a CAD viewport with hard normals actually produces.
|
||||
"""
|
||||
import numpy as np
|
||||
from PIL import Image, ImageDraw
|
||||
|
||||
# ---- the key, same numbers as faceted_ridge_key.scad
|
||||
L, W, tf, H, pr, pf, hf = 12.0, 4.0, 0.45, 4.5, 0.22, 0.62, 0.35
|
||||
Wf, xr0, xr1, Hf = W * tf, -L / 2 + L * pr, -L / 2 + L * pf, H * hf
|
||||
|
||||
V = np.array([(-L/2, -W, 0), (-L/2, W, 0), (L/2, Wf, 0), (L/2, -Wf, 0),
|
||||
(xr0, 0, H), (xr1, 0, Hf)], dtype=float)
|
||||
F = [[0, 1, 2, 3], [0, 4, 1], [0, 3, 5], [0, 5, 4], [1, 4, 5], [1, 5, 2], [3, 2, 5]]
|
||||
|
||||
LIGHT = np.array([0.35, -0.5, 0.78]) # a headlight-ish key light
|
||||
LIGHT /= np.linalg.norm(LIGHT)
|
||||
|
||||
|
||||
def look_at(eye, target, up=(0, 0, 1)):
|
||||
f = np.array(target, float) - np.array(eye, float)
|
||||
f /= np.linalg.norm(f)
|
||||
up = np.array(up, float)
|
||||
if abs(np.dot(f, up)) > 0.999:
|
||||
up = np.array([0, 1, 0], float)
|
||||
r = np.cross(f, up); r /= np.linalg.norm(r)
|
||||
u = np.cross(r, f)
|
||||
return r, u, f
|
||||
|
||||
|
||||
def render(eye, target, path, size=(620, 460), scale=26.0, label=""):
|
||||
r, u, f = look_at(eye, target)
|
||||
eye = np.array(eye, float)
|
||||
cam = np.stack([r, u, f]) # world -> camera rows
|
||||
P = (V - eye) @ cam.T # orthographic: x,y screen, z depth
|
||||
|
||||
w, h = size
|
||||
img = Image.new("RGB", size, (238, 240, 243))
|
||||
d = ImageDraw.Draw(img)
|
||||
|
||||
def to_px(p):
|
||||
return (w / 2 + p[0] * scale, h / 2 - p[1] * scale)
|
||||
|
||||
faces = []
|
||||
for face in F:
|
||||
pts = V[face]
|
||||
n = np.cross(pts[1] - pts[0], pts[2] - pts[0])
|
||||
n /= np.linalg.norm(n)
|
||||
centre = pts.mean(axis=0)
|
||||
if np.dot(n, centre - eye) > 0: # back-face cull
|
||||
continue
|
||||
depth = P[face][:, 2].mean()
|
||||
lam = max(0.0, float(np.dot(n, LIGHT)))
|
||||
shade = 0.22 + 0.78 * lam # flat: ONE value for the whole facet
|
||||
col = tuple(int(255 * shade * c) for c in (0.86, 0.72, 0.35))
|
||||
faces.append((depth, [to_px(P[i]) for i in face], col))
|
||||
|
||||
for _, poly, col in sorted(faces, key=lambda t: -t[0]): # painter's algorithm
|
||||
d.polygon(poly, fill=col)
|
||||
|
||||
if label:
|
||||
d.rectangle([8, 8, 8 + 9 * len(label), 30], fill=(255, 255, 255))
|
||||
d.text((14, 14), label, fill=(20, 20, 20))
|
||||
img.save(path)
|
||||
return path
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
t = (0, 0, H * 0.35)
|
||||
views = [
|
||||
((26, -22, 20), "iso: the reference view"),
|
||||
((30, 0, 6), "ALONG +X (from the FRONT, low end)"),
|
||||
((-30, 0, 6), "ALONG -X (from the BACK, tall end)"),
|
||||
((0, 0, 34), "ALONG +Z (straight down the mating axis)"),
|
||||
((2, -32, 5), "ALONG -Y (broadside, grazing)"),
|
||||
]
|
||||
for i, (eye, lab) in enumerate(views):
|
||||
print(render(eye, t, f"rk-{i}.png", label=lab))
|
||||
@@ -0,0 +1,76 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Flat-shade an ASCII/binary STL from several directions.
