This commit is contained in:
ValueOn AG 2025-09-26 23:37:07 +02:00
parent dec5f83260
commit 21f9e60af1
8 changed files with 733 additions and 1031 deletions

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# Material-Definitionen für Bostich Locher
# Bostich.mtl
newmtl dark_blue
Ka 0.1 0.1 0.3
Kd 0.2 0.2 0.6
Ks 0.8 0.8 0.9
Ns 100.0
illum 2
newmtl light_gray
Ka 0.3 0.3 0.3
Kd 0.7 0.7 0.7
Ks 0.2 0.2 0.2
Ns 50.0
illum 2
newmtl white
Ka 0.8 0.8 0.8
Kd 0.9 0.9 0.9
Ks 0.1 0.1 0.1
Ns 30.0
illum 2
newmtl metal
Ka 0.2 0.2 0.2
Kd 0.6 0.6 0.6
Ks 0.9 0.9 0.9
Ns 200.0
illum 2

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# Bostich 2-Loch Locher 3D Modell
# Abmessungen: 20cm x 10cm x 10cm
# Erstellt basierend auf Fotos
mtllib bostich.mtl
# Hauptkörper - Basis (dunkelblau)
# Vorne
v -10.0 -5.0 5.0
v 10.0 -5.0 5.0
v 10.0 5.0 5.0
v -10.0 5.0 5.0
# Hinten
v -10.0 -5.0 -5.0
v 10.0 -5.0 -5.0
v 10.0 5.0 -5.0
v -10.0 5.0 -5.0
# Obere Struktur (hellgrau/weiß)
# Vorne
v -8.0 -4.0 5.0
v 8.0 -4.0 5.0
v 8.0 4.0 5.0
v -8.0 4.0 5.0
# Hinten
v -8.0 -4.0 -3.0
v 8.0 -4.0 -3.0
v 8.0 4.0 -3.0
v -8.0 4.0 -3.0
# Hebel (dunkelblau)
# Vorne
v -6.0 -3.0 5.0
v 6.0 -3.0 5.0
v 6.0 3.0 5.0
v -6.0 3.0 5.0
# Hinten
v -6.0 -3.0 3.0
v 6.0 -3.0 3.0
v 6.0 3.0 3.0
v -6.0 3.0 3.0
# Papierführung (weiß)
# Basis
v -2.0 -5.0 5.0
v 2.0 -5.0 5.0
v 2.0 -5.0 8.0
v -2.0 -5.0 8.0
# Verlängerung
v -1.5 -5.0 8.0
v 1.5 -5.0 8.0
v 1.5 -5.0 12.0
v -1.5 -5.0 12.0
# Lochstanzen (Metall)
# Stanze 1 (links)
v -3.0 -0.5 5.0
v -2.0 -0.5 5.0
v -2.0 0.5 5.0
v -3.0 0.5 5.0
v -3.0 -0.5 -5.0
v -2.0 -0.5 -5.0
v -2.0 0.5 -5.0
v -3.0 0.5 -5.0
# Stanze 2 (rechts)
v 2.0 -0.5 5.0
v 3.0 -0.5 5.0
v 3.0 0.5 5.0
v 2.0 0.5 5.0
v 2.0 -0.5 -5.0
v 3.0 -0.5 -5.0
v 3.0 0.5 -5.0
v 2.0 0.5 -5.0
# Federn (Metall)
# Feder 1
v -2.5 -0.3 3.0
v -2.0 -0.3 3.0
v -2.0 0.3 3.0
v -2.5 0.3 3.0
v -2.5 -0.3 1.0
v -2.0 -0.3 1.0
v -2.0 0.3 1.0
v -2.5 0.3 1.0
# Feder 2
v 2.0 -0.3 3.0
v 2.5 -0.3 3.0
v 2.5 0.3 3.0
v 2.0 0.3 3.0
v 2.0 -0.3 1.0
v 2.5 -0.3 1.0
v 2.5 0.3 1.0
v 2.0 0.3 1.0
# Schrauben (Metall)
# Schraube 1
v 4.0 -2.0 4.0
v 4.5 -2.0 4.0
v 4.5 -1.5 4.0
v 4.0 -1.5 4.0
# Schraube 2
v 4.0 1.5 4.0
v 4.5 1.5 4.0
v 4.5 2.0 4.0
v 4.0 2.0 4.0
# Flächen definieren
# Hauptkörper - Basis (dunkelblau)
g base
usemtl dark_blue
# Vorderseite
f 1 2 3 4
# Rückseite
f 5 8 7 6
# Oben
f 1 5 6 2
f 2 6 7 3
f 3 7 8 4
f 4 8 5 1
# Unten
f 1 4 3 2
f 5 6 7 8
# Obere Struktur (hellgrau)
g upper_structure
usemtl light_gray
# Vorderseite
f 9 10 11 12
# Rückseite
f 13 16 15 14
# Oben
f 9 13 14 10
f 10 14 15 11
f 11 15 16 12
f 12 16 13 9
# Unten
f 9 12 11 10
f 13 14 15 16
# Hebel (dunkelblau)
g lever
usemtl dark_blue
# Vorderseite
f 17 18 19 20
# Rückseite
f 21 24 23 22
# Oben
f 17 21 22 18
f 18 22 23 19
f 19 23 24 20
f 20 24 21 17
# Unten
f 17 20 19 18
f 21 22 23 24
# Papierführung (weiß)
g paper_guide
usemtl white
# Basis
f 25 26 27 28
# Verlängerung
f 29 30 31 32
# Seiten
f 25 29 32 28
f 26 30 31 27
f 28 32 31 27
f 25 26 30 29
# Lochstanzen (Metall)
g punches
usemtl metal
# Stanze 1 - Zylinder
f 33 34 35 36
f 37 40 39 38
f 33 37 38 34
f 34 38 39 35
f 35 39 40 36
f 36 40 37 33
# Stanze 2 - Zylinder
f 41 42 43 44
f 45 48 47 46
f 41 45 46 42
f 42 46 47 43
f 43 47 48 44
f 44 48 45 41
# Federn (Metall)
g springs
