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- //
- // Spherical Harmonics Ear Project (*SpHEAR)
- //
- // Windscreen modules
- //
- // Copyright 2017, Fernando Lopez-Lezcano, All Rights Reserved
- // nando@ccrma.stanford.edu
- //
- // This program is free software: you can redistribute it and/or modify
- // it under the terms of the GNU General Public License as published by
- // the Free Software Foundation, either version 3 of the License, or
- // (at your option) any later version.
- //
- // This program is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- // GNU General Public License for more details.
- //
- // You should have received a copy of the GNU General Public License
- // along with this program. If not, see <http://www.gnu.org/licenses/>.
- //
- // 3d Models released under the Creative Commons license as follows:
- // Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)
- // http://creativecommons.org/licenses/by-nc-sa/4.0/
- include <SpHEAR_common.scad>
- // http://dkprojects.net/openscad-threads/
- // used for the windscreeen mount threads
- include <threads.scad>;
- // default number of facets for rendering
- facets = 128;
- ////
- //// default model parameters
- ////
- // number of helixes of windscreen frame
- windscreen_sides = 12;
- // radius of windscreen beams
- windscreen_beam_radius = 1.3;
- // radius of frame connectors
- windscreen_conn_radius = windscreen_beam_radius + 0.8;
- // height of connector pin
- windscreen_pin_height = 4.0;
- // windscreen frame
- module sphear_windscreen_frame(sides, height, radius, beam_radius, twist) {
- inc = 360/sides;
- for (r = [0:inc:360]) for (t = [1, -1]) rotate([0, 0, r]) {
- render() {
- linear_extrude(height = height, center = false, convexity = 0, twist = twist * t, $fn = facets/2) {
- translate([radius, 0, 0]) {
- circle(r = beam_radius, $fn = facets/2);
- }
- }
- }
- }
- }
- // windscreen inset frame
- module sphear_windscreen_inset_frame(sides, height, radius, iradius, beam_radius, xscale = 1.0, yscale = 1.0) {
- inc = 360/sides;
- difference() {
- for (r = [0:inc:360]) for (t = [1, -1]) rotate([0, 0, r]) {
- render() {
- hull() {
- translate([iradius, 0, 0]) {
- scale([xscale, yscale, 1.0]) cylinder(r = beam_radius, h = thin_mint, $fn = facets / 2);
- }
- rotate([0, 0, inc/2 * t]) translate([radius, 0, height]) {
- cylinder(r = beam_radius, h = thin_mint, $fn = facets / 2);
- }
- }
- }
- }
- cylinder(r = iradius, h = height, $fn = facets);
- }
- }
- // windscreen frame reinforcements
- module sphear_windscreen_frame_reinforcements(sides, radius, beam_radius, zrotation, yrotation) {
- for (r = [0:360/sides:360]) rotate([0, 0, r + zrotation]) {
- translate([radius, 0, 0]) {
- render() rotate([0, yrotation, 0]) intersection() {
- scale([1.0, 1.55, 1.0]) {
- translate([0, 0, -beam_radius * 2]) {
- cylinder(r = beam_radius, h = beam_radius * 4, $fn = facets);
- }
- }
- scale([1, 2, 2.5]) sphere(r = beam_radius, $fn = facets);
- }
- }
- }
- }
- // windscreen dome
- module sphear_windscreen_dome(sides, radius, beam_radius) {
- arcs = sides/2 - 1;
- ang = 360 / sides;
- difference() {
- for (r = [0, 90]) rotate([0, 0, r]) {
- for (t = [1, -1]) {
- translate([radius * sin(ang/2) * t, 0, 0]) rotate([0, 90, 0]) {
- render() rotate_extrude(convexity = 10, $fn = facets) {
- translate([radius * cos(ang/2), 0, 0]) {
- circle(r = beam_radius, $fn = facets);
- }
- }
- }