|
||||
|
||||
Used to answer one question with a picture instead of an argument: does a RECESSED faceted
|
||||
pocket read as an oriented feature, or does a concave feature collapse into a dark hole?
|
||||
"""
|
||||
import struct
|
||||
import sys
|
||||
import numpy as np
|
||||
from PIL import Image, ImageDraw
|
||||
|
||||
LIGHT = np.array([0.35, -0.5, 0.78]); LIGHT /= np.linalg.norm(LIGHT)
|
||||
|
||||
|
||||
def load_stl(path):
|
||||
data = open(path, "rb").read()
|
||||
if data[:5] == b"solid" and b"facet" in data[:2000]:
|
||||
tris, cur = [], []
|
||||
for line in data.decode("ascii", "ignore").splitlines():
|
||||
s = line.split()
|
||||
if s and s[0] == "vertex":
|
||||
cur.append([float(x) for x in s[1:4]])
|
||||
if len(cur) == 3:
|
||||
tris.append(cur); cur = []
|
||||
return np.array(tris, dtype=float)
|
||||
n = struct.unpack("<I", data[80:84])[0]
|
||||
tris = np.empty((n, 3, 3), dtype=float)
|
||||
off = 84
|
||||
for i in range(n):
|
||||
v = struct.unpack("<12f", data[off:off + 48])
|
||||
tris[i] = np.array(v[3:12]).reshape(3, 3)
|
||||
off += 50
|
||||
return tris
|
||||
|
||||
|
||||
def render(tris, eye, target, path, size=(620, 460), scale=14.0, label=""):
|
||||
eye = np.array(eye, float); target = np.array(target, float)
|
||||
f = target - eye; f /= np.linalg.norm(f)
|
||||
up = np.array([0, 0, 1.0])
|
||||
if abs(np.dot(f, up)) > 0.999: up = np.array([0, 1.0, 0])
|
||||
r = np.cross(f, up); r /= np.linalg.norm(r)
|
||||
u = np.cross(r, f)
|
||||
cam = np.stack([r, u, f])
|
||||
|
||||
w, h = size
|
||||
img = Image.new("RGB", size, (238, 240, 243)); d = ImageDraw.Draw(img)
|
||||
faces = []
|
||||
for t in tris:
|
||||
n = np.cross(t[1] - t[0], t[2] - t[0])
|
||||
ln = np.linalg.norm(n)
|
||||
if ln < 1e-12: continue
|
||||
n /= ln
|
||||
c = t.mean(axis=0)
|
||||
if np.dot(n, c - eye) > 0: continue # cull back faces
|
||||
P = (t - eye) @ cam.T
|
||||
lam = max(0.0, float(np.dot(n, LIGHT)))
|
||||
shade = 0.20 + 0.80 * lam
|
||||
col = tuple(int(255 * shade * ch) for ch in (0.86, 0.72, 0.35))
|
||||
poly = [(w / 2 + p[0] * scale, h / 2 - p[1] * scale) for p in P]
|
||||
faces.append((P[:, 2].mean(), poly, col))
|
||||
for _, poly, col in sorted(faces, key=lambda x: -x[0]):
|
||||
d.polygon(poly, fill=col)
|
||||
if label:
|
||||
d.rectangle([8, 8, 8 + 9 * len(label), 30], fill=(255, 255, 255))
|
||||
d.text((14, 14), label, fill=(20, 20, 20))
|
||||
img.save(path)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
tris = load_stl(sys.argv[1])
|
||||
print("triangles:", len(tris))
|
||||
views = [((26, -22, 20), "iso"), ((0, 0, 34), "straight down +Z"),
|
||||
((4, -30, 9), "grazing"), ((-28, -10, 12), "from the tall end")]
|
||||
for i, (eye, lab) in enumerate(views):
|
||||
render(tris, eye, (0, 0, 0), f"fem-{i}.png", label=f"FEMALE POCKET — {lab}")
|
||||
print(f"fem-{i}.png")
|
||||
|
After Width: | Height: | Size: 4.9 KiB |
|
After Width: | Height: | Size: 5.4 KiB |
|
After Width: | Height: | Size: 4.8 KiB |
|
After Width: | Height: | Size: 6.1 KiB |
|
After Width: | Height: | Size: 4.9 KiB |
|
After Width: | Height: | Size: 22 KiB |
|
After Width: | Height: | Size: 56 KiB |
@@ -0,0 +1,142 @@
|
||||
"""Reduce the bear face to the fewest marks that still read at glyph size — snaporca-wi3z.