usemtl metal
# Feder 1
f 49 50 51 52
f 53 56 55 54
f 49 53 54 50
f 50 54 55 51
f 51 55 56 52
f 52 56 53 49
# Feder 2
f 57 58 59 60
f 61 64 63 62
f 57 61 62 58
f 58 62 63 59
f 59 63 64 60
f 60 64 61 57
# Schrauben (Metall)
g screws
usemtl metal
# Schraube 1
f 65 66 67 68
# Schraube 2
f 69 70 71 72

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#!/usr/bin/env python3
"""
Create 3DS file for LEITZ Bostitch 2-hole punch
Based on photos showing 20cm x 10cm x 10cm dimensions
"""
import struct
import math
def _write3dsHeader(f):
"""Write 3DS file header"""
# Main chunk header
f.write(b'\x4D\x4D') # Magic number
f.write(struct.pack('<I', 0)) # File size (will be updated later)
f.write(b'\x3D\x3E') # Version number
def _writeChunk(f, chunkId, data):
"""Write a 3DS chunk with ID and data"""
chunkSize = len(data) + 6 # 6 bytes for chunk header
f.write(struct.pack('<H', chunkId)) # Chunk ID
f.write(struct.pack('<I', chunkSize)) # Chunk size
f.write(data)
def _writeString(data, length):
"""Write null-terminated string with specified length"""
return data.encode('ascii')[:length-1].ljust(length, b'\x00')
def _createVertices():
"""Create vertices for the hole punch model"""
vertices = []
# Main base (light gray) - 20cm x 10cm x 4cm
base_width = 20.0
base_depth = 10.0
base_height = 4.0
# Base vertices
for x in [-base_width/2, base_width/2]:
for y in [-base_depth/2, base_depth/2]:
for z in [0, base_height]:
vertices.append((x, y, z))
# Upper mechanism (light gray) - 16cm x 8cm x 3cm
mech_width = 16.0
mech_depth = 8.0
mech_height = 3.0
mech_z = base_height
for x in [-mech_width/2, mech_width/2]:
for y in [-mech_depth/2, mech_depth/2]:
for z in [mech_z, mech_z + mech_height]:
vertices.append((x, y, z))
# Lever (dark blue) - 12cm x 6cm x 2cm, curved
lever_width = 12.0
lever_depth = 6.0
lever_height = 2.0
lever_z = mech_z + mech_height
# Curved lever vertices
for i in range(8): # 8 points for curved surface
angle = i * math.pi / 7 # 0 to π
x = (lever_width/2) * math.cos(angle)
y = (lever_depth/2) * math.sin(angle)
vertices.append((x, y, lever_z))
vertices.append((x, y, lever_z + lever_height))
# Paper guide (white) - 2cm x 8cm x 0.5cm
guide_width = 2.0
guide_depth = 8.0
guide_height = 0.5
guide_x = base_width/2 + 1.0 # Extends from right side
for x in [guide_x, guide_x + guide_width]:
for y in [-guide_depth/2, guide_depth/2]:
for z in [0, guide_height]:
vertices.append((x, y, z))
# Punch holes (metallic cylinders)
hole_radius = 0.3
hole_height = 8.0
hole_positions = [(-2.0, 0), (2.0, 0)] # Two holes
for hole_x, hole_y in hole_positions:
# Create cylinder vertices
for i in range(8): # 8 sides for cylinder
angle = i * 2 * math.pi / 8
x = hole_x + hole_radius * math.cos(angle)
y = hole_y + hole_radius * math.sin(angle)
vertices.append((x, y, mech_z))
vertices.append((x, y, mech_z + hole_height))
return vertices
def _createFaces(vertices):
"""Create triangular faces for the model"""
faces = []
vertex_count = len(vertices)
# Base faces (first 8 vertices)
base_faces = [
(0, 1, 2), (2, 3, 0), # Bottom
(4, 5, 6), (6, 7, 4), # Top
(0, 1, 5), (5, 4, 0), # Front
(2, 3, 7), (7, 6, 2), # Back
(0, 4, 7), (7, 3, 0), # Left
(1, 5, 6), (6, 2, 1), # Right
]
faces.extend(base_faces)
# Mechanism faces (next 8 vertices)
mech_start = 8
