Package piecad

"Easy as Pie" CAD (Piecad)

It is my opinionted view of what a good, simple CAD API should look like.

For many years I used OpenSCAD, but the functional language it uses was often a hinderance and its speed was poor.

Piecad is based on Manifold. Manifold incorporates Clipper2 for 2D objects. It also uses quickhull for 3d convex hulls. You can see Manifold's web site for other packages that are used.

Piecad also uses isect_segments-bentley_ottmann to check for polygon self intersections.

Piecad Version

Sub-modules

piecad.bulk_ops

Miscellaneous bulk operations that work on multiple objects.

piecad.path

Create a 2D object from an SVG-like path.

piecad.primitives_2d

Create 2D objects such as circles and retangles.

piecad.primitives_3d

Create 3D objects such as spheres and cubes.

piecad.projectbox

THIS FEATURE IS SOMEWHAT EXPERIMENTAL, THE API SUBJECT TO CHANGE …

piecad.trigonometry

Trigonometry functions that use and return degrees …

piecad.utilities

Miscellaneous (but important) functions

Functions

def set_default_segments(segments: int = 36) ‑> None
Expand source code
def set_default_segments(segments: int = 36) -> None:
    """
    Set the default value for the number of circular segments to use.

    Functions that produce circular objects need to know how
    many segments should be used to draw the "circle".
    For example if you call the `circle` function with `segments = 4`
    it will produce a square... in most cases undesirable, though
    a `circle` with `segments = 6` will produce a hexagon which
    can be useful.
    In most cases a higher number is desired as it produces objects
    that look truly round.

    The default value of `segments` 36.

    If you need a circular objects primary axes to have exact values (at the
    90 degree marks), chose a `segments` value that is a multiple of 4.

    In circular functions, if the value passed in for `segments` is `-1`, then
    the `default_segments` value is used. Thus circular functions have
    a default value for `segments` of `-1`.
    """
    global _default_segments
    _chkGE("segments", segments, 3)
    config["DefaultSegments"] = segments

Set the default value for the number of circular segments to use.

Functions that produce circular objects need to know how many segments should be used to draw the "circle". For example if you call the circle function with segments = 4 it will produce a square… in most cases undesirable, though a circle with segments = 6 will produce a hexagon which can be useful. In most cases a higher number is desired as it produces objects that look truly round.

The default value of segments 36.

If you need a circular objects primary axes to have exact values (at the 90 degree marks), chose a segments value that is a multiple of 4.

In circular functions, if the value passed in for segments is -1, then the default_segments value is used. Thus circular functions have a default value for segments of -1.

def version()
Expand source code
def version():
    "Piecad version"
    return __version__

Piecad version

Classes

class Obj2d (o: object = None, color=None)
Expand source code
class Obj2d:
    """
    Wrapper class for "CrossSections", which are 2D graphical objects.

    Attributes:
        mo The Manifold::CrossSection object used by manifold3d.
    """

    def __init__(self, o: object = None, color=None):
        if o == None:
            o = _m.CrossSection()
        self.mo = o
        self._color = color

    def area(self) -> float:
        """
        The area of this Obj2d.
        """
        return self.mo.area()

    def bounding_box(self):
        """
        Return the bounding box of this object.

        Return a tuple: (left, bottom, right, top) which represents
        a rectangle that would exactly contain this object.

        It can be broken up like this: `x1, y1, x2, y2 = obj.bounding_box()`
        """
        return self.mo.bounds()

    def center(
        self, axes: tuple[bool, bool] = (True, True), at: tuple[float, float] = (0, 0)
    ):
        """
        Center the object on each of the `True` axes.

        Parameter `at` specifies the point to center on.

        """
        xmin, ymin, xmax, ymax = self.bounding_box()
        mid_x = (xmax - xmin) / 2 + xmin
        mid_y = (ymax - ymin) / 2 + ymin
        new_x = 0
        new_x = 0
        new_x = 0
        if axes[0]:
            new_x = at[0] - mid_x
        if axes[1]:
            new_y = at[0] - mid_y
        o2 = self.translate((new_x, new_y))
        o2._color = self._color
        return o2

    def color(self, cspec):
        """
        Assign the given color to this object.</summary>

        Parameters:

            The `color` parameter has 3 formats:

            *   A tuple of RGB color values, where each value is between
                0 and 255. Such as: `(255, 128, 0)`

            * A string beginning with "#" followed by 6 hex digits
                representing RGB. Such as "#FF00FF"
            * A string that is one of the basic or extended CSS color names.
              For a list of color names see: [Color keywords](https://www.w3.org/wiki/CSS/Properties/color/keywords)
        """
        return Obj2d(self.mo, _parse_color(cspec))

    def decompose(self) -> list[Obj2d]:
        """
        Decompose this object into a list of topologically disjoint objects.

        """
        ml = self.mo.decompose()
        l = []
        for m in ml:
            l.append(Obj2d(m, color=self._color))
        return l

    def is_empty(self):
        """
        Is this object empty?
        """
        return self.mo.is_empty()

    def extrude(self, height: int):
        """
        Extrude this object into a Obj3d of the given height.
        """
        o3 = Obj3d(_m.Manifold.extrude(self.mo, height))
        o3._color = self._color
        return o3

    def mirror(self, axes: tuple[bool, bool]):
        """
        Mirror this object around the given axes.

