solid.wedge
drafting: S = solid.wedge (DX, DY, DZ, TX)
drafting: S = solid.wedge (DX, DY, DZ, TOP)
drafting: S = solid.wedge (…, U)
drafting: S = solid.wedge (…, ’Anchor’, A)
A wedge: a block whose top is smaller than its base.
S = solid.wedge (DX, DY, DZ, TX)
returns a solid.Shape standing on a base DX by DY
millimetres, with one corner at the origin, DZ high. Its top face
runs from x = 0 to x = TX across the full depth
DY, so the face opposite x = 0 slopes: this is a ramp, a
gusset or a stop. A TX of zero makes a triangular prism.
S = solid.wedge (DX, DY, DZ, TOP)
gives the top face as the rectangle [XMIN, YMIN,
XMAX, YMAX], so faces can slope on any side, as for a
dovetail, a frustum of a pyramid or a pyramid itself when the rectangle
is a point.
S = solid.wedge (…, U) places the wedge in the
geom.UCS U: DX runs along its x axis, DY
along its y axis and DZ along its normal, with the corner on
its origin.
The option 'Anchor' chooses the point of the wedge that lands on
the origin, of U or of the world when U is left out:
'corner', the corner of the base at the least x and
y, the default, or 'base', the centre of the base.
## A ramp 40 long, 20 wide and 10 high S = solid.wedge (40, 20, 10, 0); volume (S) ⇒ 4000 |
See also: solid.box, solid.Shape, geom.UCS
Source Code: solid.wedge