Function Reference: 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