        To understand this, pretend you are holding you right hand up in front of a mirror.
        Consider the hand in mirror the original image, but flattened to 2D.
        Mirror over the x axis and you will get an image to the left that looks like a left hand.
        Mirror over the y axis and you will get an image of the right hand upside down.
        Mirror over the x and y axes and you will get an image a left hand upside down.

        From a mathmatical standpoint, mirroring is negating all the points in each axis selected.

        """
        uv = [0, 0]
        if axes[0]:
            uv[0] = 1
        if axes[1]:
            uv[1] = 1
        return Obj2d(self.mo.mirror(uv), self._color)

    def num_verts(self) -> int:
        """
        The number of vertices in this object.

        This is useful in unit testing shapes.

        It is very difficult to check that a shape is correct, but knowing that a correct
        number of vertices is present goes a long way to making sure things are healthy.
        """
        return self.mo.num_vert()

    def offset(
        self, delta: float, join_type: str, miter_limit: float = 2.0, segments: int = -1
    ) -> Obj2d:
        """
        Offset (or inset) a 2D object by a given distance called `delta`.
        A negative delta will cause an inset to be done.

        Select `join_type` from `"square"`, `"round"`, or `"miter"`.
        To understand `miter_limit`, see: [Clipper2 MiterLimit](https://www.angusj.com/clipper2/Docs/Units/Clipper.Offset/Classes/ClipperOffset/Properties/MiterLimit.htm)

        For `segments` see the documentation of [`set_default_segments`](index.html#piecad.set_default_segments).

        """
        if segments == -1:
            segments = config["DefaultSegments"]
        _chkGE("segments", segments, 3)

        if join_type == "round":
            jt = _m.JoinType.Round
        elif join_type == "square":
            jt = _m.JoinType.Square
        elif join_type == "miter":
            jt = _m.JoinType.Miter
        else:
            raise ValidationError(
                'Invalid join type specified, must be one of: "round", "square", or "miter"'
            )
        o2 = Obj2d(self.mo.offset(delta, jt, miter_limit, segments))
        o2._color = self._color
        return o2

    def piecut(
        self, start_angle=0, end_angle=90, both=False
    ) -> Obj2d | tuple[Obj2d, Obj2d]:
        """
        Cut a wedge out of this object.

        It returns a copy of this object minus the wedge.

        Or if `both` is `True` it returns a tuple of the object minus the wedge and the object intersected with the wedge.
        """
        if end_angle < start_angle:
            end_angle = end_angle + 360.0
        x1, y1, x2, y2 = self.bounding_box()
        c_x = (x2 + x1) / 2.0
        c_y = (y2 + y1) / 2.0
        rad = max(x2 - x1, y2 - y1) * 4
        pts = []
        if end_angle - start_angle != 180.0:
            pts.append((c_x, c_y))
        pts.append((rad * cos(start_angle) + c_x, rad * sin(start_angle) + c_y))
        ang = 90 + start_angle
        while ang < end_angle:
            pts.append((rad * cos(ang) + c_x, rad * sin(ang) + c_y))
            ang = ang + 90
        pts.append((rad * cos(end_angle) + c_x, rad * sin(end_angle) + c_y))
        cutter = Obj2d(_m.CrossSection([pts]))
        o1 = difference(self, cutter)
        o1._color = self._color
        if both:
            o2 = intersect(self, cutter)
            o2._color = self._color
            return (o1, o2)
        return o1

    def revolve(self, revolve_degrees: float = 360.0, segments: int = -1):
        """
        Create a Obj3d by revolving this object around the Y-axis, then rotating it so that Y becomes Z.

        For `segments` see the documentation of [`set_default_segments`](index.html#piecad.set_default_segments).
        """
        o3 = revolve(self, revolve_degrees, segments)
        o3._color = self._color
        return o3

    def rotate(self, degrees: float) -> Obj2d:
        """
        Rotate this object by the given degrees.

        """
        return Obj2d(self.mo.rotate(degrees), color=self._color)

    def scale(self, factors: list[float, float]) -> Obj2d:
        """
        Scale this object by the given factors.

        If you want no change, use `1.0`, that means 100% (thus unchanged).
        """
        _chkV2("factors", factors)
        return Obj2d(self.mo.scale(factors), color=self._color)

    def to_paths(self) -> list[list[float, float]]:
        """
        Return a lists of paths, each of which is a list of vertices that make up this object.
        """
        return self.mo.to_polygons()

    def transform(
        self, matrix2x3: tuple[tuple[float, float, float], tuple[float, float, float]]
    ) -> Obj3d:
        """
        Transform this object with the given affine transformaton matrix.

        If you don't know what this is, you probably don't need it.
        """
        if len(matrix2x3) != 2 or len(matrix2x3[0]) != 3 or len(matrix2x3[1]) != 3:
            raise ValueError("Improperly sized 2x3 matrix.")

        return Obj2d(self.mo.transform(matrix2x3), color=self._color)

    def translate(self, offsets: list[float, float]) -> Obj2d:
        """
        Translate (move) this object by the given offsets.
        """
        _chkV2("offsets", offsets)
        return Obj2d(self.mo.translate(offsets), color=self._color)

Wrapper class for "CrossSections", which are 2D graphical objects.