mech_faces = [
(mech_start+0, mech_start+1, mech_start+2), (mech_start+2, mech_start+3, mech_start+0),
(mech_start+4, mech_start+5, mech_start+6), (mech_start+6, mech_start+7, mech_start+4),
(mech_start+0, mech_start+1, mech_start+5), (mech_start+5, mech_start+4, mech_start+0),
(mech_start+2, mech_start+3, mech_start+7), (mech_start+7, mech_start+6, mech_start+2),
(mech_start+0, mech_start+4, mech_start+7), (mech_start+7, mech_start+3, mech_start+0),
(mech_start+1, mech_start+5, mech_start+6), (mech_start+6, mech_start+2, mech_start+1),
]
faces.extend(mech_faces)
# Lever faces (curved surface)
lever_start = 16
for i in range(7): # 7 segments for curved surface
next_i = (i + 1) % 8
# Each segment has 4 vertices (2 top, 2 bottom)
v1 = lever_start + i * 2
v2 = lever_start + i * 2 + 1
v3 = lever_start + next_i * 2 + 1
v4 = lever_start + next_i * 2
faces.append((v1, v2, v3))
faces.append((v3, v4, v1))
# Paper guide faces
guide_start = 32
guide_faces = [
(guide_start+0, guide_start+1, guide_start+2), (guide_start+2, guide_start+3, guide_start+0),
(guide_start+4, guide_start+5, guide_start+6), (guide_start+6, guide_start+7, guide_start+4),
(guide_start+0, guide_start+1, guide_start+5), (guide_start+5, guide_start+4, guide_start+0),
(guide_start+2, guide_start+3, guide_start+7), (guide_start+7, guide_start+6, guide_start+2),
(guide_start+0, guide_start+4, guide_start+7), (guide_start+7, guide_start+3, guide_start+0),
(guide_start+1, guide_start+5, guide_start+6), (guide_start+6, guide_start+2, guide_start+1),
]
faces.extend(guide_faces)
# Punch hole cylinders
hole_start = 40
for hole in range(2): # Two holes
hole_offset = hole_start + hole * 16 # 16 vertices per cylinder
for i in range(8): # 8 sides
next_i = (i + 1) % 8
v1 = hole_offset + i * 2
v2 = hole_offset + i * 2 + 1
v3 = hole_offset + next_i * 2 + 1
v4 = hole_offset + next_i * 2
faces.append((v1, v2, v3))
faces.append((v3, v4, v1))
return faces
def _writeVertices(f, vertices):
"""Write vertex data to 3DS file"""
data = b''
data += struct.pack('<H', len(vertices)) # Number of vertices
for x, y, z in vertices:
data += struct.pack('<fff', x, y, z) # X, Y, Z coordinates
_writeChunk(f, 0x4110, data) # VERTLIST chunk
def _writeFaces(f, faces):
"""Write face data to 3DS file"""
data = b''
data += struct.pack('<H', len(faces)) # Number of faces
for face in faces:
data += struct.pack('<HHH', face[0], face[1], face[2]) # Three vertex indices
data += struct.pack('<H', 0) # Face flags
_writeChunk(f, 0x4120, data) # FACELIST chunk
def _writeMaterials(f):
"""Write material definitions"""
# Dark blue material for lever
data = b''
data += _writeString('LEVER_MAT', 12)
data += struct.pack('<fff', 0.2, 0.2, 0.6) # Diffuse color (dark blue)
data += struct.pack('<fff', 0.1, 0.1, 0.3) # Ambient color
data += struct.pack('<fff', 0.8, 0.8, 0.9) # Specular color
data += struct.pack('<f', 100.0) # Shininess
_writeChunk(f, 0xA000, data) # Material chunk
# Light gray material for base
data = b''
data += _writeString('BASE_MAT', 12)
data += struct.pack('<fff', 0.7, 0.7, 0.7) # Diffuse color (light gray)
data += struct.pack('<fff', 0.3, 0.3, 0.3) # Ambient color
data += struct.pack('<fff', 0.2, 0.2, 0.2) # Specular color
data += struct.pack('<f', 50.0) # Shininess
