Skip to content
Snippets Groups Projects
createMesh.py 64.5 KiB
Newer Older
# ##### 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 #####

Brendon Murphy's avatar
Brendon Murphy committed
import bpy
from mathutils import (
        Matrix,
        Vector,
        )
from math import (
from random import triangular
Aaron Keith's avatar
Aaron Keith committed
from bpy_extras.object_utils import AddObjectHelper, object_data_add
Brendon Murphy's avatar
Brendon Murphy committed

NARROW_UI = 180
MAX_INPUT_NUMBER = 50

GLOBAL_SCALE = 1       # 1 blender unit = X mm
Brendon Murphy's avatar
Brendon Murphy committed


# next two utility functions are stolen from import_obj.py

def unpack_list(list_of_tuples):
    l = []
    for t in list_of_tuples:
        l.extend(t)
    return l

Brendon Murphy's avatar
Brendon Murphy committed
def unpack_face_list(list_of_tuples):
    l = []
    for t in list_of_tuples:
        face = [i for i in t]

        if len(face) != 3 and len(face) != 4:
            raise RuntimeError("{0} vertices in face".format(len(face)))
Brendon Murphy's avatar
Brendon Murphy committed
        # rotate indices if the 4th is 0
        if len(face) == 4 and face[3] == 0:
            face = [face[3], face[0], face[1], face[2]]

        if len(face) == 3:
            face.append(0)
Brendon Murphy's avatar
Brendon Murphy committed
        l.extend(face)

    return l

Brendon Murphy's avatar
Brendon Murphy committed
Remove Doubles takes a list on Verts and a list of Faces and
removes the doubles, much like Blender does in edit mode.
It doesn’t have the range function  but it will round the corrdinates
and remove verts that are very close together.  The function
Aaron Keith's avatar
Aaron Keith committed
is useful because you can perform a "Remove Doubles" with out
Brendon Murphy's avatar
Brendon Murphy committed
having to enter Edit Mode. Having to enter edit mode has the
disadvantage of not being able to interactively change the properties.
def RemoveDoubles(verts, faces, Decimal_Places=4):
    new_verts = []
    new_faces = []
    dict_verts = {}
    Rounded_Verts = []
        Rounded_Verts.append([round(v[0], Decimal_Places),
                              round(v[1], Decimal_Places),
                              round(v[2], Decimal_Places)])

    for face in faces:
        new_face = []
        for vert_index in face:
            Real_co = tuple(verts[vert_index])
            Rounded_co = tuple(Rounded_Verts[vert_index])

            if Rounded_co not in dict_verts:
                dict_verts[Rounded_co] = len(dict_verts)
                new_verts.append(Real_co)
            if dict_verts[Rounded_co] not in new_face:
                new_face.append(dict_verts[Rounded_co])
        if len(new_face) == 3 or len(new_face) == 4:
            new_faces.append(new_face)
    return new_verts, new_faces
def Scale_Mesh_Verts(verts, scale_factor):
Brendon Murphy's avatar
Brendon Murphy committed
    Ret_verts = []
    for v in verts:
        Ret_verts.append([v[0] * scale_factor, v[1] * scale_factor, v[2] * scale_factor])
Brendon Murphy's avatar
Brendon Murphy committed
    return Ret_verts


# Create a matrix representing a rotation.
Brendon Murphy's avatar
Brendon Murphy committed
#
# Parameters:
Brendon Murphy's avatar
Brendon Murphy committed
#
#        * angle (float) - The angle of rotation desired.
#        * matSize (int) - The size of the rotation matrix to construct. Can be 2d, 3d, or 4d.
#        * axisFlag (string (optional)) - Possible values:
#              o "x - x-axis rotation"
#              o "y - y-axis rotation"
#              o "z - z-axis rotation"
#              o "r - arbitrary rotation around vector"
#        * axis (Vector object. (optional)) - The arbitrary axis of rotation used with "R"
#
# Returns: Matrix object.
Brendon Murphy's avatar
Brendon Murphy committed
def Simple_RotationMatrix(angle, matSize, axisFlag):
    if matSize != 4:
        print("Simple_RotationMatrix can only do 4x4")
    q = radians(angle)  # make the rotation go clockwise
Brendon Murphy's avatar
Brendon Murphy committed
    if axisFlag == 'x':
        matrix = Matrix.Rotation(q, 4, 'X')
    elif axisFlag == 'y':
        matrix = Matrix.Rotation(q, 4, 'Y')
Brendon Murphy's avatar
Brendon Murphy committed
    elif axisFlag == 'z':
        matrix = Matrix.Rotation(q, 4, 'Z')
Brendon Murphy's avatar
Brendon Murphy committed
    else:
        print("Simple_RotationMatrix can only do x y z axis")
Brendon Murphy's avatar
Brendon Murphy committed
    return matrix


# ####################################################################
#              Converter Functions For Bolt Factory
# ####################################################################
Brendon Murphy's avatar
Brendon Murphy committed

def Flat_To_Radius(FLAT):
    h = (float(FLAT) / 2) / cos(radians(30))
Brendon Murphy's avatar
Brendon Murphy committed
    return h

Brendon Murphy's avatar
Brendon Murphy committed
def Get_Phillips_Bit_Height(Bit_Dia):
    Flat_Width_half = (Bit_Dia * (0.5 / 1.82)) / 2.0
Brendon Murphy's avatar
Brendon Murphy committed
    Bit_Rad = Bit_Dia / 2.0
    x = Bit_Rad - Flat_Width_half
    y = tan(radians(60)) * x
# ####################################################################
#                    Miscellaneous Utilities
# ####################################################################
Brendon Murphy's avatar
Brendon Murphy committed

# Returns a list of verts rotated by the given matrix. Used by SpinDup
def Rot_Mesh(verts, matrix):
Aaron Keith's avatar
Aaron Keith committed
    return [(matrix @ Vector(v))[:] for v in verts]
# Returns a list of faces that has there index incremented by offset
def Copy_Faces(faces, offset):
    return [[(i + offset) for i in f] for f in faces]
# Much like Blenders built in SpinDup
def SpinDup(VERTS, FACES, DEGREE, DIVISIONS, AXIS):
    verts = []
    faces = []
Brendon Murphy's avatar
Brendon Murphy committed
    if DIVISIONS == 0:
    step = DEGREE / DIVISIONS  # set step so pieces * step = degrees in arc
Brendon Murphy's avatar
Brendon Murphy committed
    for i in range(int(DIVISIONS)):
        rotmat = Simple_RotationMatrix(step * i, 4, AXIS)  # 4x4 rotation matrix, 30d about the x axis.
        Rot = Rot_Mesh(VERTS, rotmat)
        faces.extend(Copy_Faces(FACES, len(verts)))
Brendon Murphy's avatar
Brendon Murphy committed
        verts.extend(Rot)
    return verts, faces
Brendon Murphy's avatar
Brendon Murphy committed


# Returns a list of verts that have been moved up the z axis by DISTANCE
def Move_Verts_Up_Z(VERTS, DISTANCE):
Brendon Murphy's avatar
Brendon Murphy committed
    ret = []
    for v in VERTS:
        ret.append([v[0], v[1], v[2] + DISTANCE])
Brendon Murphy's avatar
Brendon Murphy committed
    return ret


# Returns a list of verts and faces that has been mirrored in the AXIS
def Mirror_Verts_Faces(VERTS, FACES, AXIS, FLIP_POINT=0):
Brendon Murphy's avatar
Brendon Murphy committed
    ret_vert = []
    ret_face = []
Brendon Murphy's avatar
Brendon Murphy committed
    if AXIS == 'y':
        for v in VERTS:
            Delta = v[0] - FLIP_POINT
            ret_vert.append([FLIP_POINT - Delta, v[1], v[2]])
Brendon Murphy's avatar
Brendon Murphy committed
    if AXIS == 'x':
        for v in VERTS:
            Delta = v[1] - FLIP_POINT
            ret_vert.append([v[0], FLIP_POINT - Delta, v[2]])
Brendon Murphy's avatar
Brendon Murphy committed
    if AXIS == 'z':
        for v in VERTS:
            Delta = v[2] - FLIP_POINT
            ret_vert.append([v[0], v[1], FLIP_POINT - Delta])
Brendon Murphy's avatar
Brendon Murphy committed
    for f in FACES:
        fsub = []
        for i in range(len(f)):
            fsub.append(f[i] + offset)
        fsub.reverse()  # flip the order to make norm point out
Brendon Murphy's avatar
Brendon Murphy committed
        ret_face.append(fsub)
    return ret_vert, ret_face
# Returns a list of faces that
# make up an array of 4 point polygon.
def Build_Face_List_Quads(OFFSET, COLUMN, ROW, FLIP=0):
    Ret = []
    RowStart = 0
Brendon Murphy's avatar
Brendon Murphy committed
    for j in range(ROW):
            Res1 = RowStart + i
            Res2 = RowStart + i + (COLUMN + 1)
            Res3 = RowStart + i + (COLUMN + 1) + 1
            Res4 = RowStart + i + 1
Brendon Murphy's avatar
Brendon Murphy committed
            if FLIP:
                Ret.append([OFFSET + Res1, OFFSET + Res2, OFFSET + Res3, OFFSET + Res4])
Brendon Murphy's avatar
Brendon Murphy committed
            else:
                Ret.append([OFFSET + Res4, OFFSET + Res3, OFFSET + Res2, OFFSET + Res1])
Brendon Murphy's avatar
Brendon Murphy committed
    return Ret