Attributes

mo The Manifold::CrossSection object used by manifold3d.

Methods

def area(self) ‑> float
Expand source code
def area(self) -> float:
    """
    The area of this Obj2d.
    """
    return self.mo.area()

The area of this Obj2d.

def bounding_box(self)
Expand source code
def bounding_box(self):
    """
    Return the bounding box of this object.

    Return a tuple: (left, bottom, right, top) which represents
    a rectangle that would exactly contain this object.

    It can be broken up like this: `x1, y1, x2, y2 = obj.bounding_box()`
    """
    return self.mo.bounds()

Return the bounding box of this object.

Return a tuple: (left, bottom, right, top) which represents a rectangle that would exactly contain this object.

It can be broken up like this: x1, y1, x2, y2 = obj.bounding_box()

def center(self, axes: tuple[bool, bool] = (True, True), at: tuple[float, float] = (0, 0))
Expand source code
def center(
    self, axes: tuple[bool, bool] = (True, True), at: tuple[float, float] = (0, 0)
):
    """
    Center the object on each of the `True` axes.

    Parameter `at` specifies the point to center on.

    """
    xmin, ymin, xmax, ymax = self.bounding_box()
    mid_x = (xmax - xmin) / 2 + xmin
    mid_y = (ymax - ymin) / 2 + ymin
    new_x = 0
    new_x = 0
    new_x = 0
    if axes[0]:
        new_x = at[0] - mid_x
    if axes[1]:
        new_y = at[0] - mid_y
    o2 = self.translate((new_x, new_y))
    o2._color = self._color
    return o2

Center the object on each of the True axes.

Parameter at specifies the point to center on.

def color(self, cspec)
Expand source code
def color(self, cspec):
    """
    Assign the given color to this object.</summary>

    Parameters:

        The `color` parameter has 3 formats:

        *   A tuple of RGB color values, where each value is between
            0 and 255. Such as: `(255, 128, 0)`

        * A string beginning with "#" followed by 6 hex digits
            representing RGB. Such as "#FF00FF"
        * A string that is one of the basic or extended CSS color names.
          For a list of color names see: [Color keywords](https://www.w3.org/wiki/CSS/Properties/color/keywords)
    """
    return Obj2d(self.mo, _parse_color(cspec))

Assign the given color to this object.

Parameters

The color parameter has 3 formats:

  • A tuple of RGB color values, where each value is between 0 and 255. Such as: (255, 128, 0)

  • A string beginning with "#" followed by 6 hex digits representing RGB. Such as "#FF00FF"

  • A string that is one of the basic or extended CSS color names. For a list of color names see: Color keywords
def decompose(self) ‑> list[Obj2d]
Expand source code
def decompose(self) -> list[Obj2d]:
    """
    Decompose this object into a list of topologically disjoint objects.

    """
    ml = self.mo.decompose()
    l = []
    for m in ml:
        l.append(Obj2d(m, color=self._color))
    return l

Decompose this object into a list of topologically disjoint objects.

def extrude(self, height: int)
Expand source code
def extrude(self, height: int):
    """
    Extrude this object into a Obj3d of the given height.
    """
    o3 = Obj3d(_m.Manifold.extrude(self.mo, height))
    o3._color = self._color
    return o3

Extrude this object into a Obj3d of the given height.

def is_empty(self)
Expand source code
def is_empty(self):
    """
    Is this object empty?
    """
    return self.mo.is_empty()

Is this object empty?

def mirror(self, axes: tuple[bool, bool])
Expand source code
def mirror(self, axes: tuple[bool, bool]):
    """
    Mirror this object around the given axes.

    To understand this, pretend you are holding you right hand up in front of a mirror.
    Consider the hand in mirror the original image, but flattened to 2D.
    Mirror over the x axis and you will get an image to the left that looks like a left hand.
    Mirror over the y axis and you will get an image of the right hand upside down.
    Mirror over the x and y axes and you will get an image a left hand upside down.

    From a mathmatical standpoint, mirroring is negating all the points in each axis selected.

    """
    uv = [0, 0]
    if axes[0]:
        uv[0] = 1
    if axes[1]:
        uv[1] = 1
    return Obj2d(self.mo.mirror(uv), self._color)

Mirror this object around the given axes.

To understand this, pretend you are holding you right hand up in front of a mirror. Consider the hand in mirror the original image, but flattened to 2D. Mirror over the x axis and you will get an image to the left that looks like a left hand. Mirror over the y axis and you will get an image of the right hand upside down. Mirror over the x and y axes and you will get an image a left hand upside down.

From a mathmatical standpoint, mirroring is negating all the points in each axis selected.

def num_verts(self) ‑> int
Expand source code
def num_verts(self) -> int:
    """
    The number of vertices in this object.

    This is useful in unit testing shapes.

    It is very difficult to check that a shape is correct, but knowing that a correct
    number of vertices is present goes a long way to making sure things are healthy.
    """
    return self.mo.num_vert()

The number of vertices in this object.

This is useful in unit testing shapes.

It is very difficult to check that a shape is correct, but knowing that a correct number of vertices is present goes a long way to making sure things are healthy.

def offset(self, delta: float, join_type: str, miter_limit: float = 2.0, segments: int = -1) ‑> Obj2d
Expand source code
def offset(
    self, delta: float, join_type: str, miter_limit: float = 2.0, segments: int = -1
) -> Obj2d:
    """
    Offset (or inset) a 2D object by a given distance called `delta`.
    A negative delta will cause an inset to be done.