_writeChunk(f, 0xA000, data) # Material chunk
# White material for paper guide
data = b''
data += _writeString('GUIDE_MAT', 12)
data += struct.pack('<fff', 0.9, 0.9, 0.9) # Diffuse color (white)
data += struct.pack('<fff', 0.8, 0.8, 0.8) # Ambient color
data += struct.pack('<fff', 0.1, 0.1, 0.1) # Specular color
data += struct.pack('<f', 30.0) # Shininess
_writeChunk(f, 0xA000, data) # Material chunk
# Metallic material for punch holes
data = b''
data += _writeString('METAL_MAT', 12)
data += struct.pack('<fff', 0.6, 0.6, 0.6) # Diffuse color (metallic gray)
data += struct.pack('<fff', 0.2, 0.2, 0.2) # Ambient color
data += struct.pack('<fff', 0.9, 0.9, 0.9) # Specular color
data += struct.pack('<f', 200.0) # Shininess
_writeChunk(f, 0xA000, data) # Material chunk
def createBostich3ds():
"""Create the complete 3DS file for the Bostitch hole punch"""
print("Creating Bostitch hole punch 3DS model...")
# Generate geometry
vertices = _createVertices()
faces = _createFaces(vertices)
print(f"Generated {len(vertices)} vertices and {len(faces)} faces")
# Create 3DS file
with open('bostich_hole_punch.3ds', 'wb') as f:
# Write header
_write3dsHeader(f)
# Write main 3D editor chunk
editor_data = b''
# Write object chunk
object_data = b''
object_data += _writeString('BOSTICH_PUNCH', 12) # Object name
# Write mesh chunk
mesh_data = b''
_writeVertices(f, vertices)
_writeFaces(f, faces)
# Write materials
_writeMaterials(f)
# Close chunks
_writeChunk(f, 0x4000, object_data) # OBJECT chunk
_writeChunk(f, 0x3D3E, editor_data) # 3DEDITOR chunk
print("3DS file created: bostich_hole_punch.3ds")
print("Dimensions: 20cm x 10cm x 10cm")
print("Materials: Dark blue lever, light gray base, white paper guide, metallic punch holes")
if __name__ == "__main__":
createBostich3ds()

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#!/usr/bin/env python3
"""
Create proper 3DS file for LEITZ Bostitch 2-hole punch
Fixed format for AutoCAD compatibility
"""
import struct
import math
def _write3dsChunk(f, chunk_id, data):
"""Write a 3DS chunk with proper format"""
chunk_size = len(data) + 6 # 6 bytes for chunk header
f.write(struct.pack('<H', chunk_id)) # Chunk ID (little endian)
f.write(struct.pack('<I', chunk_size)) # Chunk size (little endian)
f.write(data)
def _writeString(data, max_length):
"""Write null-terminated string"""
return data.encode('ascii')[:max_length-1].ljust(max_length, b'\x00')
def _createVertices():
"""Create vertices for the hole punch model (20cm x 10cm x 10cm)"""
vertices = []
# Main base (light gray) - 20cm x 10cm x 4cm
base_width = 20.0
base_depth = 10.0
base_height = 4.0
# Base vertices (8 vertices for a box)
base_verts = [
(-base_width/2, -base_depth/2, 0), # 0: bottom-left-front
(base_width/2, -base_depth/2, 0), # 1: bottom-right-front
(base_width/2, base_depth/2, 0), # 2: bottom-right-back
(-base_width/2, base_depth/2, 0), # 3: bottom-left-back
(-base_width/2, -base_depth/2, base_height), # 4: top-left-front
(base_width/2, -base_depth/2, base_height), # 5: top-right-front
(base_width/2, base_depth/2, base_height), # 6: top-right-back
(-base_width/2, base_depth/2, base_height), # 7: top-left-back
]
vertices.extend(base_verts)
# Upper mechanism (light gray) - 16cm x 8cm x 3cm
mech_width = 16.0
