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CLIP Score: 29.42
from AIDL import *
def lighthouse(
total_height: float = 12*inches,
base_diameter: float = 3*inches,
lantern_diameter: float = 1.5*inches,
door_height: float = 1.5*inches,
door_width: float = 1*inch,
window_height: float = 0.75*inch,
window_width: float = 0.5*inch,
num_windows: int = 4,
rail_height: float = 0.2*inch,
light_radius: float = 0.2*inch
):
"""
Create a model of a lighthouse with a cylindrical body, a door, windows,
a lantern room, and a light on top.
"""
lighthouse = Solid()
# Main body of the lighthouse
body = Solid()
lighthouse.body = body
body_shape = body.shape = Rectangle((0, 0), base_diameter, total_height - 2*inches)
# Door at the base
door = Hole(shift=(0, -total_height/2 + door_height/2))
body.door = door
door_shape = door.shape = RoundedRectangle((0, 0), door_width, door_height, door_width/10)
# Windows around the lighthouse at different levels
for i in range(num_windows):
window_y_position = -total_height/2 + (i + 1) * (total_height / (num_windows + 1))
window = Hole(shift=(0, window_y_position))
window.shape = Rectangle((0, 0), window_width, window_height)
setattr(body, f"window_{i}", window)
# Lantern room
lantern = Solid(shift=(0, total_height/2 - 1*inch))
lighthouse.lantern = lantern
lantern_shape = lantern.shape = Rectangle((0, 0), lantern_diameter, 1*inch)
# Railings around the lantern room
railings = Solid(shift=(0, total_height/2 - 1*inch + rail_height/2))
lantern.railings = railings
rail_shape = railings.shape = Rectangle((0, 0), 1.2*lantern_diameter, rail_height)
# Light on top
light = Solid(shift=(0, total_height/2 + 1*inch / 2))
lantern.light = light
light_shape = Circle((0, 0), light_radius)
light.shape = light_shape
return lighthouse
with AIDL_2D:
model = lighthouse()
print(model.Solve())
model.Render()
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Please write an AIDL program to generate a lighthouse
Sure, let's get started on writing an AIDL program to generate a lighthouse. We will follow the same format as the examples you provided. Here is a step-by-step outline of the lighthouse structure:
1. We'll create the main body of the lighthouse, which will be a solid, cylindrical shape.
2. Add a door at the base.
3. Create windows at different levels.
4. Add the top part of the lighthouse (lantern room) which will be another cylindrical shape but smaller in diameter.
5. Add details like railings around the lantern room and a light on top.
Let's proceed with implementing these steps in the AIDL program.
```python
from AIDL import *
def lighthouse(
total_height: float = 12*inches,
base_diameter: float = 3*inches,
lantern_diameter: float = 1.5*inches,
door_height: float = 1.5*inches,
door_width: float = 1*inch,
window_height: float = 0.75*inch,
window_width: float = 0.5*inch,
num_windows: int = 4,
rail_height: float = 0.2*inch,
light_radius: float = 0.2*inch
):
"""
Create a model of a lighthouse with a cylindrical body, a door, windows,
a lantern room, and a light on top.
"""
lighthouse = Solid()
# Main body of the lighthouse
body = Solid()
lighthouse.body = body
body_shape = body.shape = Cylinder((0, 0), base_diameter / 2, total_height - 2*inches)
# Door at the base
door = Hole(shift=(0, -total_height/2 + door_height/2))
body.door = door
door_shape = door.shape = RoundedRectangle((0, 0), door_width, door_height, door_width/10)
# Windows around the lighthouse at different levels
windows = []
for i in range(num_windows):
angle_shift = i * (360 / num_windows)
window = Hole(shift=(0, -total_height/4 + i*total_height/(num_windows*2)))
window.shape = Rectangle((0, 0), window_width, window_height)
windows.append(window)
body.windows = windows
# Lantern room
lantern = Solid(shift=(0, total_height/2 - lantern_diameter))
lighthouse.lantern = lantern
lantern_shape = lantern.shape = Cylinder((0, 0), lantern_diameter / 2, 1*inch)
# Railings around the lantern room
railings = Solid(shift=(0, total_height/2 - lantern_diameter + rail_height/2))
lantern.railings = railings
rail_shape = RoundRectangle((0, 0), 1.2*lantern_diameter, rail_height, rail_height/2)
railings.shape = rail_shape
# Light on top
light = Solid(shift=(0, total_height/2 + light_radius))
lantern.light = light
light_shape = Circle((0, 0), light_radius)
light.shape = light_shape
return lighthouse
with AIDL_2D:
model = lighthouse()
print(model.Solve())
model.Render()
```
This should produce a model of a lighthouse with the specified details. Let me know if there are any additional features or changes you'd like to make!
Traceback (most recent call last):
File "/net/projects/ranalab/jz/aidl/AIDL/generation/backend.py", line 21, in dumbrun
exec(code, env)
File "", line 62, in
File "", line 26, in lighthouse
NameError: name 'Cylinder' is not defined
I apologize for the mistake. It seems like I made an error because AIDL does not actually support a `Cylinder` primitive. Let’s revise the program using the available primitives, focusing on 2D geometry for laser cutting. We will approximate the cylindrical lighthouse using circles and rectangles to represent sections of the lighthouse.