    Select `join_type` from `"square"`, `"round"`, or `"miter"`.
    To understand `miter_limit`, see: [Clipper2 MiterLimit](https://www.angusj.com/clipper2/Docs/Units/Clipper.Offset/Classes/ClipperOffset/Properties/MiterLimit.htm)

    For `segments` see the documentation of [`set_default_segments`](index.html#piecad.set_default_segments).

    """
    if segments == -1:
        segments = config["DefaultSegments"]
    _chkGE("segments", segments, 3)

    if join_type == "round":
        jt = _m.JoinType.Round
    elif join_type == "square":
        jt = _m.JoinType.Square
    elif join_type == "miter":
        jt = _m.JoinType.Miter
    else:
        raise ValidationError(
            'Invalid join type specified, must be one of: "round", "square", or "miter"'
        )
    o2 = Obj2d(self.mo.offset(delta, jt, miter_limit, segments))
    o2._color = self._color
    return o2

Offset (or inset) a 2D object by a given distance called delta. A negative delta will cause an inset to be done.

Select join_type from "square", "round", or "miter". To understand miter_limit, see: Clipper2 MiterLimit

For segments see the documentation of set_default_segments.

def piecut(self, start_angle=0, end_angle=90, both=False) ‑> Obj2d | tuple[Obj2dObj2d]
Expand source code
def piecut(
    self, start_angle=0, end_angle=90, both=False
) -> Obj2d | tuple[Obj2d, Obj2d]:
    """
    Cut a wedge out of this object.

    It returns a copy of this object minus the wedge.

    Or if `both` is `True` it returns a tuple of the object minus the wedge and the object intersected with the wedge.
    """
    if end_angle < start_angle:
        end_angle = end_angle + 360.0
    x1, y1, x2, y2 = self.bounding_box()
    c_x = (x2 + x1) / 2.0
    c_y = (y2 + y1) / 2.0
    rad = max(x2 - x1, y2 - y1) * 4
    pts = []
    if end_angle - start_angle != 180.0:
        pts.append((c_x, c_y))
    pts.append((rad * cos(start_angle) + c_x, rad * sin(start_angle) + c_y))
    ang = 90 + start_angle
    while ang < end_angle:
        pts.append((rad * cos(ang) + c_x, rad * sin(ang) + c_y))
        ang = ang + 90
    pts.append((rad * cos(end_angle) + c_x, rad * sin(end_angle) + c_y))
    cutter = Obj2d(_m.CrossSection([pts]))
    o1 = difference(self, cutter)
    o1._color = self._color
    if both:
        o2 = intersect(self, cutter)
        o2._color = self._color
        return (o1, o2)
    return o1

Cut a wedge out of this object.

It returns a copy of this object minus the wedge.

Or if both is True it returns a tuple of the object minus the wedge and the object intersected with the wedge.

def revolve(self, revolve_degrees: float = 360.0, segments: int = -1)
Expand source code
def revolve(self, revolve_degrees: float = 360.0, segments: int = -1):
    """
    Create a Obj3d by revolving this object around the Y-axis, then rotating it so that Y becomes Z.

    For `segments` see the documentation of [`set_default_segments`](index.html#piecad.set_default_segments).
    """
    o3 = revolve(self, revolve_degrees, segments)
    o3._color = self._color
    return o3

Create a Obj3d by revolving this object around the Y-axis, then rotating it so that Y becomes Z.

For segments see the documentation of set_default_segments.

def rotate(self, degrees: float) ‑> Obj2d
Expand source code
def rotate(self, degrees: float) -> Obj2d:
    """
    Rotate this object by the given degrees.

    """
    return Obj2d(self.mo.rotate(degrees), color=self._color)

Rotate this object by the given degrees.

def scale(self, factors: list[float, float]) ‑> Obj2d
Expand source code
def scale(self, factors: list[float, float]) -> Obj2d:
    """
    Scale this object by the given factors.

    If you want no change, use `1.0`, that means 100% (thus unchanged).
    """
    _chkV2("factors", factors)
    return Obj2d(self.mo.scale(factors), color=self._color)

Scale this object by the given factors.

If you want no change, use 1.0, that means 100% (thus unchanged).

def to_paths(self) ‑> list[list[float, float]]
Expand source code
def to_paths(self) -> list[list[float, float]]:
    """
    Return a lists of paths, each of which is a list of vertices that make up this object.
    """
    return self.mo.to_polygons()

Return a lists of paths, each of which is a list of vertices that make up this object.

def transform(self,
matrix2x3: tuple[tuple[float, float, float], tuple[float, float, float]]) ‑> Obj3d
Expand source code
def transform(
    self, matrix2x3: tuple[tuple[float, float, float], tuple[float, float, float]]
) -> Obj3d:
    """
    Transform this object with the given affine transformaton matrix.

    If you don't know what this is, you probably don't need it.
    """
    if len(matrix2x3) != 2 or len(matrix2x3[0]) != 3 or len(matrix2x3[1]) != 3:
        raise ValueError("Improperly sized 2x3 matrix.")

    return Obj2d(self.mo.transform(matrix2x3), color=self._color)

Transform this object with the given affine transformaton matrix.