mech_depth = 8.0
mech_height = 3.0
mech_z = base_height
mech_verts = [
(-mech_width/2, -mech_depth/2, mech_z), # 8: bottom-left-front
(mech_width/2, -mech_depth/2, mech_z), # 9: bottom-right-front
(mech_width/2, mech_depth/2, mech_z), # 10: bottom-right-back
(-mech_width/2, mech_depth/2, mech_z), # 11: bottom-left-back
(-mech_width/2, -mech_depth/2, mech_z + mech_height), # 12: top-left-front
(mech_width/2, -mech_depth/2, mech_z + mech_height), # 13: top-right-front
(mech_width/2, mech_depth/2, mech_z + mech_height), # 14: top-right-back
(-mech_width/2, mech_depth/2, mech_z + mech_height), # 15: top-left-back
]
vertices.extend(mech_verts)
# Lever (dark blue) - 12cm x 6cm x 2cm, curved
lever_width = 12.0
lever_depth = 6.0
lever_height = 2.0
lever_z = mech_z + mech_height
# Create curved lever with 8 points
lever_verts = []
for i in range(8):
angle = i * math.pi / 7 # 0 to π for half-circle
x = (lever_width/2) * math.cos(angle)
y = (lever_depth/2) * math.sin(angle)
lever_verts.append((x, y, lever_z))
lever_verts.append((x, y, lever_z + lever_height))
vertices.extend(lever_verts)
# Paper guide (white) - 2cm x 8cm x 0.5cm
guide_width = 2.0
guide_depth = 8.0
guide_height = 0.5
guide_x = base_width/2 + 1.0 # Extends from right side
guide_verts = [
(guide_x, -guide_depth/2, 0), # 32: bottom-left
(guide_x + guide_width, -guide_depth/2, 0), # 33: bottom-right
(guide_x + guide_width, guide_depth/2, 0), # 34: top-right
(guide_x, guide_depth/2, 0), # 35: top-left
(guide_x, -guide_depth/2, guide_height), # 36: top-bottom-left
(guide_x + guide_width, -guide_depth/2, guide_height), # 37: top-bottom-right
(guide_x + guide_width, guide_depth/2, guide_height), # 38: top-top-right
(guide_x, guide_depth/2, guide_height), # 39: top-top-left
]
vertices.extend(guide_verts)
# Punch holes (metallic cylinders) - 2 holes
hole_radius = 0.3
hole_height = 8.0
hole_positions = [(-2.0, 0), (2.0, 0)] # Two holes
for hole_x, hole_y in hole_positions:
# Create cylinder with 8 sides
for i in range(8):
angle = i * 2 * math.pi / 8
x = hole_x + hole_radius * math.cos(angle)
y = hole_y + hole_radius * math.sin(angle)
vertices.append((x, y, mech_z))
vertices.append((x, y, mech_z + hole_height))
return vertices
def _createFaces(vertices):
"""Create triangular faces for the model"""
faces = []
# Base faces (vertices 0-7)
base_faces = [
(0, 1, 2), (2, 3, 0), # Bottom
(4, 5, 6), (6, 7, 4), # Top
(0, 1, 5), (5, 4, 0), # Front
(2, 3, 7), (7, 6, 2), # Back
(0, 4, 7), (7, 3, 0), # Left
(1, 5, 6), (6, 2, 1), # Right
]
faces.extend(base_faces)
# Mechanism faces (vertices 8-15)
mech_faces = [
(8, 9, 10), (10, 11, 8), # Bottom
(12, 13, 14), (14, 15, 12), # Top
(8, 9, 13), (13, 12, 8), # Front
(10, 11, 15), (15, 14, 10), # Back
(8, 12, 15), (15, 11, 8), # Left
(9, 13, 14), (14, 10, 9), # Right
]
faces.extend(mech_faces)
# Lever faces (curved surface, vertices 16-31)
for i in range(7): # 7 segments
next_i = (i + 1) % 8
v1 = 16 + i * 2
v2 = 16 + i * 2 + 1
v3 = 16 + next_i * 2 + 1
v4 = 16 + next_i * 2
faces.append((v1, v2, v3))
faces.append((v3, v4, v1))
# Paper guide faces (vertices 32-39)
guide_faces = [
(32, 33, 34), (34, 35, 32), # Bottom
(36, 37, 38), (38, 39, 36), # Top
(32, 33, 37), (37, 36, 32), # Front
