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    # ##### BEGIN GPL LICENSE BLOCK #####
    #
    #  This program is free software; you can redistribute it and/or
    #  modify it under the terms of the GNU General Public License
    #  as published by the Free Software Foundation; either version 2
    #  of the License, or (at your option) any later version.
    #
    #  This program is distributed in the hope that it will be useful,
    #  but WITHOUT ANY WARRANTY; without even the implied warranty of
    #  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    #  GNU General Public License for more details.
    #
    #  You should have received a copy of the GNU General Public License
    #  along with this program; if not, write to the Free Software Foundation,
    #  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
    #
    # ##### END GPL LICENSE BLOCK #####
    
    
    import bpy
    
    from mathutils import Matrix
    
    from bpy.types import Operator
    
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    from bpy_extras.object_utils import AddObjectHelper
    
    from bpy.props import (
            BoolProperty,
            EnumProperty,
            FloatProperty,
            IntProperty,
    
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            FloatVectorProperty,
    
            )
    from . import createMesh
    
    
    
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    class add_mesh_bolt(Operator, AddObjectHelper):
    
        bl_idname = "mesh.bolt_add"
    
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        bl_label = "Add Bolt"
    
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        bl_options = {'REGISTER', 'UNDO', 'PRESET'}
    
        bl_description = "Construct many types of Bolts"
    
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        MAX_INPUT_NUMBER = 50
    
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        # Model Types
        Model_Type_List = [('bf_Model_Bolt', 'BOLT', 'Bolt Model'),
                           ('bf_Model_Nut', 'NUT', 'Nut Model')]
        bf_Model_Type = EnumProperty(
                attr='bf_Model_Type',
    
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                name='Model',
                description='Choose the type off model you would like',
    
                items=Model_Type_List, default='bf_Model_Bolt'
                )
        # Head Types
        Model_Type_List = [('bf_Head_Hex', 'HEX', 'Hex Head'),
                            ('bf_Head_Cap', 'CAP', 'Cap Head'),
                            ('bf_Head_Dome', 'DOME', 'Dome Head'),
                            ('bf_Head_Pan', 'PAN', 'Pan Head'),
                            ('bf_Head_CounterSink', 'COUNTER SINK', 'Counter Sink Head')]
        bf_Head_Type = EnumProperty(
                attr='bf_Head_Type',
    
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                name='Head',
                description='Choose the type off Head you would like',
    
                items=Model_Type_List, default='bf_Head_Hex'
                )
        # Bit Types
        Bit_Type_List = [('bf_Bit_None', 'NONE', 'No Bit Type'),
                        ('bf_Bit_Allen', 'ALLEN', 'Allen Bit Type'),
                        ('bf_Bit_Philips', 'PHILLIPS', 'Phillips Bit Type')]
        bf_Bit_Type = EnumProperty(
                attr='bf_Bit_Type',
    
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                name='Bit Type',
                description='Choose the type of bit to you would like',
    
                items=Bit_Type_List, default='bf_Bit_None'
                )
        # Nut Types
        Nut_Type_List = [('bf_Nut_Hex', 'HEX', 'Hex Nut'),
                        ('bf_Nut_Lock', 'LOCK', 'Lock Nut')]
        bf_Nut_Type = EnumProperty(
                attr='bf_Nut_Type',
    
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                name='Nut Type',
                description='Choose the type of nut you would like',
    