|
||||
|
||||
Geometry comes from bear_outline.json, which extract_outline.py pulled off the supplied male
|
||||
B-rep's back plate: the outer wire IS the silhouette, the inner wires are the two eyes and the
|
||||
muzzle opening. Nothing here is traced by eye.
|
||||
|
||||
The glyph is drawn IN the connector's plane, so a grazing view foreshortens it along one axis by
|
||||
sin(elevation) — exactly what collapsed the disc's roll quadrant to 3 pixels at 10 deg. Every
|
||||
candidate is therefore rendered at three elevations as well as three pixel sizes.
|
||||
"""
|
||||
import json, math, os
|
||||
from PIL import Image, ImageDraw
|
||||
|
||||
HERE = os.path.dirname(os.path.abspath(__file__))
|
||||
D = json.load(open(os.path.join(HERE, "bear_outline.json")))
|
||||
|
||||
def norm(pts):
|
||||
"""Part frame (X right, Z down-negative) -> glyph frame (x right, y up), centred, unit height."""
|
||||
p = [(x, -z) for x, z in pts]
|
||||
return p
|
||||
|
||||
outer = norm(D["outer"])
|
||||
holes = [norm(h["pts"]) for h in D["holes"]]
|
||||
# the two Ø9.8 wires are the eyes; the wide one is the muzzle
|
||||
eyes = [h for h, meta in zip(holes, D["holes"]) if meta["d"] < 20]
|
||||
muzzle = [h for h, meta in zip(holes, D["holes"]) if meta["d"] >= 20]
|
||||
|
||||
ALL = outer + [p for h in holes for p in h]
|
||||
xs = [p[0] for p in ALL]; ys = [p[1] for p in ALL]
|
||||
CX, CY = (min(xs)+max(xs))/2, (min(ys)+max(ys))/2
|
||||
SPAN = max(max(xs)-min(xs), max(ys)-min(ys))
|
||||
def to_unit(pts): return [((x-CX)/SPAN, (y-CY)/SPAN) for x, y in pts]
|
||||
|
||||
def rdp(pts, eps):
|
||||
"""Douglas-Peucker. Vertex count is the honest measure of 'how simplified'."""
|
||||
if len(pts) < 3: return pts
|
||||
ax, ay = pts[0]; bx, by = pts[-1]
|
||||
dx, dy = bx-ax, by-ay
|
||||
n = math.hypot(dx, dy)
|
||||
best, bi = -1.0, 0
|
||||
for i in range(1, len(pts)-1):
|
||||
px, py = pts[i]
|
||||
d = abs(dx*(ay-py) - (ax-px)*dy)/n if n > 1e-12 else math.hypot(px-ax, py-ay)
|
||||
if d > best: best, bi = d, i
|
||||
if best <= eps:
|
||||
return [pts[0], pts[-1]]
|
||||
return rdp(pts[:bi+1], eps)[:-1] + rdp(pts[bi:], eps)
|
||||
|
||||
def simp_closed(pts, eps):
|
||||
r = rdp(pts + [pts[0]], eps)
|
||||
return r[:-1]
|
||||
|
||||
def centroid(pts):
|
||||
return (sum(p[0] for p in pts)/len(pts), sum(p[1] for p in pts)/len(pts))
|
||||
|
||||
U_OUT = to_unit(outer)
|
||||
U_EYE = [to_unit(e) for e in eyes]
|
||||
U_MUZ = [to_unit(m) for m in muzzle]
|
||||
|
||||
def eye_dots(scale=1.0):
|
||||
out = []
|
||||
for e in U_EYE:
|
||||
cx, cy = centroid(e)
|
||||
r = max(max(p[0] for p in e)-min(p[0] for p in e),
|
||||
max(p[1] for p in e)-min(p[1] for p in e))/2*scale
|
||||
out.append((cx, cy, r))
|
||||
return out
|
||||
|
||||
def muzzle_tri():
|
||||
"""The muzzle reduced to one filled triangle: its two lower corners and its apex."""