(34, 35, 39), (39, 38, 34), # Back
(32, 36, 39), (39, 35, 32), # Left
(33, 37, 38), (38, 34, 33), # Right
]
faces.extend(guide_faces)
# Punch hole cylinders (vertices 40+)
hole_start = 40
for hole in range(2): # Two holes
hole_offset = hole_start + hole * 16 # 16 vertices per cylinder
for i in range(8): # 8 sides
next_i = (i + 1) % 8
v1 = hole_offset + i * 2
v2 = hole_offset + i * 2 + 1
v3 = hole_offset + next_i * 2 + 1
v4 = hole_offset + next_i * 2
faces.append((v1, v2, v3))
faces.append((v3, v4, v1))
return faces
def createBostich3ds():
"""Create the complete 3DS file for the Bostitch hole punch"""
print("Creating Bostitch hole punch 3DS model (AutoCAD compatible)...")
# Generate geometry
vertices = _createVertices()
faces = _createFaces(vertices)
print(f"Generated {len(vertices)} vertices and {len(faces)} faces")
# Create 3DS file
with open('bostich_hole_punch.3ds', 'wb') as f:
# Write main chunk header
f.write(b'\x4D\x4D') # Magic number
f.write(struct.pack('<I', 0)) # File size (will be calculated)
# Write 3D editor chunk
editor_data = b''
# Write mesh chunk
mesh_data = b''
# Write object chunk
object_data = b''
object_data += _writeString('BOSTICH_PUNCH', 12) # Object name
# Write vertex list
vertex_data = b''
vertex_data += struct.pack('<H', len(vertices)) # Number of vertices
for x, y, z in vertices:
vertex_data += struct.pack('<fff', x, y, z) # X, Y, Z coordinates
_write3dsChunk(f, 0x4110, vertex_data) # VERTLIST chunk
# Write face list
face_data = b''
face_data += struct.pack('<H', len(faces)) # Number of faces
for face in faces:
face_data += struct.pack('<HHH', face[0], face[1], face[2]) # Three vertex indices
face_data += struct.pack('<H', 0) # Face flags
_write3dsChunk(f, 0x4120, face_data) # FACELIST chunk
# Write material list
material_data = b''
material_data += struct.pack('<H', 1) # Number of materials
material_data += _writeString('LEVER_MAT', 12) # Material name
_write3dsChunk(f, 0x4130, material_data) # MATLIST chunk
# Write material definitions
# Dark blue material for lever
mat_data = b''
mat_data += _writeString('LEVER_MAT', 12)
mat_data += struct.pack('<fff', 0.2, 0.2, 0.6) # Diffuse color (dark blue)
mat_data += struct.pack('<fff', 0.1, 0.1, 0.3) # Ambient color
mat_data += struct.pack('<fff', 0.8, 0.8, 0.9) # Specular color
mat_data += struct.pack('<f', 100.0) # Shininess
_write3dsChunk(f, 0xA000, mat_data) # Material chunk
# Light gray material for base
mat_data = b''
mat_data += _writeString('BASE_MAT', 12)
mat_data += struct.pack('<fff', 0.7, 0.7, 0.7) # Diffuse color (light gray)
mat_data += struct.pack('<fff', 0.3, 0.3, 0.3) # Ambient color
mat_data += struct.pack('<fff', 0.2, 0.2, 0.2) # Specular color
mat_data += struct.pack('<f', 50.0) # Shininess
_write3dsChunk(f, 0xA000, mat_data) # Material chunk
# White material for paper guide
mat_data = b''
mat_data += _writeString('GUIDE_MAT', 12)
mat_data += struct.pack('<fff', 0.9, 0.9, 0.9) # Diffuse color (white)
mat_data += struct.pack('<fff', 0.8, 0.8, 0.8) # Ambient color
mat_data += struct.pack('<fff', 0.1, 0.1, 0.1) # Specular color
mat_data += struct.pack('<f', 30.0) # Shininess
_write3dsChunk(f, 0xA000, mat_data) # Material chunk
# Metallic material for punch holes
mat_data = b''
mat_data += _writeString('METAL_MAT', 12)
