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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 bpy.types import Operator
from bpy.props import (
BoolProperty,
EnumProperty,
FloatProperty,
IntProperty,
)
from . import createMesh
bl_idname = "mesh.bolt_add"
bl_description = "Construct many types of Bolts"
# 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',
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',
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',
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',
name='Nut Type',
description='Choose the type of nut you would like',
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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',
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',
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',
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',
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',
min=0, soft_min=0,
max=MAX_INPUT_NUMBER,
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,
bf_Thread_Length = FloatProperty(
attr='bf_Thread_Length',
name='Thread Length', default=6,
min=0, soft_min=0,
max=MAX_INPUT_NUMBER,
bf_Major_Dia = FloatProperty(
attr='bf_Major_Dia',
name='Major Dia', default=3,
min=0, soft_min=0,
max=MAX_INPUT_NUMBER,
bf_Pitch = FloatProperty(
attr='bf_Pitch',
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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',
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'
)
# 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',
)
def draw(self, context):
layout = self.layout
col = layout.column()
Campbell Barton
committed
col.prop(self, 'bf_Model_Type')
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if self.bf_Model_Type == 'bf_Model_Bolt':
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col.prop(self, 'bf_Bit_Type')
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if self.bf_Bit_Type == 'bf_Bit_None':
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elif self.bf_Bit_Type == 'bf_Bit_Allen':
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col.prop(self, 'bf_Allen_Bit_Depth')
col.prop(self, 'bf_Allen_Bit_Flat_Distance')
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elif self.bf_Bit_Type == 'bf_Bit_Philips':
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col.prop(self, 'bf_Phillips_Bit_Depth')
col.prop(self, 'bf_Philips_Bit_Dia')
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if self.bf_Model_Type == 'bf_Model_Bolt':
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col.prop(self, 'bf_Head_Type')
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if self.bf_Head_Type == 'bf_Head_Hex':
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col.prop(self, 'bf_Hex_Head_Height')
col.prop(self, 'bf_Hex_Head_Flat_Distance')
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elif self.bf_Head_Type == 'bf_Head_Cap':
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col.prop(self, 'bf_Cap_Head_Height')
col.prop(self, 'bf_Cap_Head_Dia')
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elif self.bf_Head_Type == 'bf_Head_Dome':
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col.prop(self, 'bf_Dome_Head_Dia')
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elif self.bf_Head_Type == 'bf_Head_Pan':
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col.prop(self, 'bf_Pan_Head_Dia')
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elif self.bf_Head_Type == 'bf_Head_CounterSink':
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col.prop(self, 'bf_CounterSink_Head_Dia')
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if self.bf_Model_Type == 'bf_Model_Bolt':
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col.prop(self, 'bf_Shank_Length')
col.prop(self, 'bf_Shank_Dia')
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if self.bf_Model_Type == 'bf_Model_Nut':
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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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committed
if self.bf_Model_Type == 'bf_Model_Bolt':
Campbell Barton
committed
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')
# 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
def invoke(self, context, event):
self.execute(context)
return {'FINISHED'}