solid.Shape.pocket
solid.Shape: S = pocket (S, R, DEPTH)
solid.Shape: S = pocket (…, 'Taper', A)
Cut a pocket into a shape.
S = pocket (S, R, DEPTH) cuts the
geom.Region R into S, DEPTH millimetres deep
from the region’s plane, against the normal of its geom.UCS:
a recess, a slot, a cavity. Lay the region on a face with the face’s
UCS, whose normal points out of the part, as geom.UCS (V)
picks one. An Inf DEPTH cuts right through.
The holes of the region are left standing as islands, so a pocket round
a boss is one region with the boss as its hole, and fillet on
the region rounds the pocket’s corners as a milling cutter leaves them.
The cutter comes from outside, as for solid.Shape.hole:
everything inside the outline beyond the region’s plane, on the side its
normal points to, is cleared too, so a pocket drawn on a sloping or
uneven face is clean all round. A pocket drawn under material that its
outline passes through first cuts that material as well.
S = pocket (…, leans the
pocket’s walls in by A degrees as they go deeper, the draft of a
moulded recess, as 'Taper', A)solid.extrude tapers a wall; the islands
widen to match. A is in the range (-90, 90). A region
with splines takes no taper, as for solid.extrude.
Pocketing the empty shape leaves it empty.
## A slot 30 by 8 with round ends, 4 deep in the top of a plate S = solid.box (80, 40, 12); R = geom.Region ([25, 16, 0; 55, 16, 1; 55, 24, 0; 25, 24, 1]); R.UCS = geom.UCS ([0, 0, 1], [0, 0, 12]); S = pocket (S, R, 4); |
See also: solid.Shape.hole, solid.extrude, geom.Region.fillet
Source Code: solid.Shape