- translate([radius * sin(ang/(2/3)) * t, 0, 0]) rotate([0, 90, 0]) {
- render() rotate_extrude(convexity = 10, $fn = facets) {
- translate([radius * cos(ang/(2/3)), 0, 0]) {
- circle(r = beam_radius, $fn = facets);
- }
- }
- }
- }
- }
- brad = radius + 2 * beam_radius + thin_mint;
- translate([-brad, -brad, - 2 * brad]) {
- cube([2 * brad, 2 * brad, 2 * brad]);
- }
- }
- }
- // octagonal windscreen mount to body with thread
- module sphear_windscreen_mount(height, radius, beam_radius) {
- octagon_radius = (radius + 2 * beam_radius + wall) * cos(PI/8);
- difference() {
- cylinder(r = radius + 2 * beam_radius + windscreen_thread_depth, h = height, $fn = facets);
- metric_thread(diameter = radius * 2 + windscreen_thread_fit, pitch = windscreen_thread_pitch,
- length = height, angle = windscreen_thread_angle, internal = true);
- // make outside be a octagon instead of a circle
- rotate([0, 0, 22.5]) translate([0, 0, -thin_mint]) {
- difference() {
- cylinder(r = 1.5 * radius, h = height + 2 * thin_mint);
- cylinder(r = octagon_radius, h = height + 2 * thin_mint, $fn = 8);
- }
- }
- }
- // marker for center of screen
- translate([-(radius + wall), 0, 0]) {
- cylinder(r = 1.0, h = height, $fn = facets);
- }
- }
- // round windscreen mount to body with thread
- module sphear_windscreen_round_mount(height, radius, wradius, wall) {
- difference() {
- cylinder(r = radius + wall, h = height, $fn = facets);
- metric_thread(diameter = radius * 2 + windscreen_thread_fit, pitch = windscreen_thread_pitch,
- length = height, angle = windscreen_thread_angle, internal = true);
- }
- // outer ring that attaches to windscreen
- difference() {
- union() {
- cylinder(r = wradius, h = height/2, $fn = facets);
- translate([0, 0, height/2]) {
- cylinder(r1 = wradius, r2 = radius + wall, h = height/2, $fn = facets);
- }
- }
- cylinder(r = radius + wall, h = height, $fn = facets);
- }
- // marker for center of microphone
- translate([-(wradius), 0, 0]) {
- cylinder(r = 1.0, h = height/2, $fn = facets);
- }
- }
- // round windscreen thread cover
- module sphear_windscreen_thread_cover(height, radius, wall) {
- difference() {
- cylinder(r = radius + 2 * wall, h = height, $fn = facets);
- metric_thread(diameter = radius * 2 + windscreen_thread_fit, pitch = windscreen_thread_pitch,
- length = height + thin_mint, angle = windscreen_thread_angle, internal = true);
- }
- // smooth transition to flare
- *translate([0, 0, height/2]) {
- difference() {
- translate([0, 0, height/2]) {
- cylinder(r2 = radius - windscreen_thread_depth/2, r1 = radius + 2 * wall, h = height/3, $fn = facets);
- }
- cylinder(r2 = radius - windscreen_thread_depth, r1 = radius + wall, h = height, $fn = facets);
- }
- }
- }
- // upper windscreen frame
- module sphear_upper_windscreen(sides, height, radius, beam_radius, conn_radius, pin_height, connectors = true) {
- ang = 360 / sides;
- // dome at top
- translate([0, 0, height]) {
- sphear_windscreen_dome(sides, radius, beam_radius);
- }
- // spiral wireframe
- translate([0, 0, 2]) {
- difference() {
- sphear_windscreen_frame(sides, height, radius, beam_radius, 45);
- if (connectors) {
- // remove bottom of beams to make space for the connectors
- for (r = [1:360/sides:360]) rotate([0, 0, r]) {
- translate([radius, -beam_radius/2, 0]) {
- cylinder(r = conn_radius, h = pin_height - 1.0, $fn = facets);
- }
- }
- }
- }
- }
- if (connectors) {
- // connectors to lower frame