# Returns a list of faces that makes up a fill pattern for a
Brendon Murphy's avatar
Brendon Murphy committed
# circle
def Fill_Ring_Face(OFFSET, NUM, FACE_DOWN=0):
    Ret = []
    Face = [1, 2, 0]
    TempFace = [0, 0, 0]
Campbell Barton's avatar
Campbell Barton committed
    # A = 0  # UNUSED
Brendon Murphy's avatar
Brendon Murphy committed
    B = 1
    C = 2
    if NUM < 3:
        return None
    for i in range(NUM - 2):
        if (i % 2):
            TempFace[0] = Face[C]
            TempFace[1] = Face[C] + 1
            TempFace[2] = Face[B]
Brendon Murphy's avatar
Brendon Murphy committed
            if FACE_DOWN:
                Ret.append([OFFSET + Face[2], OFFSET + Face[1], OFFSET + Face[0]])
Brendon Murphy's avatar
Brendon Murphy committed
            else:
                Ret.append([OFFSET + Face[0], OFFSET + Face[1], OFFSET + Face[2]])
Brendon Murphy's avatar
Brendon Murphy committed
        else:
            TempFace[0] = Face[C]
Brendon Murphy's avatar
Brendon Murphy committed
            if Face[C] == 0:
                TempFace[1] = NUM - 1
Brendon Murphy's avatar
Brendon Murphy committed
            else:
                TempFace[1] = Face[C] - 1
            TempFace[2] = Face[B]
Brendon Murphy's avatar
Brendon Murphy committed
            if FACE_DOWN:
                Ret.append([OFFSET + Face[0], OFFSET + Face[1], OFFSET + Face[2]])
Brendon Murphy's avatar
Brendon Murphy committed
            else:
                Ret.append([OFFSET + Face[2], OFFSET + Face[1], OFFSET + Face[0]])
Brendon Murphy's avatar
Brendon Murphy committed
        Face[0] = TempFace[0]
        Face[1] = TempFace[1]
        Face[2] = TempFace[2]
    return Ret
# ####################################################################
#                    Create Allen Bit
# ####################################################################
def Allen_Fill(OFFSET, FLIP=0):
Brendon Murphy's avatar
Brendon Murphy committed
    faces = []
    Lookup = [[19, 1, 0],
              [19, 2, 1],
              [19, 3, 2],
              [19, 20, 3],
              [20, 4, 3],
              [20, 5, 4],
              [20, 6, 5],
              [20, 7, 6],
              [20, 8, 7],
              [20, 9, 8],

              [20, 21, 9],

              [21, 10, 9],
              [21, 11, 10],
              [21, 12, 11],
              [21, 13, 12],
              [21, 14, 13],
              [21, 15, 14],

              [21, 22, 15],
              [22, 16, 15],
              [22, 17, 16],
              [22, 18, 17]
Brendon Murphy's avatar
Brendon Murphy committed
              ]
    for i in Lookup:
        if FLIP:
            faces.append([OFFSET + i[2], OFFSET + i[1], OFFSET + i[0]])
Brendon Murphy's avatar
Brendon Murphy committed
        else:
            faces.append([OFFSET + i[0], OFFSET + i[1], OFFSET + i[2]])
Brendon Murphy's avatar
Brendon Murphy committed
    return faces

Brendon Murphy's avatar
Brendon Murphy committed
def Allen_Bit_Dia(FLAT_DISTANCE):
    Flat_Radius = (float(FLAT_DISTANCE) / 2.0) / cos(radians(30))
Brendon Murphy's avatar
Brendon Murphy committed
    return (Flat_Radius * 1.05) * 2.0
def Allen_Bit_Dia_To_Flat(DIA):
    Flat_Radius = (DIA / 2.0) / 1.05
    return (Flat_Radius * cos(radians(30))) * 2.0
def Create_Allen_Bit(FLAT_DISTANCE, HEIGHT):
Brendon Murphy's avatar
Brendon Murphy committed
    verts = []
    faces = []
    Flat_Radius = (float(FLAT_DISTANCE) / 2.0) / cos(radians(30))
Brendon Murphy's avatar
Brendon Murphy committed
    OUTTER_RADIUS = Flat_Radius * 1.05
    Outter_Radius_Height = Flat_Radius * (0.1 / 5.77)
Brendon Murphy's avatar
Brendon Murphy committed
    FaceStart_Outside = len(verts)
    Deg_Step = 360.0 / float(DIV_COUNT)
    for i in range(int(DIV_COUNT / 2) + 1):  # only do half and mirror later
        x = sin(radians(i * Deg_Step)) * OUTTER_RADIUS
        y = cos(radians(i * Deg_Step)) * OUTTER_RADIUS
        verts.append([x, y, 0])
Brendon Murphy's avatar
Brendon Murphy committed
    FaceStart_Inside = len(verts)
    Deg_Step = 360.0 / float(6)
    for i in range(int(6 / 2) + 1):
        x = sin(radians(i * Deg_Step)) * Flat_Radius
        y = cos(radians(i * Deg_Step)) * Flat_Radius
        verts.append([x, y, 0 - Outter_Radius_Height])
    faces.extend(Allen_Fill(FaceStart_Outside, 0))
Brendon Murphy's avatar
Brendon Murphy committed
    FaceStart_Bottom = len(verts)
    Deg_Step = 360.0 / float(6)
    for i in range(int(6 / 2) + 1):
        x = sin(radians(i * Deg_Step)) * Flat_Radius
        y = cos(radians(i * Deg_Step)) * Flat_Radius
        verts.append([x, y, 0 - HEIGHT])
    faces.extend(Build_Face_List_Quads(FaceStart_Inside, 3, 1, True))
    faces.extend(Fill_Ring_Face(FaceStart_Bottom, 4))
    M_Verts, M_Faces = Mirror_Verts_Faces(verts, faces, 'y')
Brendon Murphy's avatar
Brendon Murphy committed
    verts.extend(M_Verts)
    faces.extend(M_Faces)
    return verts, faces, OUTTER_RADIUS * 2.0
# ####################################################################
#                    Create Phillips Bit
# ####################################################################
def Phillips_Fill(OFFSET, FLIP=0):
Brendon Murphy's avatar
Brendon Murphy committed
    faces = []
    Lookup = [[0, 1, 10],
              [1, 11, 10],
              [1, 2, 11],
              [2, 12, 11],

              [2, 3, 12],
              [3, 4, 12],
              [4, 5, 12],
              [5, 6, 12],
              [6, 7, 12],

              [7, 13, 12],
              [7, 8, 13],
              [8, 14, 13],
              [8, 9, 14],

              [10, 11, 16, 15],
              [11, 12, 16],
              [12, 13, 16],
              [13, 14, 17, 16],
              [15, 16, 17, 18]
Brendon Murphy's avatar
Brendon Murphy committed
              ]
    for i in Lookup:
        if FLIP:
            if len(i) == 3:
                faces.append([OFFSET + i[2], OFFSET + i[1], OFFSET + i[0]])
                faces.append([OFFSET + i[3], OFFSET + i[2], OFFSET + i[1], OFFSET + i[0]])
Brendon Murphy's avatar
Brendon Murphy committed
        else:
            if len(i) == 3:
                faces.append([OFFSET + i[0], OFFSET + i[1], OFFSET + i[2]])
Brendon Murphy's avatar
Brendon Murphy committed
            else:
                faces.append([OFFSET + i[0], OFFSET + i[1], OFFSET + i[2], OFFSET + i[3]])
Brendon Murphy's avatar
Brendon Murphy committed
    return faces


def Create_Phillips_Bit(FLAT_DIA, FLAT_WIDTH, HEIGHT):
Brendon Murphy's avatar
Brendon Murphy committed
    verts = []
    faces = []
Brendon Murphy's avatar
Brendon Murphy committed
    FLAT_RADIUS = FLAT_DIA * 0.5
    OUTTER_RADIUS = FLAT_RADIUS * 1.05
    Flat_Half = float(FLAT_WIDTH) / 2.0
Brendon Murphy's avatar
Brendon Murphy committed
    FaceStart_Outside = len(verts)
    Deg_Step = 360.0 / float(DIV_COUNT)
    for i in range(int(DIV_COUNT / 4) + 1):  # only do half and mirror later
        x = sin(radians(i * Deg_Step)) * OUTTER_RADIUS
        y = cos(radians(i * Deg_Step)) * OUTTER_RADIUS
        verts.append([x, y, 0])
    # FaceStart_Inside = len(verts)               # UNUSED
    verts.append([0, FLAT_RADIUS, 0])             # 10
    verts.append([Flat_Half, FLAT_RADIUS, 0])     # 11
    verts.append([Flat_Half, Flat_Half, 0])       # 12
    verts.append([FLAT_RADIUS, Flat_Half, 0])     # 13
    verts.append([FLAT_RADIUS, 0, 0])             # 14
    verts.append([0, Flat_Half, 0 - HEIGHT])          # 15
    verts.append([Flat_Half, Flat_Half, 0 - HEIGHT])  # 16
    verts.append([Flat_Half, 0, 0 - HEIGHT])          # 17
    verts.append([0, 0, 0 - HEIGHT])            # 18
    faces.extend(Phillips_Fill(FaceStart_Outside, True))
    Spin_Verts, Spin_Face = SpinDup(verts, faces, 360, 4, 'z')
    return Spin_Verts, Spin_Face, OUTTER_RADIUS * 2
# ####################################################################
#                    Create Head Types
# ####################################################################
Brendon Murphy's avatar
Brendon Murphy committed

def Max_Pan_Bit_Dia(HEAD_DIA):
    HEAD_RADIUS = HEAD_DIA * 0.5
    XRad = HEAD_RADIUS * 1.976
    return (sin(radians(10)) * XRad) * 2.0
def Create_Pan_Head(HOLE_DIA, HEAD_DIA, SHANK_DIA, HEIGHT, RAD1, RAD2, FACE_OFFSET, DIV_COUNT):
Brendon Murphy's avatar
Brendon Murphy committed