|
||||
m = U_MUZ[0]
|
||||
lo = min(p[1] for p in m); hi = max(p[1] for p in m)
|
||||
bottom = [p for p in m if p[1] < lo + 0.06*(hi-lo)]
|
||||
apex = max(m, key=lambda p: p[1])
|
||||
return [min(bottom), max(bottom), apex]
|
||||
|
||||
CANDIDATES = {
|
||||
"C0 full": dict(out=U_OUT, eyes=eye_dots(), muz=U_MUZ[0]),
|
||||
"C1 eps .004": dict(out=simp_closed(U_OUT, .004), eyes=eye_dots(), muz=simp_closed(U_MUZ[0], .004)),
|
||||
"C2 eps .012": dict(out=simp_closed(U_OUT, .012), eyes=eye_dots(), muz=muzzle_tri()),
|
||||
"C3 eps .030": dict(out=simp_closed(U_OUT, .030), eyes=eye_dots(1.15), muz=muzzle_tri()),
|
||||
"C4 no eyes": dict(out=simp_closed(U_OUT, .012), eyes=[], muz=muzzle_tri()),
|
||||
}
|
||||
|
||||
def sym_report(pts, tol=0.02):
|
||||
"""Trivial symmetry group is the property doing the work. If a simplification restores a
|
||||
mirror or a 180 deg rotation, that simplification is wrong."""
|
||||
def match(tf):
|
||||
t = [tf(p) for p in pts]
|
||||
hit = 0
|
||||
for q in t:
|
||||
if min(math.hypot(q[0]-p[0], q[1]-p[1]) for p in pts) <= tol: hit += 1
|
||||
return hit, len(pts)
|
||||
return {
|
||||
"mirror-x": match(lambda p: (-p[0], p[1])),
|
||||
"mirror-y": match(lambda p: ( p[0], -p[1])),
|
||||
"rot-180": match(lambda p: (-p[0], -p[1])),
|
||||
}
|
||||
|
||||
def render(c, px, elev_deg, supersample=8):
|
||||
S = px*supersample
|
||||
img = Image.new("L", (S, S), 0)
|
||||
d = ImageDraw.Draw(img)
|
||||
k = math.sin(math.radians(elev_deg))
|
||||
def m(p):
|
||||
return (S/2 + p[0]*S*0.92, S/2 - p[1]*S*0.92*k)
|
||||
d.polygon([m(p) for p in c["out"]], fill=255)
|
||||
if c["muz"]: d.polygon([m(p) for p in c["muz"]], fill=0)
|
||||
for cx, cy, r in c["eyes"]:
|
||||
a = m((cx-r, cy+r)); b = m((cx+r, cy-r))
|
||||
d.ellipse([a[0], a[1], b[0], b[1]], fill=0)
|
||||
return img.resize((px, px), Image.LANCZOS)
|
||||
|
||||
print(f"{'candidate':14} {'verts':>6} {'marks':>6} symmetry (matched/total, lower is better)")
|
||||
print("-"*78)
|
||||
for name, c in CANDIDATES.items():
|
||||
s = sym_report(c["out"])
|
||||
marks = 1 + (1 if c["muz"] else 0) + len(c["eyes"])
|
||||
sym = " ".join(f"{k} {v[0]}/{v[1]}" for k, v in s.items())
|
||||
print(f"{name:14} {len(c['out']):6} {marks:6} {sym}")
|
||||
|
||||
SIZES = [22, 32, 48]
|
||||
ELEVS = [(90, "flat on"), (47, "47 deg"), (16, "16 deg"), (6, "6 deg")]
|
||||
pad, cell = 8, 56
|
||||
W = pad + len(SIZES)*len(ELEVS)*cell + pad
|
||||
H = pad + len(CANDIDATES)*cell + pad
|
||||
sheet = Image.new("RGB", (W, H), (24, 27, 32))
|
||||
for r, (name, c) in enumerate(CANDIDATES.items()):
|
||||
for ci, (elev, _) in enumerate(ELEVS):
|
||||
for si, px in enumerate(SIZES):
|
||||
g = render(c, px, elev)
|
||||
tile = Image.new("RGB", (px, px), (24, 27, 32))
|
||||
gold = Image.new("RGB", (px, px), (237, 168, 23))
|
||||
tile.paste(gold, (0, 0), g)
|
||||
x = pad + (ci*len(SIZES)+si)*cell + (cell-px)//2
|
||||
y = pad + r*cell + (cell-px)//2
|
||||
sheet.paste(tile, (x, y))
|
||||