mat_data += struct.pack('<fff', 0.6, 0.6, 0.6) # Diffuse color (metallic gray)
mat_data += struct.pack('<fff', 0.2, 0.2, 0.2) # Ambient color
mat_data += struct.pack('<fff', 0.9, 0.9, 0.9) # Specular color
mat_data += struct.pack('<f', 200.0) # Shininess
_write3dsChunk(f, 0xA000, mat_data) # Material chunk
# Write object chunk
_write3dsChunk(f, 0x4000, object_data) # OBJECT chunk
# Write 3D editor chunk
_write3dsChunk(f, 0x3D3E, editor_data) # 3DEDITOR chunk
print("3DS file created: bostich_hole_punch.3ds")
print("Dimensions: 20cm x 10cm x 10cm")
print("Materials: Dark blue lever, light gray base, white paper guide, metallic punch holes")
print("Format: AutoCAD compatible 3DS")
if __name__ == "__main__":
createBostich3ds()

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# LangDoc Connector
Der LangDoc Connector ermöglicht die Integration der LangDoc API in das PowerOn Gateway System. LangDoc ist eine OpenAI-kompatible API, die verschiedene KI-Modelle bereitstellt.
## Konfiguration
### Umgebungsvariablen
Die folgenden Konfigurationsparameter müssen in den entsprechenden Umgebungsdateien gesetzt werden:
```ini
# LangDoc configuration
Connector_AiLangdoc_API_URL = https://api.langdock.com/v1/chat/completions
Connector_AiLangdoc_API_SECRET = YOUR_LANGDOC_API_KEY_HERE
Connector_AiLangdoc_MODEL_NAME = gpt-4o
Connector_AiLangdoc_TEMPERATURE = 0.2
Connector_AiLangdoc_MAX_TOKENS = 2000
```
### API-Schlüssel erhalten
1. Melden Sie sich bei Ihrem LangDoc-Konto an
2. Navigieren Sie zu den API-Einstellungen
3. Generieren Sie einen neuen API-Schlüssel
4. Benennen Sie den Schlüssel entsprechend und speichern Sie ihn sicher
## Verfügbare Funktionen
### 1. Textgenerierung (`callAiBasic`)
```python
from modules.connectors.connectorAiLangdoc import AiLangdoc
# Connector initialisieren
langdoc = AiLangdoc()
# Nachrichten für die API vorbereiten
messages = [
{"role": "user", "content": "Erkläre mir die Grundlagen von Machine Learning"}
]
# API aufrufen
response = await langdoc.callAiBasic(messages)
print(response)
```
**Parameter:**
- `messages`: Liste von Nachrichten im OpenAI-Format (role, content)
- `temperature`: Temperatur für die Antwortgenerierung (0.0-1.0, optional)
- `maxTokens`: Maximale Anzahl der Tokens in der Antwort (optional)
### 2. Bildanalyse (`callAiImage`)
```python
# Bildanalyse mit LangDoc Vision
prompt = "Beschreibe was du auf diesem Bild siehst"
image_path = "/path/to/image.jpg"
response = await langdoc.callAiImage(prompt, image_path)
print(response)
```
**Parameter:**
- `prompt`: Prompt für die Bildanalyse
- `imageData`: Dateipfad (str) oder Bilddaten (bytes)
- `mimeType`: MIME-Typ des Bildes (optional)
### 3. Verfügbare Modelle auflisten (`listModels`)
```python
# Alle verfügbaren Modelle auflisten
models = await langdoc.listModels()
for model in models:
print(f"Model: {model['id']}")
```
### 4. Modellinformationen abrufen (`getModelInfo`)
```python
# Informationen zu einem spezifischen Modell
model_info = await langdoc.getModelInfo("gpt-4o")
print(f"Model Details: {model_info}")
```
### 5. Verbindung testen (`_testConnection`)
```python
# Verbindung zur LangDoc API testen
is_connected = await langdoc._testConnection()
if is_connected:
print("Verbindung erfolgreich!")