    HOLE_RADIUS = HOLE_DIA * 0.5
    HEAD_RADIUS = HEAD_DIA * 0.5
    SHANK_RADIUS = SHANK_DIA * 0.5

    verts = []
    faces = []
    Row = 0
Campbell Barton's avatar
Campbell Barton committed

Brendon Murphy's avatar
Brendon Murphy committed
    XRad = HEAD_RADIUS * 1.976
    ZRad = HEAD_RADIUS * 1.768
    EndRad = HEAD_RADIUS * 0.284
    EndZOffset = HEAD_RADIUS * 0.432
    HEIGHT = HEAD_RADIUS * 0.59
    """
    Dome_Rad =  5.6
    RAD_Offset = 4.9
    OtherRad = 0.8
    OtherRad_X_Offset = 4.2
    OtherRad_Z_Offset = 2.52
    XRad = 9.88
    ZRad = 8.84
    EndRad = 1.42
    EndZOffset = 2.16
    HEIGHT = 2.95
    """
Brendon Murphy's avatar
Brendon Murphy committed
    FaceStart = FACE_OFFSET

    z = cos(radians(10)) * ZRad
    verts.append([HOLE_RADIUS, 0.0, (0.0 - ZRad) + z])
    Start_Height = 0 - ((0.0 - ZRad) + z)
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1

    # for i in range(0,30,10):  was 0 to 30 more work needed to make this look good.
    for i in range(10, 30, 10):
        x = sin(radians(i)) * XRad
        z = cos(radians(i)) * ZRad
        verts.append([x, 0.0, (0.0 - ZRad) + z])
Brendon Murphy's avatar
Brendon Murphy committed
        Row += 1

    for i in range(20, 140, 10):
        x = sin(radians(i)) * EndRad
        z = cos(radians(i)) * EndRad
        if ((0.0 - EndZOffset) + z) < (0.0 - HEIGHT):
            verts.append([(HEAD_RADIUS - EndRad) + x, 0.0, 0.0 - HEIGHT])
Brendon Murphy's avatar
Brendon Murphy committed
        else:
            verts.append([(HEAD_RADIUS - EndRad) + x, 0.0, (0.0 - EndZOffset) + z])
Brendon Murphy's avatar
Brendon Murphy committed
        Row += 1
    verts.append([SHANK_RADIUS, 0.0, (0.0 - HEIGHT)])
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1
    verts.append([SHANK_RADIUS, 0.0, (0.0 - HEIGHT) - Start_Height])
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1

    sVerts, sFaces = SpinDup(verts, faces, 360, DIV_COUNT, 'z')
    sVerts.extend(verts)  # add the start verts to the Spin verts to complete the loop
    faces.extend(Build_Face_List_Quads(FaceStart, Row - 1, DIV_COUNT))
Campbell Barton's avatar
Campbell Barton committed
    # Global_Head_Height = HEIGHT  # UNUSED
    return Move_Verts_Up_Z(sVerts, Start_Height), faces, HEIGHT
def Create_Dome_Head(HOLE_DIA, HEAD_DIA, SHANK_DIA, HEIGHT, RAD1, RAD2, FACE_OFFSET, DIV_COUNT):
Brendon Murphy's avatar
Brendon Murphy committed
    HOLE_RADIUS = HOLE_DIA * 0.5
    HEAD_RADIUS = HEAD_DIA * 0.5
    SHANK_RADIUS = SHANK_DIA * 0.5
Brendon Murphy's avatar
Brendon Murphy committed
    verts = []
    faces = []
    Row = 0
    # Dome_Rad =  HEAD_RADIUS * (1.0/1.75)
    Dome_Rad = HEAD_RADIUS * 1.12
    # Head_Height = HEAD_RADIUS * 0.78
Brendon Murphy's avatar
Brendon Murphy committed
    RAD_Offset = HEAD_RADIUS * 0.98
    Dome_Height = HEAD_RADIUS * 0.64
    OtherRad = HEAD_RADIUS * 0.16
    OtherRad_X_Offset = HEAD_RADIUS * 0.84
    OtherRad_Z_Offset = HEAD_RADIUS * 0.504
    """
    Dome_Rad =  5.6
    RAD_Offset = 4.9
    Dome_Height = 3.2
    OtherRad = 0.8
    OtherRad_X_Offset = 4.2
    OtherRad_Z_Offset = 2.52
   """
Brendon Murphy's avatar
Brendon Murphy committed
    FaceStart = FACE_OFFSET
    verts.append([HOLE_RADIUS, 0.0, 0.0])
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1

    for i in range(0, 60, 10):
        x = sin(radians(i)) * Dome_Rad
        z = cos(radians(i)) * Dome_Rad
        if ((0.0 - RAD_Offset) + z) <= 0:
            verts.append([x, 0.0, (0.0 - RAD_Offset) + z])
Brendon Murphy's avatar
Brendon Murphy committed
            Row += 1

    for i in range(60, 160, 10):
        x = sin(radians(i)) * OtherRad
        z = cos(radians(i)) * OtherRad
        z = (0.0 - OtherRad_Z_Offset) + z
        if z < (0.0 - Dome_Height):
            z = (0.0 - Dome_Height)
        verts.append([OtherRad_X_Offset + x, 0.0, z])
Brendon Murphy's avatar
Brendon Murphy committed
        Row += 1
    verts.append([SHANK_RADIUS, 0.0, (0.0 - Dome_Height)])
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1

    sVerts, sFaces = SpinDup(verts, faces, 360, DIV_COUNT, 'z')
    sVerts.extend(verts)   # add the start verts to the Spin verts to complete the loop
    faces.extend(Build_Face_List_Quads(FaceStart, Row - 1, DIV_COUNT))
    return sVerts, faces, Dome_Height
def Create_CounterSink_Head(HOLE_DIA, HEAD_DIA, SHANK_DIA, HEIGHT, RAD1, DIV_COUNT):
    HOLE_RADIUS = HOLE_DIA * 0.5
    HEAD_RADIUS = HEAD_DIA * 0.5
    SHANK_RADIUS = SHANK_DIA * 0.5
    verts = []
    faces = []
    Row = 0

    # HEAD_RADIUS = (HEIGHT/tan(radians(60))) + SHANK_RADIUS
    HEIGHT = tan(radians(60)) * (HEAD_RADIUS - SHANK_RADIUS)
    FaceStart = len(verts)

    verts.append([HOLE_RADIUS, 0.0, 0.0])
    Row += 1

    # rad
    for i in range(0, 100, 10):
        x = sin(radians(i)) * RAD1
        z = cos(radians(i)) * RAD1
        verts.append([(HEAD_RADIUS - RAD1) + x, 0.0, (0.0 - RAD1) + z])
        Row += 1
    verts.append([SHANK_RADIUS, 0.0, 0.0 - HEIGHT])
    Row += 1

    sVerts, sFaces = SpinDup(verts, faces, 360, DIV_COUNT, 'z')
    sVerts.extend(verts)    # add the start verts to the Spin verts to complete the loop
    faces.extend(Build_Face_List_Quads(FaceStart, Row - 1, DIV_COUNT))
    return sVerts, faces, HEIGHT
def Create_Cap_Head(HOLE_DIA, HEAD_DIA, SHANK_DIA, HEIGHT, RAD1, RAD2, DIV_COUNT):
Brendon Murphy's avatar
Brendon Murphy committed
    HOLE_RADIUS = HOLE_DIA * 0.5
    HEAD_RADIUS = HEAD_DIA * 0.5
    SHANK_RADIUS = SHANK_DIA * 0.5
Brendon Murphy's avatar
Brendon Murphy committed
    verts = []
    faces = []
    Row = 0
    BEVEL = HEIGHT * 0.01
Brendon Murphy's avatar
Brendon Murphy committed
    FaceStart = len(verts)

    verts.append([HOLE_RADIUS, 0.0, 0.0])
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1

    # rad
    for i in range(0, 100, 10):
        x = sin(radians(i)) * RAD1
        z = cos(radians(i)) * RAD1
        verts.append([(HEAD_RADIUS - RAD1) + x, 0.0, (0.0 - RAD1) + z])
Brendon Murphy's avatar
Brendon Murphy committed
        Row += 1
    verts.append([HEAD_RADIUS, 0.0, 0.0 - HEIGHT + BEVEL])
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1

    verts.append([HEAD_RADIUS - BEVEL, 0.0, 0.0 - HEIGHT])
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1

