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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 11 năm trước cách đây
mục cha
commit
3f64d66464
1 tập tin đã thay đổi với 16 bổ sung và 14 xóa
  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;