Let's revise and rebuild the lighthouse model accordingly:
```python
from AIDL import *
def lighthouse(
total_height: float = 12*inches,
base_diameter: float = 3*inches,
lantern_diameter: float = 1.5*inches,
door_height: float = 1.5*inches,
door_width: float = 1*inch,
window_height: float = 0.75*inch,
window_width: float = 0.5*inch,
num_windows: int = 4,
rail_height: float = 0.2*inch,
light_radius: float = 0.2*inch
):
"""
Create a model of a lighthouse with a cylindrical body, a door, windows,
a lantern room, and a light on top.
"""
lighthouse = Solid()
# Main body of the lighthouse
body = Solid()
lighthouse.body = body
body_shape = body.shape = Rectangle((0, 0), base_diameter, total_height - 2*inches)
# Door at the base
door = Hole(shift=(0, -total_height/2 + door_height/2))
body.door = door
door_shape = door.shape = RoundedRectangle((0, 0), door_width, door_height, door_width/10)
# Windows around the lighthouse at different levels
for i in range(num_windows):
window_y_position = -total_height/2 + (i + 1) * (total_height / (num_windows + 1))
window_shift = (0, window_y_position)
window = Hole(shift=window_shift)
window.shape = Rectangle((0, 0), window_width, window_height)
body[f"window_{i}"] = window
# Lantern room
lantern = Solid(shift=(0, total_height/2 - 1*inch))
lighthouse.lantern = lantern
lantern_shape = lantern.shape = Rectangle((0, 0), lantern_diameter, 1*inch)
# Railings around the lantern room
railings = Solid(shift=(0, total_height/2 - 1*inch + rail_height/2))
lantern.railings = railings
rail_shape = railings.shape = Rectangle((0, 0), 1.2*lantern_diameter, rail_height)
# Light on top
light = Solid(shift=(0, total_height/2 + 1*inch / 2))
lantern.light = light
light_shape = Circle((0, 0), light_radius)
light.shape = light_shape
return lighthouse
with AIDL_2D:
model = lighthouse()
print(model.Solve())
model.Render()
```
This revised version uses only valid AIDL primitives to represent the various parts of the lighthouse in a manner suitable for laser cutting. The lighthouse is now composed of rectangular sections for the body and the lantern, with appropriately placed holes for the door and windows and a circle to represent the light on top.
Please run this code and let me know if there are any further adjustments needed!
Traceback (most recent call last):
File "/net/projects/ranalab/jz/aidl/AIDL/generation/backend.py", line 21, in dumbrun
exec(code, env)
File "", line 60, in
File "", line 39, in lighthouse
TypeError: 'Solid' object does not support item assignment
My apologies for the oversight. In AIDL, item assignment for structures such as lists or dictionaries is not directly supported as I attempted. Instead, we should use attributes to add each window directly to the structure.
Let’s correct this by naming each window individually as attributes of the body. Here is the revised program:
```python
from AIDL import *
def lighthouse(
total_height: float = 12*inches,
base_diameter: float = 3*inches,
lantern_diameter: float = 1.5*inches,
door_height: float = 1.5*inches,
door_width: float = 1*inch,
window_height: float = 0.75*inch,
window_width: float = 0.5*inch,
num_windows: int = 4,
rail_height: float = 0.2*inch,
light_radius: float = 0.2*inch
):
"""
Create a model of a lighthouse with a cylindrical body, a door, windows,
a lantern room, and a light on top.
"""
lighthouse = Solid()
# Main body of the lighthouse
body = Solid()
lighthouse.body = body
body_shape = body.shape = Rectangle((0, 0), base_diameter, total_height - 2*inches)
# Door at the base
door = Hole(shift=(0, -total_height/2 + door_height/2))
body.door = door
door_shape = door.shape = RoundedRectangle((0, 0), door_width, door_height, door_width/10)
# Windows around the lighthouse at different levels
for i in range(num_windows):
window_y_position = -total_height/2 + (i + 1) * (total_height / (num_windows + 1))
window = Hole(shift=(0, window_y_position))
window.shape = Rectangle((0, 0), window_width, window_height)
setattr(body, f"window_{i}", window)
# Lantern room
lantern = Solid(shift=(0, total_height/2 - 1*inch))
lighthouse.lantern = lantern
lantern_shape = lantern.shape = Rectangle((0, 0), lantern_diameter, 1*inch)
# Railings around the lantern room
railings = Solid(shift=(0, total_height/2 - 1*inch + rail_height/2))
lantern.railings = railings
rail_shape = railings.shape = Rectangle((0, 0), 1.2*lantern_diameter, rail_height)
# Light on top
light = Solid(shift=(0, total_height/2 + 1*inch / 2))
lantern.light = light
light_shape = Circle((0, 0), light_radius)
light.shape = light_shape
return lighthouse
with AIDL_2D:
model = lighthouse()
print(model.Solve())
model.Render()
```
I replaced the problematic item assignment with `setattr` to create unique attributes for each window. This should resolve the error and generate the correct lighthouse model. Please try running this version. Let me know if there are any more issues or further customizations needed!
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