    # rad2
    for i in range(0, 100, 10):
        x = sin(radians(i)) * RAD2
        z = cos(radians(i)) * RAD2
        verts.append([(SHANK_RADIUS + RAD2) - x, 0.0, (0.0 - HEIGHT - RAD2) + z])
Brendon Murphy's avatar
Brendon Murphy committed
        Row += 1
    sVerts, sFaces = SpinDup(verts, faces, 360, DIV_COUNT, 'z')
    sVerts.extend(verts)    # add the start verts to the Spin verts to complete the loop
    faces.extend(Build_Face_List_Quads(FaceStart, Row - 1, DIV_COUNT))
    return sVerts, faces, HEIGHT + RAD2
def Create_Hex_Head(FLAT, HOLE_DIA, SHANK_DIA, HEIGHT):
Brendon Murphy's avatar
Brendon Murphy committed
    verts = []
    faces = []
    HOLE_RADIUS = HOLE_DIA * 0.5
    Half_Flat = FLAT / 2
    TopBevelRadius = Half_Flat - (Half_Flat * (0.05 / 8))
    Undercut_Height = (Half_Flat * (0.05 / 8))
    Shank_Bevel = (Half_Flat * (0.05 / 8))
Brendon Murphy's avatar
Brendon Murphy committed
    Flat_Height = HEIGHT - Undercut_Height - Shank_Bevel
    # Undercut_Height = 5
    SHANK_RADIUS = SHANK_DIA / 2
    Row = 0
    verts.append([0.0, 0.0, 0.0])
Brendon Murphy's avatar
Brendon Murphy committed
    FaceStart = len(verts)
    # inner hole
    x = sin(radians(0)) * HOLE_RADIUS
    y = cos(radians(0)) * HOLE_RADIUS
    verts.append([x, y, 0.0])
    x = sin(radians(60 / 6)) * HOLE_RADIUS
    y = cos(radians(60 / 6)) * HOLE_RADIUS
    verts.append([x, y, 0.0])
    x = sin(radians(60 / 3)) * HOLE_RADIUS
    y = cos(radians(60 / 3)) * HOLE_RADIUS
    verts.append([x, y, 0.0])
    x = sin(radians(60 / 2)) * HOLE_RADIUS
    y = cos(radians(60 / 2)) * HOLE_RADIUS
    verts.append([x, y, 0.0])
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1
    # bevel
    x = sin(radians(0)) * TopBevelRadius
    y = cos(radians(0)) * TopBevelRadius
    vec1 = Vector([x, y, 0.0])
    verts.append([x, y, 0.0])

    x = sin(radians(60 / 6)) * TopBevelRadius
    y = cos(radians(60 / 6)) * TopBevelRadius
    vec2 = Vector([x, y, 0.0])
    verts.append([x, y, 0.0])

    x = sin(radians(60 / 3)) * TopBevelRadius
    y = cos(radians(60 / 3)) * TopBevelRadius
    vec3 = Vector([x, y, 0.0])
    verts.append([x, y, 0.0])

    x = sin(radians(60 / 2)) * TopBevelRadius
    y = cos(radians(60 / 2)) * TopBevelRadius
    vec4 = Vector([x, y, 0.0])
    verts.append([x, y, 0.0])
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1
    # Flats
    x = tan(radians(0)) * Half_Flat
    dvec = vec1 - Vector([x, Half_Flat, 0.0])
    verts.append([x, Half_Flat, -dvec.length])
    x = tan(radians(60 / 6)) * Half_Flat
    dvec = vec2 - Vector([x, Half_Flat, 0.0])
    verts.append([x, Half_Flat, -dvec.length])
    x = tan(radians(60 / 3)) * Half_Flat
    dvec = vec3 - Vector([x, Half_Flat, 0.0])
Brendon Murphy's avatar
Brendon Murphy committed
    Lowest_Point = -dvec.length
    verts.append([x, Half_Flat, -dvec.length])
    x = tan(radians(60 / 2)) * Half_Flat
    dvec = vec4 - Vector([x, Half_Flat, 0.0])
Brendon Murphy's avatar
Brendon Murphy committed
    Lowest_Point = -dvec.length
    verts.append([x, Half_Flat, -dvec.length])
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1
    # down Bits Tri
    x = tan(radians(0)) * Half_Flat
    verts.append([x, Half_Flat, Lowest_Point])
    x = tan(radians(60 / 6)) * Half_Flat
    verts.append([x, Half_Flat, Lowest_Point])
    x = tan(radians(60 / 3)) * Half_Flat
    verts.append([x, Half_Flat, Lowest_Point])
    x = tan(radians(60 / 2)) * Half_Flat
    verts.append([x, Half_Flat, Lowest_Point])
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1

    x = tan(radians(0)) * Half_Flat
    verts.append([x, Half_Flat, -Flat_Height])
    x = tan(radians(60 / 6)) * Half_Flat
    verts.append([x, Half_Flat, -Flat_Height])
    x = tan(radians(60 / 3)) * Half_Flat
    verts.append([x, Half_Flat, -Flat_Height])
    x = tan(radians(60 / 2)) * Half_Flat
    verts.append([x, Half_Flat, -Flat_Height])
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1
    # Under cut
    x = sin(radians(0)) * Half_Flat
    y = cos(radians(0)) * Half_Flat
    vec1 = Vector([x, y, 0.0])
    verts.append([x, y, -Flat_Height])

    x = sin(radians(60 / 6)) * Half_Flat
    y = cos(radians(60 / 6)) * Half_Flat
    vec2 = Vector([x, y, 0.0])
    verts.append([x, y, -Flat_Height])

    x = sin(radians(60 / 3)) * Half_Flat
    y = cos(radians(60 / 3)) * Half_Flat
    vec3 = Vector([x, y, 0.0])
    verts.append([x, y, -Flat_Height])

    x = sin(radians(60 / 2)) * Half_Flat
    y = cos(radians(60 / 2)) * Half_Flat
    vec3 = Vector([x, y, 0.0])
    verts.append([x, y, -Flat_Height])
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1
    # Under cut down bit
    x = sin(radians(0)) * Half_Flat
    y = cos(radians(0)) * Half_Flat
    vec1 = Vector([x, y, 0.0])
    verts.append([x, y, -Flat_Height - Undercut_Height])

    x = sin(radians(60 / 6)) * Half_Flat
    y = cos(radians(60 / 6)) * Half_Flat
    vec2 = Vector([x, y, 0.0])
    verts.append([x, y, -Flat_Height - Undercut_Height])

    x = sin(radians(60 / 3)) * Half_Flat
    y = cos(radians(60 / 3)) * Half_Flat
    vec3 = Vector([x, y, 0.0])
    verts.append([x, y, -Flat_Height - Undercut_Height])

    x = sin(radians(60 / 2)) * Half_Flat
    y = cos(radians(60 / 2)) * Half_Flat
    vec3 = Vector([x, y, 0.0])
    verts.append([x, y, -Flat_Height - Undercut_Height])
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1
    # Under cut to Shank BEVEL
    x = sin(radians(0)) * (SHANK_RADIUS + Shank_Bevel)
    y = cos(radians(0)) * (SHANK_RADIUS + Shank_Bevel)
    vec1 = Vector([x, y, 0.0])
    verts.append([x, y, -Flat_Height - Undercut_Height])

    x = sin(radians(60 / 6)) * (SHANK_RADIUS + Shank_Bevel)
    y = cos(radians(60 / 6)) * (SHANK_RADIUS + Shank_Bevel)
    vec2 = Vector([x, y, 0.0])
    verts.append([x, y, -Flat_Height - Undercut_Height])

    x = sin(radians(60 / 3)) * (SHANK_RADIUS + Shank_Bevel)
    y = cos(radians(60 / 3)) * (SHANK_RADIUS + Shank_Bevel)
    vec3 = Vector([x, y, 0.0])
    verts.append([x, y, -Flat_Height - Undercut_Height])

    x = sin(radians(60 / 2)) * (SHANK_RADIUS + Shank_Bevel)
    y = cos(radians(60 / 2)) * (SHANK_RADIUS + Shank_Bevel)
    vec3 = Vector([x, y, 0.0])
    verts.append([x, y, -Flat_Height - Undercut_Height])
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1
    # Under cut to Shank BEVEL
    x = sin(radians(0)) * SHANK_RADIUS
    y = cos(radians(0)) * SHANK_RADIUS
    vec1 = Vector([x, y, 0.0])
    verts.append([x, y, -Flat_Height - Undercut_Height - Shank_Bevel])

    x = sin(radians(60 / 6)) * SHANK_RADIUS
    y = cos(radians(60 / 6)) * SHANK_RADIUS
    vec2 = Vector([x, y, 0.0])
    verts.append([x, y, -Flat_Height - Undercut_Height - Shank_Bevel])

    x = sin(radians(60 / 3)) * SHANK_RADIUS
    y = cos(radians(60 / 3)) * SHANK_RADIUS
    vec3 = Vector([x, y, 0.0])
    verts.append([x, y, -Flat_Height - Undercut_Height - Shank_Bevel])