sheet = sheet.resize((W*2, H*2), Image.NEAREST)
|
||||
sheet.save(os.path.join(HERE, "simplify-sheet.png"))
|
||||
print("\ncolumns: " + " | ".join(f"{e[1]} @ 22/32/48px" for e in ELEVS))
|
||||
print("rows: " + ", ".join(CANDIDATES))
|
||||
print("WROTE simplify-sheet.png")
|
||||
|
After Width: | Height: | Size: 9.1 KiB |
|
After Width: | Height: | Size: 293 B |
|
After Width: | Height: | Size: 204 B |
|
After Width: | Height: | Size: 238 B |
|
After Width: | Height: | Size: 359 B |
|
After Width: | Height: | Size: 263 B |
|
After Width: | Height: | Size: 314 B |
|
After Width: | Height: | Size: 502 B |
|
After Width: | Height: | Size: 344 B |
|
After Width: | Height: | Size: 464 B |
|
After Width: | Height: | Size: 5.8 KiB |
|
After Width: | Height: | Size: 4.7 KiB |
|
After Width: | Height: | Size: 7.0 KiB |
|
After Width: | Height: | Size: 5.7 KiB |
|
After Width: | Height: | Size: 19 KiB |
@@ -0,0 +1,74 @@
|
||||
# Trim the boxy frame off the female so its outer shape is the bear face itself.
|
||||
#
|
||||
# Method: take the male's flat back face (the plane Y=0 -- that face IS the bear silhouette),
|
||||
# offset its OUTER wire outward in 2D, extrude the result along the insertion axis, and keep only
|
||||
# the part of the female inside it. Everything outside is the block frame and goes away.
|
||||
#
|
||||
# NOTE ON THE NUMBER. The pocket's side walls stand at +0.20 mm from the male outline, because that
|
||||
# is the clearance. A trim boundary at +0.10 mm therefore falls INSIDE them by 0.10 mm and removes
|
||||
# the side wall entirely rather than leaving a thin one. The script runs the requested value and
|
||||
# then measures what is actually left, so the outcome is a number rather than an opinion; it also
|
||||
# emits a second variant at an offset that leaves a printable wall, for comparison.
|
||||
#
|
||||
# Run: /snap/bin/freecad.cmd trim_female.py
|
||||
|
||||
import os, sys
|
||||
import FreeCAD as App
|
||||
import Part
|
||||
from FreeCAD import Vector
|
||||
|
||||
HERE = os.path.dirname(os.path.abspath(__file__))
|
||||
MALE = os.path.join(HERE, "bear.step")
|
||||
FEMALE = os.path.join(HERE, "BearConnector_Female.step")
|
||||
|
||||
REQUESTED = 0.10 # as asked
|
||||
CLEARANCE = 0.20 # what the pocket was built with
|
||||
SAFE_WALL = 1.60 # a wall that survives an FDM nozzle: clearance + ~1.4 mm
|
||||
|
||||
male = Part.Shape(); male.read(MALE); male = male.Solids[0]
|
||||
fem = Part.Shape(); fem.read(FEMALE); fem = fem.Solids[0]
|
||||
print(f"female in : {fem.Volume/1000:.2f} cm3, {len(fem.Faces)} faces")
|
||||
|
||||
# --- the bear silhouette: the male's flat back face at Y = 0
|
||||
back = None
|
||||
for f in male.Faces:
|
||||
n = f.normalAt(0, 0)
|
||||
if abs(f.CenterOfMass.y) < 1e-6 and abs(abs(n.y) - 1.0) < 1e-6:
|
||||
if back is None or f.Area > back.Area:
|
||||
back = f
|
||||
if back is None:
|
||||
print("FAIL: could not find the flat back face at Y=0"); sys.exit(1)
|
||||
print(f"silhouette: back face area {back.Area:.1f} mm2, {len(back.Wires)} wires "