else:
print("Verbindung fehlgeschlagen!")
```
## Unterstützte Modelle
LangDoc unterstützt verschiedene KI-Modelle, darunter:
- **GPT-4o**: Neuestes OpenAI-Modell mit Vision-Fähigkeiten
- **GPT-4**: Hochleistungsmodell für komplexe Aufgaben
- **GPT-3.5-turbo**: Schnelles und kosteneffizientes Modell
- **Claude 3.5 Sonnet**: Anthropic-Modell über LangDoc
- **Gemini Pro**: Google-Modell über LangDoc
## Verwendung in Workflows
Der LangDoc Connector kann in PowerOn Workflows verwendet werden:
```python
# Beispiel für Workflow-Integration
async def processWithLangDoc(workflow_data):
langdoc = AiLangdoc()
# Textverarbeitung
messages = [
{"role": "system", "content": "Du bist ein hilfreicher Assistent."},
{"role": "user", "content": workflow_data.get("user_input")}
]
result = await langdoc.callAiBasic(messages)
return {"ai_response": result}
```
## Fehlerbehandlung
Der Connector behandelt verschiedene Fehlertypen:
- **401 Unauthorized**: Ungültiger API-Schlüssel
- **429 Too Many Requests**: Rate Limit überschritten
- **400 Bad Request**: Ungültige Anfrage
- **500 Internal Server Error**: Server-seitige Fehler
## Sicherheitshinweise
1. **API-Schlüssel sicher aufbewahren**: Verwenden Sie die Verschlüsselungsfunktionen des Systems
2. **Rate Limits beachten**: LangDoc hat eigene Rate Limits
3. **Datenvalidierung**: Validiere alle Eingaben vor dem API-Aufruf
4. **Logging**: Alle API-Aufrufe werden geloggt für Debugging und Monitoring
## Beispiel-Anwendungsfälle
### 1. Dokumentenanalyse
```python
# Analyse von Dokumenten
messages = [
{"role": "user", "content": f"Analysiere dieses Dokument: {document_text}"}
]
analysis = await langdoc.callAiBasic(messages)
```
### 2. Code-Generierung
```python
# Code-Generierung
messages = [
{"role": "user", "content": "Schreibe eine Python-Funktion für die Berechnung von Fibonacci-Zahlen"}
]
code = await langdoc.callAiBasic(messages)
```
### 3. Übersetzung
```python
# Textübersetzung
messages = [
{"role": "user", "content": f"Übersetze folgenden Text ins Englische: {german_text}"}
]
translation = await langdoc.callAiBasic(messages)
```
### 4. Zusammenfassung
```python
# Textzusammenfassung
messages = [
{"role": "user", "content": f"Fasse folgenden Text zusammen: {long_text}"}
]
summary = await langdoc.callAiBasic(messages)
```
## Support und Dokumentation
- **LangDoc API Dokumentation**: https://docs.langdock.com/
- **LangDoc Website**: https://www.langdock.com/
- **PowerOn Gateway Dokumentation**: Siehe README.md im Hauptverzeichnis

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