    x = sin(radians(60 / 2)) * SHANK_RADIUS
    y = cos(radians(60 / 2)) * SHANK_RADIUS
    vec3 = Vector([x, y, 0.0])
    verts.append([x, y, -Flat_Height - Undercut_Height - Shank_Bevel])
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1
    faces.extend(Build_Face_List_Quads(FaceStart, 3, Row - 1))
    Mirror_Verts, Mirror_Faces = Mirror_Verts_Faces(verts, faces, 'y')
Brendon Murphy's avatar
Brendon Murphy committed
    verts.extend(Mirror_Verts)
    faces.extend(Mirror_Faces)
    Spin_Verts, Spin_Faces = SpinDup(verts, faces, 360, 6, 'z')
    return Spin_Verts, Spin_Faces, 0 - (-HEIGHT)
# ####################################################################
#                    Create External Thread
# ####################################################################
def Thread_Start3(verts, INNER_RADIUS, OUTTER_RADIUS, PITCH, DIV_COUNT,
                  CREST_PERCENT, ROOT_PERCENT, Height_Offset):
Brendon Murphy's avatar
Brendon Murphy committed
    Height_Start = Height_Offset - PITCH
    Height_Step = float(PITCH) / float(DIV_COUNT)
    Deg_Step = 360.0 / float(DIV_COUNT)
    Crest_Height = float(PITCH) * float(CREST_PERCENT) / float(100)
    Root_Height = float(PITCH) * float(ROOT_PERCENT) / float(100)
    Root_to_Crest_Height = Crest_to_Root_Height = \
                        (float(PITCH) - (Crest_Height + Root_Height)) / 2.0
    # thread start
    Rank = float(OUTTER_RADIUS - INNER_RADIUS) / float(DIV_COUNT)
Brendon Murphy's avatar
Brendon Murphy committed
    for j in range(4):
        for i in range(DIV_COUNT + 1):
            z = Height_Offset - (Height_Step * i)
Brendon Murphy's avatar
Brendon Murphy committed
            if z > Height_Start:
                z = Height_Start
            x = sin(radians(i * Deg_Step)) * OUTTER_RADIUS
            y = cos(radians(i * Deg_Step)) * OUTTER_RADIUS
            verts.append([x, y, z])
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Crest_Height
        Ret_Row += 1
        for i in range(DIV_COUNT + 1):
            z = Height_Offset - (Height_Step * i)
Brendon Murphy's avatar
Brendon Murphy committed
            if z > Height_Start:
                z = Height_Start
            x = sin(radians(i * Deg_Step)) * OUTTER_RADIUS
            y = cos(radians(i * Deg_Step)) * OUTTER_RADIUS
            verts.append([x, y, z])
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Crest_to_Root_Height
        Ret_Row += 1
        for i in range(DIV_COUNT + 1):
            z = Height_Offset - (Height_Step * i)
Brendon Murphy's avatar
Brendon Murphy committed
            if z > Height_Start:
                z = Height_Start
            x = sin(radians(i * Deg_Step)) * INNER_RADIUS
            y = cos(radians(i * Deg_Step)) * INNER_RADIUS
Brendon Murphy's avatar
Brendon Murphy committed
            if j == 0:
                x = sin(radians(i * Deg_Step)) * (OUTTER_RADIUS - (i * Rank))
                y = cos(radians(i * Deg_Step)) * (OUTTER_RADIUS - (i * Rank))
            verts.append([x, y, z])
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Root_Height
        Ret_Row += 1
        for i in range(DIV_COUNT + 1):
            z = Height_Offset - (Height_Step * i)
Brendon Murphy's avatar
Brendon Murphy committed
            if z > Height_Start:
                z = Height_Start
            x = sin(radians(i * Deg_Step)) * INNER_RADIUS
            y = cos(radians(i * Deg_Step)) * INNER_RADIUS
Brendon Murphy's avatar
Brendon Murphy committed

            if j == 0:
                x = sin(radians(i * Deg_Step)) * (OUTTER_RADIUS - (i * Rank))
                y = cos(radians(i * Deg_Step)) * (OUTTER_RADIUS - (i * Rank))
            verts.append([x, y, z])
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Root_to_Crest_Height
        Ret_Row += 1
    return Ret_Row, Height_Offset
def Create_Shank_Verts(START_DIA, OUTTER_DIA, LENGTH, Z_LOCATION, DIV_COUNT):
Brendon Murphy's avatar
Brendon Murphy committed

    verts = []
    START_RADIUS = START_DIA / 2
    OUTTER_RADIUS = OUTTER_DIA / 2
Brendon Murphy's avatar
Brendon Murphy committed
    Opp = abs(START_RADIUS - OUTTER_RADIUS)
    Taper_Lentgh = Opp / tan(radians(31))
Brendon Murphy's avatar
Brendon Murphy committed
    if Taper_Lentgh > LENGTH:
        Taper_Lentgh = 0
Brendon Murphy's avatar
Brendon Murphy committed
    Stright_Length = LENGTH - Taper_Lentgh
    Deg_Step = 360.0 / float(DIV_COUNT)
Brendon Murphy's avatar
Brendon Murphy committed
    Row = 0
    Lowest_Z_Vert = 0
Brendon Murphy's avatar
Brendon Murphy committed
    Height_Offset = Z_LOCATION

    # Ring
    for i in range(DIV_COUNT + 1):
        x = sin(radians(i * Deg_Step)) * START_RADIUS
        y = cos(radians(i * Deg_Step)) * START_RADIUS
        z = Height_Offset - 0
        verts.append([x, y, z])
        Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
    Height_Offset -= Stright_Length
    Row += 1

    for i in range(DIV_COUNT + 1):
        x = sin(radians(i * Deg_Step)) * START_RADIUS
        y = cos(radians(i * Deg_Step)) * START_RADIUS
        z = Height_Offset - 0
        verts.append([x, y, z])
        Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
    Height_Offset -= Taper_Lentgh
    Row += 1

    return verts, Row, Height_Offset
def Create_Thread_Start_Verts(INNER_DIA, OUTTER_DIA, PITCH, CREST_PERCENT,
                              ROOT_PERCENT, Z_LOCATION, DIV_COUNT):
Brendon Murphy's avatar
Brendon Murphy committed
    verts = []
    INNER_RADIUS = INNER_DIA / 2
    OUTTER_RADIUS = OUTTER_DIA / 2
    Deg_Step = 360.0 / float(DIV_COUNT)
    Height_Step = float(PITCH) / float(DIV_COUNT)
Brendon Murphy's avatar
Brendon Murphy committed

    Row = 0
    Lowest_Z_Vert = 0
Brendon Murphy's avatar
Brendon Murphy committed
    Height_Offset = Z_LOCATION
    Crest_Height = float(PITCH) * float(CREST_PERCENT) / float(100)
    Root_Height = float(PITCH) * float(ROOT_PERCENT) / float(100)
    Root_to_Crest_Height = Crest_to_Root_Height = \
                        (float(PITCH) - (Crest_Height + Root_Height)) / 2.0
    Rank = float(OUTTER_RADIUS - INNER_RADIUS) / float(DIV_COUNT)
Brendon Murphy's avatar
Brendon Murphy committed
    Cut_off = Z_LOCATION
Brendon Murphy's avatar
Brendon Murphy committed
    for j in range(1):
        for i in range(DIV_COUNT + 1):
            x = sin(radians(i * Deg_Step)) * OUTTER_RADIUS
            y = cos(radians(i * Deg_Step)) * OUTTER_RADIUS
            z = Height_Offset - (Height_Step * i)
            if z > Cut_off:
                z = Cut_off
            verts.append([x, y, z])
            Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Crest_Height
        Row += 1
        for i in range(DIV_COUNT + 1):
            x = sin(radians(i * Deg_Step)) * OUTTER_RADIUS
            y = cos(radians(i * Deg_Step)) * OUTTER_RADIUS
            z = Height_Offset - (Height_Step * i)
            if z > Cut_off:
                z = Cut_off
            verts.append([x, y, z])
            Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Crest_to_Root_Height
        Row += 1
        for i in range(DIV_COUNT + 1):
            x = sin(radians(i * Deg_Step)) * OUTTER_RADIUS
            y = cos(radians(i * Deg_Step)) * OUTTER_RADIUS
            z = Height_Offset - (Height_Step * i)
            if z > Cut_off:
                z = Cut_off
            verts.append([x, y, z])
            Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Root_Height
        Row += 1
        for i in range(DIV_COUNT + 1):
            x = sin(radians(i * Deg_Step)) * OUTTER_RADIUS
            y = cos(radians(i * Deg_Step)) * OUTTER_RADIUS
            z = Height_Offset - (Height_Step * i)
            if z > Cut_off:
                z = Cut_off
            verts.append([x, y, z])
            Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Root_to_Crest_Height
        Row += 1
Brendon Murphy's avatar
Brendon Murphy committed
    for j in range(2):
        for i in range(DIV_COUNT + 1):
            z = Height_Offset - (Height_Step * i)
Brendon Murphy's avatar
Brendon Murphy committed
            if z > Height_Start:
                z = Height_Start
            x = sin(radians(i * Deg_Step)) * OUTTER_RADIUS
            y = cos(radians(i * Deg_Step)) * OUTTER_RADIUS
            verts.append([x, y, z])
            Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Crest_Height
        Row += 1
        for i in range(DIV_COUNT + 1):
            z = Height_Offset - (Height_Step * i)
Brendon Murphy's avatar
Brendon Murphy committed
            if z > Height_Start:
                z = Height_Start
            x = sin(radians(i * Deg_Step)) * OUTTER_RADIUS
            y = cos(radians(i * Deg_Step)) * OUTTER_RADIUS
            verts.append([x, y, z])
            Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Crest_to_Root_Height
        Row += 1
        for i in range(DIV_COUNT + 1):
            z = Height_Offset - (Height_Step * i)
Brendon Murphy's avatar
Brendon Murphy committed
            if z > Height_Start:
                z = Height_Start
            x = sin(radians(i * Deg_Step)) * INNER_RADIUS
            y = cos(radians(i * Deg_Step)) * INNER_RADIUS
Brendon Murphy's avatar
Brendon Murphy committed
            if j == 0:
                x = sin(radians(i * Deg_Step)) * (OUTTER_RADIUS - (i * Rank))
                y = cos(radians(i * Deg_Step)) * (OUTTER_RADIUS - (i * Rank))
            verts.append([x, y, z])
            Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Root_Height
        Row += 1
        for i in range(DIV_COUNT + 1):
            z = Height_Offset - (Height_Step * i)
Brendon Murphy's avatar
Brendon Murphy committed
            if z > Height_Start:
                z = Height_Start
            x = sin(radians(i * Deg_Step)) * INNER_RADIUS
            y = cos(radians(i * Deg_Step)) * INNER_RADIUS
Brendon Murphy's avatar
Brendon Murphy committed

