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Rotate assembly 180deg so silkscreen faces the default camera (reads normally, not away from the viewer)

John Lauer ·f719da67a5 ·3mo ago ·parent 87bb574
3 files changed +7
AdomMachinePins-4pin-animated.glb
⋯ 1 unchanged line ⋯
AdomMachinePins-complete.zip
⋯ 1 unchanged line ⋯
scripts/build_board_glb.py+7
@@ -211,5 +211,12 @@ bmesh.visual=trimesh.visual.TextureVisuals(uv=uv, material=trimesh.visual.materi     alphaMode="BLEND", doubleSided=False)) scene.add_geometry(bmesh, node_name="board_fr4", geom_name="board_fr4") +# Rotate the WHOLE assembly 180 deg about the board-centre Z axis so the silkscreen faces the+# viewer's DEFAULT camera (reads left-to-right). Everything (board+texture, pins, copper, balls,+# arrows) rotates together, so labels/arrows stay matched to their pins. Z-axis rotation keeps the+# insertion lift pointing +Z.+Rz=trimesh.transformations.rotation_matrix(np.pi,[0,0,1],point=[(bx0+bx1)/2,(by0+by1)/2,board_top])+scene.apply_transform(Rz)+ scene.export(OUT) print("exported",OUT)