                items=Nut_Type_List, default='bf_Nut_Hex'
                )
        # Shank Types
        bf_Shank_Length = FloatProperty(
                attr='bf_Shank_Length',
                name='Shank Length', default=0,
                min=0, soft_min=0, max=MAX_INPUT_NUMBER,
                description='Length of the unthreaded shank'
                )
        bf_Shank_Dia = FloatProperty(
                attr='bf_Shank_Dia',
                name='Shank Dia', default=3,
                min=0, soft_min=0,
                max=MAX_INPUT_NUMBER,
                description='Diameter of the shank'
                )
        bf_Phillips_Bit_Depth = FloatProperty(
                attr='bf_Phillips_Bit_Depth',
                name='Bit Depth', default=1.1431535482406616,
                min=0, soft_min=0,
                max=MAX_INPUT_NUMBER,
                description='Depth of the Phillips Bit'
                )
        bf_Allen_Bit_Depth = FloatProperty(
                attr='bf_Allen_Bit_Depth',
                name='Bit Depth', default=1.5,
                min=0, soft_min=0,
                max=MAX_INPUT_NUMBER,
                description='Depth of the Allen Bit'
                )
        bf_Allen_Bit_Flat_Distance = FloatProperty(
                attr='bf_Allen_Bit_Flat_Distance',
                name='Flat Dist', default=2.5,
                min=0, soft_min=0,
                max=MAX_INPUT_NUMBER,
                description='Flat Distance of the Allen Bit'
                )
        bf_Hex_Head_Height = FloatProperty(
                attr='bf_Hex_Head_Height',
                name='Head Height', default=2,
                min=0, soft_min=0, max=MAX_INPUT_NUMBER,
                description='Height of the Hex Head'
                )
        bf_Hex_Head_Flat_Distance = FloatProperty(
                attr='bf_Hex_Head_Flat_Distance',
                name='Flat Dist', default=5.5,
                min=0, soft_min=0,
                max=MAX_INPUT_NUMBER,
                description='Flat Distance of the Hex Head'
                )
        bf_CounterSink_Head_Dia = FloatProperty(
                attr='bf_CounterSink_Head_Dia',
    
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                name='Head Dia', default=6.300000190734863,
    
                min=0, soft_min=0,
                max=MAX_INPUT_NUMBER,
                description='Diameter of the Counter Sink Head'
                )
        bf_Cap_Head_Height = FloatProperty(
                attr='bf_Cap_Head_Height',
    
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                name='Head Height', default=3,
    
                min=0, soft_min=0,
                max=MAX_INPUT_NUMBER,
                description='Height of the Cap Head'
                )
        bf_Cap_Head_Dia = FloatProperty(
                attr='bf_Cap_Head_Dia',
    
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                name='Head Dia', default=5.5,
    
                min=0, soft_min=0,
                max=MAX_INPUT_NUMBER,
                description='Diameter of the Cap Head'
                )
        bf_Dome_Head_Dia = FloatProperty(
                attr='bf_Dome_Head_Dia',
    
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                name='Dome Head Dia', default=5.599999904632568,
    
                min=0, soft_min=0,
                max=MAX_INPUT_NUMBER,
                description='Length of the unthreaded shank'
                )
        bf_Pan_Head_Dia = FloatProperty(
                attr='bf_Pan_Head_Dia',
    
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                name='Pan Head Dia', default=5.599999904632568,
    
                min=0, soft_min=0,
                max=MAX_INPUT_NUMBER,
    
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                description='Diameter of the Pan Head')
    
    
        bf_Philips_Bit_Dia = FloatProperty(
                attr='bf_Philips_Bit_Dia',
                name='Bit Dia', default=1.8199999332427979,
                min=0, soft_min=0,
                max=MAX_INPUT_NUMBER,
    
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                description='Diameter of the Philips Bit')
    
        bf_Thread_Length = FloatProperty(
                attr='bf_Thread_Length',
                name='Thread Length', default=6,
                min=0, soft_min=0,
                max=MAX_INPUT_NUMBER,
    
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                description='Length of the Thread')
    
    
        bf_Major_Dia = FloatProperty(
                attr='bf_Major_Dia',
                name='Major Dia', default=3,
                min=0, soft_min=0,
                max=MAX_INPUT_NUMBER,
    