            if j == 0:
                x = sin(radians(i * Deg_Step)) * (OUTTER_RADIUS - (i * Rank))
                y = cos(radians(i * Deg_Step)) * (OUTTER_RADIUS - (i * Rank))
            verts.append([x, y, z])
            Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Root_to_Crest_Height
        Row += 1
    return verts, Row, Height_Offset
def Create_Thread_Verts(INNER_DIA, OUTTER_DIA, PITCH, HEIGHT,
                        CREST_PERCENT, ROOT_PERCENT, Z_LOCATION, DIV_COUNT):
Brendon Murphy's avatar
Brendon Murphy committed

    verts = []
    INNER_RADIUS = INNER_DIA / 2
    OUTTER_RADIUS = OUTTER_DIA / 2
    Deg_Step = 360.0 / float(DIV_COUNT)
    Height_Step = float(PITCH) / float(DIV_COUNT)
Brendon Murphy's avatar
Brendon Murphy committed

    NUM_OF_START_THREADS = 4.0
    NUM_OF_END_THREADS = 3.0
    Num = int((HEIGHT - ((NUM_OF_START_THREADS * PITCH) + (NUM_OF_END_THREADS * PITCH))) / PITCH)
Brendon Murphy's avatar
Brendon Murphy committed
    Row = 0
    Crest_Height = float(PITCH) * float(CREST_PERCENT) / float(100)
    Root_Height = float(PITCH) * float(ROOT_PERCENT) / float(100)
    Root_to_Crest_Height = Crest_to_Root_Height = \
                        (float(PITCH) - (Crest_Height + Root_Height)) / 2.0
Brendon Murphy's avatar
Brendon Murphy committed

    Height_Offset = Z_LOCATION
    Lowest_Z_Vert = 0
Campbell Barton's avatar
Campbell Barton committed

Brendon Murphy's avatar
Brendon Murphy committed
    for j in range(Num):
        for i in range(DIV_COUNT + 1):
            x = sin(radians(i * Deg_Step)) * OUTTER_RADIUS
            y = cos(radians(i * Deg_Step)) * OUTTER_RADIUS
            z = Height_Offset - (Height_Step * i)
            verts.append([x, y, z])
            Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Crest_Height
        Row += 1
        for i in range(DIV_COUNT + 1):
            x = sin(radians(i * Deg_Step)) * OUTTER_RADIUS
            y = cos(radians(i * Deg_Step)) * OUTTER_RADIUS
            z = Height_Offset - (Height_Step * i)
            verts.append([x, y, z])
            Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Crest_to_Root_Height
        Row += 1
        for i in range(DIV_COUNT + 1):
            x = sin(radians(i * Deg_Step)) * INNER_RADIUS
            y = cos(radians(i * Deg_Step)) * INNER_RADIUS
            z = Height_Offset - (Height_Step * i)
            verts.append([x, y, z])
            Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Root_Height
        Row += 1
        for i in range(DIV_COUNT + 1):
            x = sin(radians(i * Deg_Step)) * INNER_RADIUS
            y = cos(radians(i * Deg_Step)) * INNER_RADIUS
            z = Height_Offset - (Height_Step * i)
            verts.append([x, y, z])
            Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Root_to_Crest_Height
        Row += 1
    return verts, Row, Height_Offset
def Create_Thread_End_Verts(INNER_DIA, OUTTER_DIA, PITCH, CREST_PERCENT,
                            ROOT_PERCENT, Z_LOCATION, DIV_COUNT):
Brendon Murphy's avatar
Brendon Murphy committed
    verts = []
    INNER_RADIUS = INNER_DIA / 2
    OUTTER_RADIUS = OUTTER_DIA / 2
    Deg_Step = 360.0 / float(DIV_COUNT)
    Height_Step = float(PITCH) / float(DIV_COUNT)
    Crest_Height = float(PITCH) * float(CREST_PERCENT) / float(100)
    Root_Height = float(PITCH) * float(ROOT_PERCENT) / float(100)
    Root_to_Crest_Height = Crest_to_Root_Height = \
                        (float(PITCH) - (Crest_Height + Root_Height)) / 2.0
Brendon Murphy's avatar
Brendon Murphy committed
    Row = 0

    Height_Offset = Z_LOCATION
    Tapper_Height_Start = Height_Offset - PITCH - PITCH
    Max_Height = Tapper_Height_Start - PITCH
    Lowest_Z_Vert = 0
Brendon Murphy's avatar
Brendon Murphy committed
    for j in range(4):
        for i in range(DIV_COUNT + 1):
            z = Height_Offset - (Height_Step * i)
            z = max(z, Max_Height)
Brendon Murphy's avatar
Brendon Murphy committed
            Tapper_Radius = OUTTER_RADIUS
            if z < Tapper_Height_Start:
                Tapper_Radius = OUTTER_RADIUS - (Tapper_Height_Start - z)

            x = sin(radians(i * Deg_Step)) * (Tapper_Radius)
            y = cos(radians(i * Deg_Step)) * (Tapper_Radius)
            verts.append([x, y, z])
            Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Crest_Height
        Row += 1
        for i in range(DIV_COUNT + 1):
            z = Height_Offset - (Height_Step * i)
            z = max(z, Max_Height)
Brendon Murphy's avatar
Brendon Murphy committed
            Tapper_Radius = OUTTER_RADIUS
            if z < Tapper_Height_Start:
                Tapper_Radius = OUTTER_RADIUS - (Tapper_Height_Start - z)

            x = sin(radians(i * Deg_Step)) * (Tapper_Radius)
            y = cos(radians(i * Deg_Step)) * (Tapper_Radius)
            verts.append([x, y, z])
            Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Crest_to_Root_Height
        Row += 1
        for i in range(DIV_COUNT + 1):
            z = Height_Offset - (Height_Step * i)
            z = max(z, Max_Height)
Brendon Murphy's avatar
Brendon Murphy committed
            Tapper_Radius = OUTTER_RADIUS - (Tapper_Height_Start - z)
            if Tapper_Radius > INNER_RADIUS:
            x = sin(radians(i * Deg_Step)) * (Tapper_Radius)
            y = cos(radians(i * Deg_Step)) * (Tapper_Radius)
            verts.append([x, y, z])
            Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Root_Height
        Row += 1
        for i in range(DIV_COUNT + 1):
            z = Height_Offset - (Height_Step * i)
            z = max(z, Max_Height)
Brendon Murphy's avatar
Brendon Murphy committed
            Tapper_Radius = OUTTER_RADIUS - (Tapper_Height_Start - z)
            if Tapper_Radius > INNER_RADIUS:
            x = sin(radians(i * Deg_Step)) * (Tapper_Radius)
            y = cos(radians(i * Deg_Step)) * (Tapper_Radius)
            verts.append([x, y, z])
            Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Root_to_Crest_Height
        Row += 1
    return verts, Row, Height_Offset, Lowest_Z_Vert
def Create_External_Thread(SHANK_DIA, SHANK_LENGTH, INNER_DIA, OUTTER_DIA,
                           PITCH, LENGTH, CREST_PERCENT, ROOT_PERCENT, DIV_COUNT):
Brendon Murphy's avatar
Brendon Murphy committed
    verts = []
    faces = []

    Total_Row = 0
Campbell Barton's avatar
Campbell Barton committed
    # Thread_Len = 0  # UNUSED
Brendon Murphy's avatar
Brendon Murphy committed
    Face_Start = len(verts)
    Shank_Verts, Shank_Row, Offset = Create_Shank_Verts(
                                                    SHANK_DIA, OUTTER_DIA, SHANK_LENGTH,
                                                    Offset, DIV_COUNT
                                                    )
Brendon Murphy's avatar
Brendon Murphy committed
    Total_Row += Shank_Row

