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Eagle (Elektronik)

verfasst von jbe E-Mail, 02.11.2009, 13:28 Uhr

hallo

Weil Eagle wirklich einfach zu bedienen ist, und man es auch missbrauchen kann für andere Dinge, hier mal ein Foto
von den Experimentierkasten EE2003 von Philips.

Allerdings muss man die Bauteile in Eagle selber zeichnen
und in Povray die Körpermaße eingeben.
Aber dafür gibt es Moray ein 3d Modeller.

Eagle3d funktioniert nur mit 4.0 un 4.16 deswegen 3d40 und 3d41 ulp.

desweiteren muss in der 3dpack.dat die zuweisung der Bauteile angegeben werden.

Es ist sehr Aufwändig das man dies so hinbekommt wie zu sehen.




Hier ein kleiner Auszug von Povray für das obige Foto.

//POVRay-Datei erstellt mit 3d41.ulp v1.05
//C:/Program Files/EAGLE/projects/EE2000_2003_2050_2041_grün/1.01..brd
//02.11.2009 12:51:57

#version 3.5;

//Set to on if the file should be used as .inc
#local use_file_as_inc = off;
#if(use_file_as_inc=off)


//changes the apperance of resistors (1 Blob / 0 real)
#declare global_res_shape = 1;
//randomize color of resistors 1=random 0=same color
#declare global_res_colselect = 0;
//Number of the color for the resistors
//0=Green, 1="normal color" 2=Blue 3=Brown
#declare global_res_col = 1;
//Set to on if you want to render the PCB upside-down
#declare pcb_upsidedown = off;
//Set to x or z to rotate around the corresponding axis (referring to pcb_upsidedown)
#declare pcb_rotdir = x;
//Set the length off short pins over the PCB
#declare pin_length = 2.5;
#declare global_diode_bend_radius = 1;
#declare global_res_bend_radius = 1;
#declare global_solder = on;

#declare global_show_screws = on;
#declare global_show_washers = on;
#declare global_show_nuts = on;

//Animation
#declare global_anim = off;
#local global_anim_showcampath = no;

#declare global_fast_mode = off;

#declare col_preset = 2;
#declare pin_short = on;

#declare environment = on;

#local cam_x = 0;
#local cam_y = 999;
#local cam_z = -534;
#local cam_a = 16;
#local cam_look_x = 0;
#local cam_look_y = -23;
#local cam_look_z = 0;

#local pcb_rotate_x = 0;
#local pcb_rotate_y = 0;
#local pcb_rotate_z = 0;

#local pcb_board = on;
#local pcb_parts = on;
#if(global_fast_mode=off)
#local pcb_polygons = on;
#local pcb_silkscreen = on;
#local pcb_wires = on;
#local pcb_pads_smds = on;
#else
#local pcb_polygons = off;
#local pcb_silkscreen = off;
#local pcb_wires = off;
#local pcb_pads_smds = off;
#end

#local lgt1_pos_x = 114;
#local lgt1_pos_y = 170;
#local lgt1_pos_z = 123;
#local lgt1_intense = 1.696430;
#local lgt2_pos_x = -114;
#local lgt2_pos_y = 170;
#local lgt2_pos_z = 123;
#local lgt2_intense = 1.696430;
#local lgt3_pos_x = 114;
#local lgt3_pos_y = 170;
#local lgt3_pos_z = -83;
#local lgt3_intense = 1.696430;
#local lgt4_pos_x = -114;
#local lgt4_pos_y = 170;
#local lgt4_pos_z = -83;
#local lgt4_intense = 1.696430;

//Do not change these values
#declare pcb_height = 10.000000;
#declare pcb_cuheight = 0.500000;
#declare pcb_x_size = 300.000000;
#declare pcb_y_size = 232.500000;
#declare pcb_layer1_used = 1;
#declare pcb_layer16_used = 0;
#declare inc_testmode = off;
#declare global_seed=seed(12);
#declare global_pcb_layer_dis = array[16]
{
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
10.500000,
}
#declare global_pcb_real_hole = 2.000000;

#include "tools.inc"
#include "user.inc"

global_settings{charset utf8}

#if(environment=on)
sky_sphere {pigment {Navy}
pigment {bozo turbulence 0.65 octaves 7 omega 0.7 lambda 2
color_map {
[0.0 0.1 color rgb <0.85, 0.85, 0.85> color rgb <0.75, 0.75, 0.75>]
[0.1 0.5 color rgb <0.75, 0.75, 0.75> color rgbt <1, 1, 1, 1>]
[0.5 1.0 color rgbt <1, 1, 1, 1> color rgbt <1, 1, 1, 1>]}
scale <0.1, 0.5, 0.1>} rotate -90*x}
plane{y, -10.0-max(pcb_x_size,pcb_y_size)*abs(max(sin((pcb_rotate_x/180)*pi),sin((pcb_rotate_z/180)*pi)))
texture{T_Chrome_2D
normal{waves 0.1 frequency 3000.0 scale 3000.0}} translate<0,0,0>}
#end

//Animationsdaten
#if(global_anim=on)
#declare global_anim_showcampath = no;
#end

#if((global_anim=on)|(global_anim_showcampath=yes))
#declare global_anim_npoints_cam_flight=0;
#warning "Keine/zu wenig Animationsdaten vorhanden (mind. 3 Punkte) (Flugpfad)"
#end

#if((global_anim=on)|(global_anim_showcampath=yes))
#declare global_anim_npoints_cam_view=0;
#warning "Keine/zu wenig Animationsdaten vorhanden (mind. 3 Punkte) (Blickpunktpfad)"
#end

Es sind über 2400 Zeilen Code



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