Files
OrcaSlicer/docs/design/mate-connectors/relief_sheet.py
T
Tommaso BianchiandClaude Opus 5 555af98474 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>
2026-08-16 17:05:09 +02:00

100 lines
4.2 KiB
Python

"""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")