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                description='Outside diameter of the Thread')
    
    
        bf_Pitch = FloatProperty(
                attr='bf_Pitch',
    
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                name='Pitch', default=0.3499999940395355,
    
                min=0.1, soft_min=0.1,
                max=7.0,
                description='Pitch if the thread'
                )
        bf_Minor_Dia = FloatProperty(
                attr='bf_Minor_Dia',
                name='Minor Dia', default=2.6211137771606445,
                min=0, soft_min=0,
                max=MAX_INPUT_NUMBER,
                description='Inside diameter of the Thread'
                )
        bf_Crest_Percent = IntProperty(
                attr='bf_Crest_Percent',
                name='Crest Percent', default=10,
                min=1, soft_min=1,
                max=90,
                description='Percent of the pitch that makes up the Crest'
                )
        bf_Root_Percent = IntProperty(
                attr='bf_Root_Percent',
                name='Root Percent', default=10,
                min=1, soft_min=1,
                max=90,
                description='Percent of the pitch that makes up the Root'
                )
        bf_Div_Count = IntProperty(
                attr='bf_Div_Count',
                name='Div count', default=36,
                min=4, soft_min=4,
                max=4096,
                description='Div count determine circle resolution'
                )
        bf_Hex_Nut_Height = FloatProperty(
                attr='bf_Hex_Nut_Height',
    
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                name='Hex Nut Height', default=2.4000000953674316,
    
                min=0, soft_min=0,
                max=MAX_INPUT_NUMBER,
                description='Height of the Hex Nut'
                )
        bf_Hex_Nut_Flat_Distance = FloatProperty(
                attr='bf_Hex_Nut_Flat_Distance',
                name='Hex Nut Flat Dist', default=5.5,
                min=0, soft_min=0,
                max=MAX_INPUT_NUMBER,
                description='Flat distance of the Hex Nut'
                )
    
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            # generic transform props
        view_align = BoolProperty(
                name="Align to View",
                default=False,
                update=AddObjectHelper.view_align_update_callback,
                )
        
        location = FloatVectorProperty(
                name="Location",
                subtype='TRANSLATION',
                )
        
        rotation = FloatVectorProperty(
                name="Rotation",
                subtype='EULER',
                )
    
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        def draw(self, context):
            layout = self.layout
            col = layout.column()
    
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            col.separator()
    
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                    pass
    
                    col.prop(self, 'bf_Allen_Bit_Depth')
                    col.prop(self, 'bf_Allen_Bit_Flat_Distance')
    
                    col.prop(self, 'bf_Phillips_Bit_Depth')
                    col.prop(self, 'bf_Philips_Bit_Dia')
    
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                col.separator()
    
                    col.prop(self, 'bf_Hex_Head_Height')
                    col.prop(self, 'bf_Hex_Head_Flat_Distance')
    
                    col.prop(self, 'bf_Cap_Head_Height')
                    col.prop(self, 'bf_Cap_Head_Dia')
    
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                col.separator()
    
                col.label(text='Shank')
    
                col.prop(self, 'bf_Shank_Length')
                col.prop(self, 'bf_Shank_Dia')
    
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                col.separator()
    
                col.prop(self, 'bf_Nut_Type')
                col.prop(self, 'bf_Hex_Nut_Height')
                col.prop(self, 'bf_Hex_Nut_Flat_Distance')
    
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            col.label(text='Thread')
    
                col.prop(self, 'bf_Thread_Length')
            col.prop(self, 'bf_Major_Dia')
            col.prop(self, 'bf_Minor_Dia')
            col.prop(self, 'bf_Pitch')
            col.prop(self, 'bf_Crest_Percent')
            col.prop(self, 'bf_Root_Percent')
    
            col.prop(self, 'bf_Div_Count')
    
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            # generic transform props
            col.separator()
            col.prop(self, 'view_align')
            col.prop(self, 'location')
            col.prop(self, 'rotation')
    
        @classmethod
        def poll(cls, context):
    
            return context.scene is not None
    
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        def execute(self, context):
    
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            createMesh.Create_New_Mesh(self, context)
    
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            return {'FINISHED'}
    
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        def invoke(self, context, event):
            self.execute(context)
    
            return {'FINISHED'}