    Thread_Start_Verts, Thread_Start_Row, Offset = Create_Thread_Start_Verts(
                                                    INNER_DIA, OUTTER_DIA, PITCH, CREST_PERCENT,
                                                    ROOT_PERCENT, Offset, DIV_COUNT
                                                    )
Brendon Murphy's avatar
Brendon Murphy committed
    Total_Row += Thread_Start_Row
    Thread_Verts, Thread_Row, Offset = Create_Thread_Verts(
                                                    INNER_DIA, OUTTER_DIA, PITCH, LENGTH,
                                                    CREST_PERCENT, ROOT_PERCENT, Offset, DIV_COUNT
                                                    )
Brendon Murphy's avatar
Brendon Murphy committed
    Total_Row += Thread_Row
    Thread_End_Verts, Thread_End_Row, Offset, Lowest_Z_Vert = Create_Thread_End_Verts(
                                                    INNER_DIA, OUTTER_DIA, PITCH, CREST_PERCENT,
                                                    ROOT_PERCENT, Offset, DIV_COUNT
                                                    )
Brendon Murphy's avatar
Brendon Murphy committed
    verts.extend(Shank_Verts)
    verts.extend(Thread_Start_Verts)
    verts.extend(Thread_Verts)
    verts.extend(Thread_End_Verts)
    faces.extend(Build_Face_List_Quads(Face_Start, DIV_COUNT, Total_Row - 1, 0))
    faces.extend(Fill_Ring_Face(len(verts) - DIV_COUNT, DIV_COUNT, 1))
    return verts, faces, 0.0 - Lowest_Z_Vert
# ####################################################################
#                   Create Nut
# ####################################################################
def add_Hex_Nut(FLAT, HOLE_DIA, HEIGHT):
Brendon Murphy's avatar
Brendon Murphy committed
    global Global_Head_Height
    global Global_NutRad
Brendon Murphy's avatar
Brendon Murphy committed
    verts = []
    faces = []
    HOLE_RADIUS = HOLE_DIA * 0.5
    Half_Flat = FLAT / 2
    Half_Height = HEIGHT / 2
Brendon Murphy's avatar
Brendon Murphy committed
    TopBevelRadius = Half_Flat - 0.05
    Global_NutRad = TopBevelRadius
    Row = 0
    Lowest_Z_Vert = 0.0
    verts.append([0.0, 0.0, 0.0])
Brendon Murphy's avatar
Brendon Murphy committed
    FaceStart = len(verts)
    # inner hole

    x = sin(radians(0)) * HOLE_RADIUS
    y = cos(radians(0)) * HOLE_RADIUS
    # print ("rad 0 x;",  x,  "y:" ,y )
    verts.append([x, y, 0.0])

    x = sin(radians(60 / 6)) * HOLE_RADIUS
    y = cos(radians(60 / 6)) * HOLE_RADIUS
    # print ("rad 60/6x;",  x,  "y:" ,y )
    verts.append([x, y, 0.0])

    x = sin(radians(60 / 3)) * HOLE_RADIUS
    y = cos(radians(60 / 3)) * HOLE_RADIUS
    # print ("rad 60/3x;",  x,  "y:" ,y )
    verts.append([x, y, 0.0])

    x = sin(radians(60 / 2)) * HOLE_RADIUS
    y = cos(radians(60 / 2)) * HOLE_RADIUS
    # print ("rad 60/2x;",  x,  "y:" ,y )
    verts.append([x, y, 0.0])
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1
    x = sin(radians(0)) * TopBevelRadius
    y = cos(radians(0)) * TopBevelRadius
    vec1 = Vector([x, y, 0.0])
    verts.append([x, y, 0.0])
    x = sin(radians(60 / 6)) * TopBevelRadius
    y = cos(radians(60 / 6)) * TopBevelRadius
    vec2 = Vector([x, y, 0.0])
    verts.append([x, y, 0.0])
    x = sin(radians(60 / 3)) * TopBevelRadius
    y = cos(radians(60 / 3)) * TopBevelRadius
    vec3 = Vector([x, y, 0.0])
    verts.append([x, y, 0.0])
    x = sin(radians(60 / 2)) * TopBevelRadius
    y = cos(radians(60 / 2)) * TopBevelRadius
    vec4 = Vector([x, y, 0.0])
    verts.append([x, y, 0.0])
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1
    # Flats
    x = tan(radians(0)) * Half_Flat
    dvec = vec1 - Vector([x, Half_Flat, 0.0])
    verts.append([x, Half_Flat, -dvec.length])
    Lowest_Z_Vert = min(Lowest_Z_Vert, -dvec.length)
    x = tan(radians(60 / 6)) * Half_Flat
    dvec = vec2 - Vector([x, Half_Flat, 0.0])
    verts.append([x, Half_Flat, -dvec.length])
    Lowest_Z_Vert = min(Lowest_Z_Vert, -dvec.length)
    x = tan(radians(60 / 3)) * Half_Flat
    dvec = vec3 - Vector([x, Half_Flat, 0.0])
Brendon Murphy's avatar
Brendon Murphy committed
    Lowest_Point = -dvec.length
    verts.append([x, Half_Flat, -dvec.length])
    Lowest_Z_Vert = min(Lowest_Z_Vert, -dvec.length)
    x = tan(radians(60 / 2)) * Half_Flat
    dvec = vec4 - Vector([x, Half_Flat, 0.0])
Brendon Murphy's avatar
Brendon Murphy committed
    Lowest_Point = -dvec.length
    verts.append([x, Half_Flat, -dvec.length])
    Lowest_Z_Vert = min(Lowest_Z_Vert, -dvec.length)
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1
    # down Bits Tri
    x = tan(radians(0)) * Half_Flat
    verts.append([x, Half_Flat, Lowest_Point])
    x = tan(radians(60 / 6)) * Half_Flat
    verts.append([x, Half_Flat, Lowest_Point])
    x = tan(radians(60 / 3)) * Half_Flat
    verts.append([x, Half_Flat, Lowest_Point])
    x = tan(radians(60 / 2)) * Half_Flat
    verts.append([x, Half_Flat, Lowest_Point])
    Lowest_Z_Vert = min(Lowest_Z_Vert, Lowest_Point)
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1

    x = tan(radians(0)) * Half_Flat
    verts.append([x, Half_Flat, -Half_Height])
    x = tan(radians(60 / 6)) * Half_Flat
    verts.append([x, Half_Flat, -Half_Height])
    x = tan(radians(60 / 3)) * Half_Flat
    verts.append([x, Half_Flat, -Half_Height])
    x = tan(radians(60 / 2)) * Half_Flat
    verts.append([x, Half_Flat, -Half_Height])
    Lowest_Z_Vert = min(Lowest_Z_Vert, -Half_Height)
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1
    faces.extend(Build_Face_List_Quads(FaceStart, 3, Row - 1))
Brendon Murphy's avatar
Brendon Murphy committed

    Global_Head_Height = HEIGHT
    Tvert, tface = Mirror_Verts_Faces(verts, faces, 'z', Lowest_Z_Vert)
Brendon Murphy's avatar
Brendon Murphy committed
    verts.extend(Tvert)
    faces.extend(tface)
    Tvert, tface = Mirror_Verts_Faces(verts, faces, 'y')
Brendon Murphy's avatar
Brendon Murphy committed
    verts.extend(Tvert)
    faces.extend(tface)
    S_verts, S_faces = SpinDup(verts, faces, 360, 6, 'z')
    # return verts, faces, TopBevelRadius
    return S_verts, S_faces, TopBevelRadius
def add_Nylon_Head(OUTSIDE_RADIUS, Z_LOCATION, DIV_COUNT):
Brendon Murphy's avatar
Brendon Murphy committed
    verts = []
    faces = []
    Row = 0

    INNER_HOLE = OUTSIDE_RADIUS - (OUTSIDE_RADIUS * (1.25 / 4.75))
    EDGE_THICKNESS = (OUTSIDE_RADIUS * (0.4 / 4.75))
    RAD1 = (OUTSIDE_RADIUS * (0.5 / 4.75))
    OVER_ALL_HEIGHT = (OUTSIDE_RADIUS * (2.0 / 4.75))
Brendon Murphy's avatar
Brendon Murphy committed
    FaceStart = len(verts)

Campbell Barton's avatar
Campbell Barton committed
    # Start_Height = 0 - 3  # UNUSED
Brendon Murphy's avatar
Brendon Murphy committed
    Height_Offset = Z_LOCATION
    Lowest_Z_Vert = 0
Brendon Murphy's avatar
Brendon Murphy committed
    x = INNER_HOLE
    z = (Height_Offset - OVER_ALL_HEIGHT) + EDGE_THICKNESS
    verts.append([x, 0.0, z])
    Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1
Brendon Murphy's avatar
Brendon Murphy committed
    x = INNER_HOLE
    z = (Height_Offset - OVER_ALL_HEIGHT)
    verts.append([x, 0.0, z])
    Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1
    for i in range(180, 80, -10):
        x = sin(radians(i)) * RAD1
        z = cos(radians(i)) * RAD1
        verts.append([(OUTSIDE_RADIUS - RAD1) + x, 0.0, ((Height_Offset - OVER_ALL_HEIGHT) + RAD1) + z])
        Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
        Row += 1
Brendon Murphy's avatar
Brendon Murphy committed
    x = OUTSIDE_RADIUS - 0
    verts.append([x, 0.0, z])
    Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1

    sVerts, sFaces = SpinDup(verts, faces, 360, DIV_COUNT, 'z')
    sVerts.extend(verts)        # add the start verts to the Spin verts to complete the loop
    faces.extend(Build_Face_List_Quads(FaceStart, Row - 1, DIV_COUNT,1))
    return Move_Verts_Up_Z(sVerts, 0), faces, Lowest_Z_Vert
def add_Nylon_Part(OUTSIDE_RADIUS, Z_LOCATION, DIV_COUNT):
Brendon Murphy's avatar
Brendon Murphy committed
    verts = []
    faces = []
    Row = 0

    INNER_HOLE = OUTSIDE_RADIUS - (OUTSIDE_RADIUS * (1.5 / 4.75))
    EDGE_THICKNESS = (OUTSIDE_RADIUS * (0.4 / 4.75))
    OVER_ALL_HEIGHT = (OUTSIDE_RADIUS * (2.0 / 4.75))
    PART_THICKNESS = OVER_ALL_HEIGHT - EDGE_THICKNESS
    PART_INNER_HOLE = (OUTSIDE_RADIUS * (2.5 / 4.75))
Brendon Murphy's avatar
Brendon Murphy committed
    FaceStart = len(verts)