If you don't know what this is, you probably don't need it.

def translate(self, offsets: list[float, float]) ‑> Obj2d
Expand source code
def translate(self, offsets: list[float, float]) -> Obj2d:
    """
    Translate (move) this object by the given offsets.
    """
    _chkV2("offsets", offsets)
    return Obj2d(self.mo.translate(offsets), color=self._color)

Translate (move) this object by the given offsets.

class Obj3d (o: object = None, color=None)
Expand source code
class Obj3d:
    """
    Wrapper class for "Manifolds", which are 3D graphical objects.

    Attributes:
        mo The Manifold::Manifold object used by manifold3d.
    """

    def __init__(self, o: object = None, color=None):
        if o == None:
            o = _m.Manifold()
        self.mo = o
        self._color = color

    def bounding_box(self):
        """
        Return the bounding box of this object.

        Return a tuple: (left, front, bottom, right, back, top) which represents
        a cuboid that would exactly contain this object.

        It can be broken up like this: `x1, y1, z1, x2, y2, z2 = obj.bounding_box()`
        """
        return self.mo.bounding_box()

    def center(
        self,
        axes: tuple[bool, bool, bool] = (True, True, True),
        at: tuple[float, float, float] = (0, 0, 0),
    ):
        """
        Center the object on each of the `True` axes.

        Parameter `at` specifies the point to center on.

        """
        xmin, ymin, zmin, xmax, ymax, zmax = self.bounding_box()
        mid_x = (xmax - xmin) / 2 + xmin
        mid_y = (ymax - ymin) / 2 + ymin
        mid_z = (zmax - zmin) / 2 + zmin
        new_x = 0
        new_x = 0
        new_x = 0
        if axes[0]:
            new_x = at[0] - mid_x
        if axes[1]:
            new_y = at[0] - mid_y
        if axes[2]:
            new_z = at[0] - mid_z
        o3 = self.translate((new_x, new_y, new_z))
        o3._color = self._color
        return o3

    def color(self, cspec):
        """
        Assign the given color to this object.</summary>

        Parameters:

            The `color` parameter has 3 formats:

            *   A tuple of RGB color values, where each value is between
                0 and 255. Such as: `(255, 128, 0)`

            * A string beginning with "#" followed by 6 hex digits
                representing RGB. Such as "#FF00FF"
            * A string that is one of the basic or extended CSS color names.
              For a list of color names see: [Color keywords](https://www.w3.org/wiki/CSS/Properties/color/keywords)
        """
        return Obj3d(self.mo, _parse_color(cspec))

    def decompose(self) -> list[Obj3d]:
        """
        Decompose this object into a list of topologically disjoint objects.

        """
        ml = self.mo.decompose()
        l = []
        for m in ml:
            l.append(Obj3d(m, color=self._color))
        return l

    def is_empty(self):
        """
        Is this object empty?

        """
        return self.mo.is_empty()

    def mirror(self, axes: tuple[bool, bool, bool]):
        """
        Mirror this object around the given axes.

        To understand this, pretend you are holding you right hand up in front of a mirror.
        Consider the hand in mirror the original image.
        Mirror over the x axis and you will get an image to the left that looks like a left hand.
        Mirror over the y axis and you will get an image like the back of the hand you are holding up.
        Mirror over the x and y axes and you will get an image like the back of a left hand.
        For the Z axis it's the same, but each hand is upside down.

        From a mathmatical standpoint, mirroring is negating all the points in each axis selected.

        """
        uv = [0, 0, 0]
        if axes[0]:
            uv[0] = 1
        if axes[1]:
            uv[1] = 1
        if axes[2]:
            uv[2] = 1
        return Obj3d(self.mo.mirror(uv), self._color)

    def num_faces(self) -> int:
        """
        The number of faces in this object.

        This is useful in unit testing shapes.

        It is very difficult to check that a shape is correct, but knowing that a correct
        number of faces is present goes a long way to making sure things are healthy.
        """
        return self.mo.num_tri()

    def num_verts(self) -> int:
        """
        The number of vertices in this object.

        This is useful in unit testing shapes.

        It is very difficult to check that a shape is correct, but knowing that a correct
        number of vertices is present goes a long way to making sure things are healthy.
        """
        return self.mo.num_vert()

    def piecut(
        self, start_angle=0, end_angle=90, both=False
    ) -> Obj3d | tuple[Obj3d, Obj3d]:
        """
        Cut a wedge out of this object.

        It returns a copy of this object minus the wedge.

        Or if `both` is `True` it returns a tuple of the object minus the wedge and the object intersected with the wedge.

