LEAP 71 | PicoGK.org Blog
Let’s review quickly what we did. We created a FixtureMaker which allows us to build a fixture for a random object, for example, loaded from an STL mesh. We implemented the geometry creation logic, which required us to learn about positioning meshes, rendering them into Voxels, offsetting, and booleaning the results. We are onto something — but it’s not perfect yet. We have a few things left, including correcting some issues with our objects getting stuck inside the fixture. And we haven’t even touched on how we actually deal with the build plate. We decided to pass a generic BasePlate class to our FixtureMaker, trusting that we will figure this out, whenever we get to it. But, before we continue, let’s step back and look at our work for a second. Is this an elegant structure? Does it satisfy the principles which underlie object oriented programming, including information hiding and minimal exposure of the “internals”? It’s not too bad, actually. We abstracted the input object and the
LEAP 71 | PicoGK.org Blog LEAP 71 PicoGK.org /coding for engineers Table of contents Let’s build a computational fixture maker (Part 2) Now, that was a lot of stuff in one chapter. And we are not done yet. Let’s review quickly what we did. We created a FixtureMaker which allows us to build a fixture for a random object, for example, loaded from an STL mesh. We implemented the geometry creation logic, which required us to learn about positioning meshes, rendering them into Voxels , offsetting, and booleaning the results. We are onto something — but it’s not perfect yet. We have a few things lef
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