- for (r = [1:360/sides:360]) rotate([0, 0, r]) {
- translate([radius, -beam_radius/2, 0]) {
- difference() {
- union() {
- cylinder(r = conn_radius, h = pin_height + 1.0, $fn = facets);
- translate([0, 0, pin_height + 1]) {
- sphere(r = conn_radius, $fn = facets);
- }
- }
- cylinder(r = beam_radius + fit, h = pin_height + 0.5, $fn = facets);
- }
- }
- }
- // bottom ring, prevents connectors to lower frame from toppling when printing
- difference() {
- scale([1.0, 1.0, 1.5]) rotate_extrude(convexity = 10, $fn = facets/2) {
- translate([radius, 0, 0]) {
- circle(r = wall, $fn = facets/2);
- }
- }
- translate([0, 0, -2 * wall]) {
- cylinder(r = radius + wall, h = 2 * wall + thin_mint, $fn = facets/2);
- }
- for (r = [1:360/sides:360]) rotate([0, 0, r]) {
- translate([radius, -beam_radius/2, -2]) {
- cylinder(r = conn_radius - thin_mint, h = 6.0 + thin_mint, $fn = facets/2);
- }
- }
- }
- }
- // crossing reinforcements
- // first mid crossing
- translate([0, 0, height/3 + 2.0]) {
- sphear_windscreen_frame_reinforcements(sides, radius, beam_radius, ang/2, 0);
- }
- // second mid crossing
- translate([0, 0, height*2/3 + 2.0]) {
- sphear_windscreen_frame_reinforcements(sides, radius, beam_radius, 0, 0);
- }
- // to dome
- translate([0, 0, height + 2.0]) {
- sphear_windscreen_frame_reinforcements(sides, radius, beam_radius, ang/2, 0);
- }
- }
- // lower windscreen frame
- module sphear_lower_windscreen(sides, height, radius, beam_radius, conn_radius, pin_height, connectors = true) {
- ang = 360 / sides;
- // frame
- rotate([0, 0, ang/2]) {
- sphear_windscreen_frame(sides, height, radius, beam_radius, 45);
- }
- // frame crossing reinforcements
- rotate([0, 0, ang/2]) {
- // first mid crossing
- translate([0, 0, height/3]) {
- sphear_windscreen_frame_reinforcements(sides, radius, beam_radius, ang/2, 0);
- }
- // second mid crossing
- translate([0, 0, height*2/3]) {
- sphear_windscreen_frame_reinforcements(sides, radius, beam_radius, 0, 0);
- }
- }
- // connector to upper frame
- for (r = [1:ang:360]) rotate([0, 0, r]) {
- translate([radius, -beam_radius/2, height - 1.0 + 0.4]) {
- render() {
- difference() {
- sphere(r = conn_radius, $fn = facets);
- translate([-2 * conn_radius, -2 * conn_radius, (beam_radius) / 2]) {
- cube([4 * conn_radius, 4 * conn_radius, 4 * conn_radius]);
- }
- }
- // pin
- cylinder(r = beam_radius - fit, h = pin_height, $fn = facets);
- }
- }
- }
- // mount to body
- sphear_windscreen_round_mount(windscreen_thread_height, windscreen_thread_radius, windscreen_radius, 2 * wall);
- }
- //
- // Render components
- //
- // upper windscreen
- module render_sphear_upper_windscreen(zoffset) {
- translate([0, 0, zoffset]) {
- sphear_upper_windscreen(windscreen_sides, windscreen_height, windscreen_radius,
- windscreen_beam_radius, windscreen_conn_radius, windscreen_pin_height, connectors = true);
- }
- }
- // lower windscreen
- module render_sphear_lower_windscreen(zoffset) {
- translate([0, 0, zoffset]) {
- sphear_lower_windscreen(windscreen_sides, windscreen_height, windscreen_radius,
- windscreen_beam_radius, windscreen_conn_radius, windscreen_pin_height, connectors = true);
- }
- }
- // windscreen thread cover
- module render_sphear_windscreen_thread_cover(zoffset) {
- translate([0, 0, zoffset]) {
- sphear_windscreen_thread_cover(windscreen_thread_height, windscreen_thread_radius, wall);
- }
- }
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