        """
        if end_angle < start_angle:
            end_angle = end_angle + 360.0
        if end_angle - start_angle >= 360.0:
            raise ValidationError(
                "Parameters start_angle and end_angle must be less than 360 degrees apart."
            )
        x1, y1, z1, x2, y2, z2 = self.bounding_box()
        c_x = (x2 + x1) / 2.0
        c_y = (y2 + y1) / 2.0
        c_z = (z2 + z1) / 2.0
        rad = max(z2 - z1, x2 - x1, y2 - y1) * 4
        h = z2 - z1
        pts = []
        if end_angle - start_angle != 180.0:
            pts.append((c_x, c_y))
        pts.append((rad * cos(start_angle) + c_x, rad * sin(start_angle) + c_y))
        ang = 90 + start_angle
        while ang < end_angle:
            pts.append((rad * cos(ang) + c_x, rad * sin(ang) + c_y))
            ang = ang + 90
        pts.append((rad * cos(end_angle) + c_x, rad * sin(end_angle) + c_y))
        cutter = Obj3d(_m.Manifold.extrude(_m.CrossSection([pts]), h)).translate(
            (0, 0, z1)
        )
        if both:
            o1, o2 = self.split(cutter)
            o1._color = self._color
            o2._color = self._color
            return (o1, o2)
        o3 = difference(self, cutter)
        o3._color = self._color
        return o3

    def project(self) -> Obj2d:
        """
        Return a Obj2d representing this object's "shadow" on the x-y plane.

        """
        return Obj2d(self.mo.project(), color=self._color)

    def rotate(self, degrees: list[float, float, float]) -> Obj3d:
        """
        Rotate this object by the given degrees for each axis.

        """
        _chkV3("degrees", degrees)
        return Obj3d(self.mo.rotate(degrees), color=self._color)

    def scale(self, factors: list[float, float, float]) -> Obj3d:
        """
        Scale this object by the given factors.

        If you want no change, use `1.0`, that means 100% (thus unchanged).
        """
        _chkV3("factors", factors)
        return Obj3d(self.mo.scale(factors), color=self._color)

    def slice(self, height: float) -> Obj2d:
        """
        Like `project`, but a the given height.

        """
        _chkGT("height", height, 0)
        return Obj2d(self.mo.slice(height), color=self._color)

    def split(self, cutter: Obj3d) -> Obj3d:
        """
        This is like doing a difference and an intersect between this the cutter
        object simultaneously. It is faster than doing the two operations separately.

        Return is `(diff_obj, inter_obj)`.

        """
        ret = self.mo.split(cutter.mo)
        return (Obj3d(ret[0], color=self._color), Obj3d(ret[1], color=self._color))

    def surface_area(self) -> float:
        """
        The surface area of this Obj3d.
        """
        return self.mo.surface_area()

    def to_verts_and_faces(
        self,
    ) -> tuple[list[list[float, float, float]], list[list[int, int, int]]]:
        """
        Return a pair containg a list of vertices and a list of faces for this object.

        """
        mesh = self.mo.to_mesh()
        if mesh.vert_properties.shape[1] > 3:
            vertices = mesh.vert_properties[:, :3]
        else:
            vertices = mesh.vert_properties
        return (vertices, mesh.tri_verts)

    def transform(
        self,
        matrix3x4: tuple[
            tuple[float, float, float, float],
            tuple[float, float, float, float],
            tuple[float, float, float, float],
            tuple[float, float, float, float],
        ],
    ) -> Obj3d:
        """
        Transform this object with the given affine transformaton matrix.

        If you don't know what this is, you probably don't need it.
        """
        if (
            len(matrix3x4) != 3
            or len(matrix3x4[0]) != 4
            or len(matrix3x4[1]) != 4
            or len(matrix3x4[2]) != 4
        ):
            raise ValueError("Improperly sized 3x4 matrix.")

        return Obj3d(self.mo.transform(matrix3x4), color=self._color)

    def translate(self, offsets: list[float, float, float]) -> Obj3d:
        """
        Translate (move) this object by the given offsets.
        """
        _chkV3("offsets", offsets)
        return Obj3d(self.mo.translate(offsets), color=self._color)

    def volume(self) -> float:
        """
        The volume of this Obj3d.
        """
        return self.mo.volume()

Wrapper class for "Manifolds", which are 3D graphical objects.

Attributes

mo The Manifold::Manifold object used by manifold3d.

Methods

def bounding_box(self)
Expand source code
def bounding_box(self):
    """
    Return the bounding box of this object.

    Return a tuple: (left, front, bottom, right, back, top) which represents
    a cuboid that would exactly contain this object.

    It can be broken up like this: `x1, y1, z1, x2, y2, z2 = obj.bounding_box()`
    """
    return self.mo.bounding_box()

Return the bounding box of this object.

Return a tuple: (left, front, bottom, right, back, top) which represents a cuboid that would exactly contain this object.

It can be broken up like this: x1, y1, z1, x2, y2, z2 = obj.bounding_box()

def center(self,
axes: tuple[bool, bool, bool] = (True, True, True),
at: tuple[float, float, float] = (0, 0, 0))
Expand source code
def center(
    self,
    axes: tuple[bool, bool, bool] = (True, True, True),
    at: tuple[float, float, float] = (0, 0, 0),
):
    """
    Center the object on each of the `True` axes.

    Parameter `at` specifies the point to center on.

    """
    xmin, ymin, zmin, xmax, ymax, zmax = self.bounding_box()
    mid_x = (xmax - xmin) / 2 + xmin
    mid_y = (ymax - ymin) / 2 + ymin
    mid_z = (zmax - zmin) / 2 + zmin
    new_x = 0
    new_x = 0
    new_x = 0
    if axes[0]:
        new_x = at[0] - mid_x
    if axes[1]:
        new_y = at[0] - mid_y
    if axes[2]:
        new_z = at[0] - mid_z
    o3 = self.translate((new_x, new_y, new_z))
    o3._color = self._color
    return o3

Center the object on each of the True axes.