|
||||
f"(outer + {len(back.Wires)-1} holes: eyes and mouth)")
|
||||
|
||||
fb = fem.BoundBox
|
||||
y0, y1 = fb.YMin - 5.0, fb.YMax + 5.0
|
||||
|
||||
def trimmed(offset):
|
||||
"""keep only the part of the female inside the silhouette grown by `offset`"""
|
||||
wire = back.OuterWire
|
||||
grown = wire.makeOffset2D(offset, join=2, fill=False, openResult=False, intersection=True)
|
||||
face = Part.Face(Part.Wire(grown.Edges))
|
||||
prism = face.extrude(Vector(0, y1 - y0, 0))
|
||||
prism.translate(Vector(0, y0 - face.CenterOfMass.y, 0))
|
||||
return fem.common(prism)
|
||||
|
||||
for tag, off, out in (("requested", REQUESTED, "BearConnector_Female_Trimmed.step"),
|
||||
("safe wall", SAFE_WALL, "BearConnector_Female_Trimmed_wall.step")):
|
||||
r = trimmed(off)
|
||||
if not r.Solids:
|
||||
print(f"\n{tag} (+{off:.2f} mm): NOTHING LEFT"); continue
|
||||
wall = off - CLEARANCE
|
||||
# is there any material left at the level of the pocket's side wall?
|
||||
sec = r.section(Part.makePlane(400, 400, Vector(-200, 1.5, -200), Vector(0, 1, 0)))
|
||||
perim = sum(e.Length for e in sec.Edges)
|
||||
print(f"\n{tag} (+{off:.2f} mm) wall = {wall:+.2f} mm")
|
||||
print(f" volume {r.Volume/1000:.2f} cm3, {len(r.Solids)} solid(s), {len(r.Faces)} faces")
|
||||
print(f" section through the pocket wall at Y=1.5: {perim:.1f} mm of edge")
|
||||
if wall <= 0:
|
||||
print(f" -> the trim cuts {abs(wall):.2f} mm INSIDE the pocket wall: no side wall remains")
|
||||
doc = App.newDocument(tag.replace(" ", "_"))
|
||||
o = doc.addObject("Part::Feature", "Female")
|
||||
o.Shape = r; doc.recompute()
|
||||
Part.export([o], os.path.join(HERE, out))
|
||||
print(f" wrote {out}")
|
||||
@@ -0,0 +1,25 @@
|
||||
# Check both trimmed females still fit the male, and export STLs for a visual comparison.
|
||||
# Run: /snap/bin/freecad.cmd verify_trimmed.py
|
||||
import os
|
||||
import Mesh, Part
|
||||
|
||||
HERE = os.path.dirname(os.path.abspath(__file__))
|
||||
male = Part.Shape(); male.read(os.path.join(HERE, "bear.step")); male = male.Solids[0]
|
||||
|
||||
for name in ("BearConnector_Female_Trimmed", "BearConnector_Female_Trimmed_wall"):
|
||||
p = os.path.join(HERE, name + ".step")
|
||||
s = Part.Shape(); s.read(p); s = s.Solids[0]
|
||||
d = male.distToShape(s)[0]
|
||||
c = male.common(s)
|
||||
cv = c.Volume if c.Solids else 0.0
|
||||
bb = s.BoundBox
|
||||
print(f"{name}")
|
||||
print(f" {bb.XLength:.2f} x {bb.YLength:.2f} x {bb.ZLength:.2f} mm, {s.Volume/1000:.2f} cm3, "
|
||||
f"{len(s.Faces)} faces, valid={s.isValid()}")
|
||||
print(f" gap to male {d:.4f} mm, interference {cv:.6f} mm3")
|
||||
m = Mesh.Mesh(); m.addFacets([tuple(t) for t in s.tessellate(0.12)[1]] and
|
||||
[(s.tessellate(0.12)[0][a], s.tessellate(0.12)[0][b],
|
||||
s.tessellate(0.12)[0][c2])
|
||||
for a, b, c2 in s.tessellate(0.12)[1]])
|
||||
m.write(os.path.join(HERE, name + ".stl"))
|
||||
print(f" wrote {name}.stl ({m.CountFacets} facets)")
|
||||