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the leg slots have now the correct depth, it does fix the big sphere build process, also separate more the individual pieces for the print otherwise some of the connecting legs get messed up

Fernando Pablo Lopez-Lezcano há 11 anos atrás
pai
commit
3f64d66464
1 ficheiros alterados com 16 adições e 14 exclusões
  1. 16 14
      BigSpHEAR_20.scad

+ 16 - 14
BigSpHEAR_20.scad

@@ -167,29 +167,31 @@ module capsule (azimuth, elevation, mounts, twist, ridge) {
 								if (connect == 1) {
                                     leg_length = (mic_radius - capsule_height + leg_thick) * tan(angles[1]) - capsule_radius
                                                     + slot_extra_depth;
-                                    slot_depth = leg_thick * cos(90 - 2 * angles[1]) + slot_extra_depth + fit;
+                                    slot_depth = leg_thick * cos(90 - 2 * angles[1]) + 2 * slot_extra_depth + fit;
                                     rest_length = leg_length - leg_thick * tan(angles[1]);
 									translate([capsule_radius + leg_length + fudge, - leg_width / 3, 0]) {
 										rotate([0, -90, 0]) {
-											difference() {
-                                                union() {
-                                                    // leg
-                                                    cube([leg_thick, leg_width, leg_length]);
-                                                    // rest
-                                                    translate([0, -leg_width / 3 - (fit / 2), 
-                                                               leg_length - rest_length + slot_extra_depth]) {
-                                                        cube([leg_thick, leg_width, rest_length]);
-                                                    }
-                                                }
+                                            // leg
+                                            difference() {
+                                                cube([leg_thick, leg_width, leg_length]);
 												// cut slot in connector
                                                 translate([0, leg_width / 3 - (fit / 2), 0]) {
                                                     cube([leg_thick, leg_width / 3 + fit, slot_depth]);
                                                 }
-                                                // make ramp in rest
+                                            }
+                                            difference() {
+                                                // make rest
+                                                translate([0, -leg_width / 3 - (fit / 2), 
+                                                           leg_length - rest_length + slot_extra_depth]) {
+                                                    cube([leg_thick, leg_width + fit, rest_length]);
+                                                }
+                                                // convert into a ramp
                                                 translate([-fit, 0, leg_length - rest_length + slot_extra_depth]) {
                                                     rotate([0, 2 * angles[1], 0]) {
                                                         translate([0, - leg_width / 3 - fit, 0]) {
-                                                            cube([leg_thick, leg_width / 3 + fit, rest_length + 2 * fit]);
+                                                            cube([leg_thick, leg_width + 2 * fit, 
+                                                                  // this makes it very long so that a whole ramp is created
+                                                                  leg_thick * tan(angles[1]) + leg_length]);
                                                         }
                                                     }
                                                 }
@@ -315,7 +317,7 @@ if (rendermic == 1) {
 } else {
 													    
     // print all the parts separately
-    part_sep = capsule_radius * 4.2;
+    part_sep = capsule_radius * 4.75;
     if (renderset == 1) {
         if (connect == 1) {
             twist_all = 0;