Parameter at specifies the point to center on.

def color(self, cspec)
Expand source code
def color(self, cspec):
    """
    Assign the given color to this object.</summary>

    Parameters:

        The `color` parameter has 3 formats:

        *   A tuple of RGB color values, where each value is between
            0 and 255. Such as: `(255, 128, 0)`

        * A string beginning with "#" followed by 6 hex digits
            representing RGB. Such as "#FF00FF"
        * A string that is one of the basic or extended CSS color names.
          For a list of color names see: [Color keywords](https://www.w3.org/wiki/CSS/Properties/color/keywords)
    """
    return Obj3d(self.mo, _parse_color(cspec))

Assign the given color to this object.

Parameters

The color parameter has 3 formats:

  • A tuple of RGB color values, where each value is between 0 and 255. Such as: (255, 128, 0)

  • A string beginning with "#" followed by 6 hex digits representing RGB. Such as "#FF00FF"

  • A string that is one of the basic or extended CSS color names. For a list of color names see: Color keywords
def decompose(self) ‑> list[Obj3d]
Expand source code
def decompose(self) -> list[Obj3d]:
    """
    Decompose this object into a list of topologically disjoint objects.

    """
    ml = self.mo.decompose()
    l = []
    for m in ml:
        l.append(Obj3d(m, color=self._color))
    return l

Decompose this object into a list of topologically disjoint objects.

def is_empty(self)
Expand source code
def is_empty(self):
    """
    Is this object empty?

    """
    return self.mo.is_empty()

Is this object empty?

def mirror(self, axes: tuple[bool, bool, bool])
Expand source code
def mirror(self, axes: tuple[bool, bool, bool]):
    """
    Mirror this object around the given axes.

    To understand this, pretend you are holding you right hand up in front of a mirror.
    Consider the hand in mirror the original image.
    Mirror over the x axis and you will get an image to the left that looks like a left hand.
    Mirror over the y axis and you will get an image like the back of the hand you are holding up.
    Mirror over the x and y axes and you will get an image like the back of a left hand.
    For the Z axis it's the same, but each hand is upside down.

    From a mathmatical standpoint, mirroring is negating all the points in each axis selected.

    """
    uv = [0, 0, 0]
    if axes[0]:
        uv[0] = 1
    if axes[1]:
        uv[1] = 1
    if axes[2]:
        uv[2] = 1
    return Obj3d(self.mo.mirror(uv), self._color)

Mirror this object around the given axes.

To understand this, pretend you are holding you right hand up in front of a mirror. Consider the hand in mirror the original image. Mirror over the x axis and you will get an image to the left that looks like a left hand. Mirror over the y axis and you will get an image like the back of the hand you are holding up. Mirror over the x and y axes and you will get an image like the back of a left hand. For the Z axis it's the same, but each hand is upside down.

From a mathmatical standpoint, mirroring is negating all the points in each axis selected.

def num_faces(self) ‑> int
Expand source code
def num_faces(self) -> int:
    """
    The number of faces in this object.

    This is useful in unit testing shapes.

    It is very difficult to check that a shape is correct, but knowing that a correct
    number of faces is present goes a long way to making sure things are healthy.
    """
    return self.mo.num_tri()

The number of faces in this object.

This is useful in unit testing shapes.

It is very difficult to check that a shape is correct, but knowing that a correct number of faces is present goes a long way to making sure things are healthy.

def num_verts(self) ‑> int
Expand source code
def num_verts(self) -> int:
    """
    The number of vertices in this object.

    This is useful in unit testing shapes.

    It is very difficult to check that a shape is correct, but knowing that a correct
    number of vertices is present goes a long way to making sure things are healthy.
    """
    return self.mo.num_vert()

The number of vertices in this object.

This is useful in unit testing shapes.

It is very difficult to check that a shape is correct, but knowing that a correct number of vertices is present goes a long way to making sure things are healthy.

def piecut(self, start_angle=0, end_angle=90, both=False) ‑> Obj3d | tuple[Obj3dObj3d]
Expand source code
def piecut(
    self, start_angle=0, end_angle=90, both=False
) -> Obj3d | tuple[Obj3d, Obj3d]:
    """
    Cut a wedge out of this object.

    It returns a copy of this object minus the wedge.

    Or if `both` is `True` it returns a tuple of the object minus the wedge and the object intersected with the wedge.

    """
    if end_angle < start_angle:
        end_angle = end_angle + 360.0
    if end_angle - start_angle >= 360.0:
        raise ValidationError(
            "Parameters start_angle and end_angle must be less than 360 degrees apart."
        )
    x1, y1, z1, x2, y2, z2 = self.bounding_box()
    c_x = (x2 + x1) / 2.0
    c_y = (y2 + y1) / 2.0
    c_z = (z2 + z1) / 2.0
    rad = max(z2 - z1, x2 - x1, y2 - y1) * 4
    h = z2 - z1
    pts = []
    if end_angle - start_angle != 180.0:
        pts.append((c_x, c_y))
    pts.append((rad * cos(start_angle) + c_x, rad * sin(start_angle) + c_y))
    ang = 90 + start_angle
    while ang < end_angle:
        pts.append((rad * cos(ang) + c_x, rad * sin(ang) + c_y))
        ang = ang + 90
    pts.append((rad * cos(end_angle) + c_x, rad * sin(end_angle) + c_y))
    cutter = Obj3d(_m.Manifold.extrude(_m.CrossSection([pts]), h)).translate(
        (0, 0, z1)
    )
    if both:
        o1, o2 = self.split(cutter)
        o1._color = self._color
        o2._color = self._color
        return (o1, o2)
    o3 = difference(self, cutter)
    o3._color = self._color
    return o3

Cut a wedge out of this object.

It returns a copy of this object minus the wedge.

Or if both is True it returns a tuple of the object minus the wedge and the object intersected with the wedge.

def project(self) ‑> Obj2d
Expand source code
def project(self) -> Obj2d:
    """
    Return a Obj2d representing this object's "shadow" on the x-y plane.

    """
    return Obj2d(self.mo.project(), color=self._color)

Return a Obj2d representing this object's "shadow" on the x-y plane.

def rotate(self, degrees: list[float, float, float]) ‑> Obj3d
Expand source code
def rotate(self, degrees: list[float, float, float]) -> Obj3d:
    """
    Rotate this object by the given degrees for each axis.

    """
    _chkV3("degrees", degrees)
    return Obj3d(self.mo.rotate(degrees), color=self._color)

Rotate this object by the given degrees for each axis.

def scale(self, factors: list[float, float, float]) ‑> Obj3d
Expand source code
def scale(self, factors: list[float, float, float]) -> Obj3d:
    """
    Scale this object by the given factors.

    If you want no change, use `1.0`, that means 100% (thus unchanged).
    """
    _chkV3("factors", factors)
    return Obj3d(self.mo.scale(factors), color=self._color)

Scale this object by the given factors.

If you want no change, use 1.0, that means 100% (thus unchanged).

def slice(self, height: float) ‑> Obj2d
Expand source code
def slice(self, height: float) -> Obj2d:
    """
    Like `project`, but a the given height.

    """
    _chkGT("height", height, 0)
    return Obj2d(self.mo.slice(height), color=self._color)

Like project, but a the given height.

def split(self, cutter: Obj3d) ‑> Obj3d
Expand source code
def split(self, cutter: Obj3d) -> Obj3d:
    """
    This is like doing a difference and an intersect between this the cutter
    object simultaneously. It is faster than doing the two operations separately.

    Return is `(diff_obj, inter_obj)`.

    """
    ret = self.mo.split(cutter.mo)
    return (Obj3d(ret[0], color=self._color), Obj3d(ret[1], color=self._color))

This is like doing a difference and an intersect between this the cutter object simultaneously. It is faster than doing the two operations separately.

Return is (diff_obj, inter_obj).

def surface_area(self) ‑> float
Expand source code
def surface_area(self) -> float:
    """
    The surface area of this Obj3d.
    """
    return self.mo.surface_area()

The surface area of this Obj3d.

def to_verts_and_faces(self) ‑> tuple[list[list[float, float, float]], list[list[int, int, int]]]
Expand source code
def to_verts_and_faces(
    self,
) -> tuple[list[list[float, float, float]], list[list[int, int, int]]]:
    """
    Return a pair containg a list of vertices and a list of faces for this object.

    """
    mesh = self.mo.to_mesh()
    if mesh.vert_properties.shape[1] > 3:
        vertices = mesh.vert_properties[:, :3]
    else:
        vertices = mesh.vert_properties
    return (vertices, mesh.tri_verts)

Return a pair containg a list of vertices and a list of faces for this object.

def transform(self,
matrix3x4: tuple[tuple[float, float, float, float], tuple[float, float, float, float], tuple[float, float, float, float], tuple[float, float, float, float]]) ‑> Obj3d
Expand source code
def transform(
    self,
    matrix3x4: tuple[
        tuple[float, float, float, float],
        tuple[float, float, float, float],
        tuple[float, float, float, float],
        tuple[float, float, float, float],
    ],
) -> Obj3d:
    """
    Transform this object with the given affine transformaton matrix.

    If you don't know what this is, you probably don't need it.
    """
    if (
        len(matrix3x4) != 3
        or len(matrix3x4[0]) != 4
        or len(matrix3x4[1]) != 4
        or len(matrix3x4[2]) != 4
    ):
        raise ValueError("Improperly sized 3x4 matrix.")

    return Obj3d(self.mo.transform(matrix3x4), color=self._color)

Transform this object with the given affine transformaton matrix.

If you don't know what this is, you probably don't need it.

def translate(self, offsets: list[float, float, float]) ‑> Obj3d
Expand source code
def translate(self, offsets: list[float, float, float]) -> Obj3d:
    """
    Translate (move) this object by the given offsets.
    """
    _chkV3("offsets", offsets)
    return Obj3d(self.mo.translate(offsets), color=self._color)

Translate (move) this object by the given offsets.

def volume(self) ‑> float
Expand source code
def volume(self) -> float:
    """
    The volume of this Obj3d.
    """
    return self.mo.volume()

The volume of this Obj3d.

class ValidationError (*args, **kwargs)
Expand source code
class ValidationError(BaseException):
    """
    Exception class for errors detected in arguments to **piecad**
    functions and methods.
    """

    pass

Exception class for errors detected in arguments to piecad functions and methods.

Ancestors

  • builtins.BaseException