    Height_Offset = Z_LOCATION
    Lowest_Z_Vert = 0
Brendon Murphy's avatar
Brendon Murphy committed
    x = INNER_HOLE + EDGE_THICKNESS
    verts.append([x, 0.0, z])
    Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1
Brendon Murphy's avatar
Brendon Murphy committed
    x = PART_INNER_HOLE
    z = Height_Offset
    verts.append([x, 0.0, z])
    Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1
Brendon Murphy's avatar
Brendon Murphy committed
    x = PART_INNER_HOLE
    z = Height_Offset - PART_THICKNESS
    verts.append([x, 0.0, z])
    Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1
Brendon Murphy's avatar
Brendon Murphy committed
    x = INNER_HOLE + EDGE_THICKNESS
    z = Height_Offset - PART_THICKNESS
    verts.append([x, 0.0, z])
    Lowest_Z_Vert = min(Lowest_Z_Vert, z)
Brendon Murphy's avatar
Brendon Murphy committed
    Row += 1

    sVerts, sFaces = SpinDup(verts, faces, 360, DIV_COUNT, 'z')
    sVerts.extend(verts)  # add the start verts to the Spin verts to complete the loop
    faces.extend(Build_Face_List_Quads(FaceStart, Row - 1, DIV_COUNT, 1))
    return sVerts, faces, 0 - Lowest_Z_Vert
# ####################################################################
#                   Create Internal Thread
# ####################################################################
def Create_Internal_Thread_Start_Verts(verts, INNER_RADIUS, OUTTER_RADIUS, PITCH, DIV,
                                       CREST_PERCENT, ROOT_PERCENT, Height_Offset):
    Ret_Row = 0
    # Move the offset up so that the verts start at
    # at the correct place (Height_Start)
    Height_Offset = Height_Offset + PITCH
    Height_Step = float(PITCH) / float(DIV)
    Deg_Step = 360.0 / float(DIV)
    Crest_Height = float(PITCH) * float(CREST_PERCENT) / float(100)
    Root_Height = float(PITCH) * float(ROOT_PERCENT) / float(100)
    Root_to_Crest_Height = Crest_to_Root_Height = \
                        (float(PITCH) - (Crest_Height + Root_Height)) / 2.0
    Rank = float(OUTTER_RADIUS - INNER_RADIUS) / float(DIV)
    for i in range(DIV + 1):
        z = Height_Offset - (Height_Step * i)
        if z > Height_Start:
            z = Height_Start
        x = sin(radians(i * Deg_Step)) * OUTTER_RADIUS
        y = cos(radians(i * Deg_Step)) * OUTTER_RADIUS
        verts.append([x, y, z])
    Height_Offset -= Crest_Height
    Ret_Row += 1
    for i in range(DIV + 1):
        z = Height_Offset - (Height_Step * i)
        if z > Height_Start:
            z = Height_Start
        x = sin(radians(i * Deg_Step)) * OUTTER_RADIUS
        y = cos(radians(i * Deg_Step)) * OUTTER_RADIUS
        verts.append([x, y, z])
    Height_Offset -= Crest_to_Root_Height
    Ret_Row += 1
    for i in range(DIV + 1):
        z = Height_Offset - (Height_Step * i)
        if z > Height_Start:
            z = Height_Start
        x = sin(radians(i * Deg_Step)) * INNER_RADIUS
        y = cos(radians(i * Deg_Step)) * INNER_RADIUS
        x = sin(radians(i * Deg_Step)) * (OUTTER_RADIUS - (i * Rank))
        y = cos(radians(i * Deg_Step)) * (OUTTER_RADIUS - (i * Rank))

        verts.append([x, y, z])
    Height_Offset -= Root_Height
    Ret_Row += 1

    for i in range(DIV + 1):
        z = Height_Offset - (Height_Step * i)
        if z > Height_Start:
            z = Height_Start

        x = sin(radians(i * Deg_Step)) * INNER_RADIUS
        y = cos(radians(i * Deg_Step)) * INNER_RADIUS

        x = sin(radians(i * Deg_Step)) * (OUTTER_RADIUS - (i * Rank))
        y = cos(radians(i * Deg_Step)) * (OUTTER_RADIUS - (i * Rank))

        verts.append([x, y, z])
    Height_Offset -= Root_to_Crest_Height
    Ret_Row += 1
    return Ret_Row, Height_Offset
def Create_Internal_Thread_End_Verts(verts, INNER_RADIUS, OUTTER_RADIUS, PITCH,
                                     CREST_PERCENT, ROOT_PERCENT, Height_Offset,
                                     DIV_COUNT):
    Height_Step = float(PITCH) / float(DIV_COUNT)
    Deg_Step = 360.0 / float(DIV_COUNT)
    Crest_Height = float(PITCH) * float(CREST_PERCENT) / float(100)
    Root_Height = float(PITCH) * float(ROOT_PERCENT) / float(100)
    Root_to_Crest_Height = Crest_to_Root_Height = \
                        (float(PITCH) - (Crest_Height + Root_Height)) / 2.0
    Rank = float(OUTTER_RADIUS - INNER_RADIUS) / float(DIV_COUNT)
Brendon Murphy's avatar
Brendon Murphy committed
    Num = 0
Brendon Murphy's avatar
Brendon Murphy committed
    for j in range(2):
        for i in range(DIV_COUNT + 1):
            z = Height_Offset - (Height_Step * i)
Brendon Murphy's avatar
Brendon Murphy committed
            if z < Height_End:
                z = Height_End
            x = sin(radians(i * Deg_Step)) * OUTTER_RADIUS
            y = cos(radians(i * Deg_Step)) * OUTTER_RADIUS
            verts.append([x, y, z])
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Crest_Height
        Ret_Row += 1
        for i in range(DIV_COUNT + 1):
            z = Height_Offset - (Height_Step * i)
Brendon Murphy's avatar
Brendon Murphy committed
            if z < Height_End:
                z = Height_End
            x = sin(radians(i * Deg_Step)) * OUTTER_RADIUS
            y = cos(radians(i * Deg_Step)) * OUTTER_RADIUS
            verts.append([x, y, z])
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Crest_to_Root_Height
        Ret_Row += 1
        for i in range(DIV_COUNT + 1):
            z = Height_Offset - (Height_Step * i)
Brendon Murphy's avatar
Brendon Murphy committed
            if z < Height_End:
                z = Height_End
            x = sin(radians(i * Deg_Step)) * INNER_RADIUS
            y = cos(radians(i * Deg_Step)) * INNER_RADIUS
Brendon Murphy's avatar
Brendon Murphy committed
            if j == Num:
                # Fix T51338 -  seems that the placing a small random offset makes the mesh valid
                rand_offset = triangular(0.0001, 0.009)
                x = sin(radians(i * Deg_Step)) * (INNER_RADIUS + (i * Rank + rand_offset))
                y = cos(radians(i * Deg_Step)) * (INNER_RADIUS + (i * Rank + rand_offset))

Brendon Murphy's avatar
Brendon Murphy committed
            if j > Num:
                x = sin(radians(i * Deg_Step)) * (OUTTER_RADIUS)
                y = cos(radians(i * Deg_Step)) * (OUTTER_RADIUS)
            verts.append([x, y, z])
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Root_Height
        Ret_Row += 1
        for i in range(DIV_COUNT + 1):
            z = Height_Offset - (Height_Step * i)
Brendon Murphy's avatar
Brendon Murphy committed
            if z < Height_End:
                z = Height_End
            x = sin(radians(i * Deg_Step)) * INNER_RADIUS
            y = cos(radians(i * Deg_Step)) * INNER_RADIUS
Brendon Murphy's avatar
Brendon Murphy committed

            if j == Num:
                x = sin(radians(i * Deg_Step)) * (INNER_RADIUS + (i * Rank))
                y = cos(radians(i * Deg_Step)) * (INNER_RADIUS + (i * Rank))
Brendon Murphy's avatar
Brendon Murphy committed
            if j > Num:
                x = sin(radians(i * Deg_Step)) * (OUTTER_RADIUS)
                y = cos(radians(i * Deg_Step)) * (OUTTER_RADIUS)
            verts.append([x, y, z])
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Root_to_Crest_Height
        Ret_Row += 1

    return Ret_Row, Height_End  # send back Height End as this is the lowest point
def Create_Internal_Thread(INNER_DIA, OUTTER_DIA, PITCH, HEIGHT,
                           CREST_PERCENT, ROOT_PERCENT, INTERNAL, DIV_COUNT):
Brendon Murphy's avatar
Brendon Murphy committed
    verts = []
    faces = []
    INNER_RADIUS = INNER_DIA / 2
    OUTTER_RADIUS = OUTTER_DIA / 2
    Deg_Step = 360.0 / float(DIV_COUNT)
    Height_Step = float(PITCH) / float(DIV_COUNT)
    # less one pitch for the start and end that is 1/2 pitch high
    Num = int(round((HEIGHT - PITCH) / PITCH))
Brendon Murphy's avatar
Brendon Murphy committed
    Row = 0
    Crest_Height = float(PITCH) * float(CREST_PERCENT) / float(100)
    Root_Height = float(PITCH) * float(ROOT_PERCENT) / float(100)
    Root_to_Crest_Height = Crest_to_Root_Height = \
                        (float(PITCH) - (Crest_Height + Root_Height)) / 2.0
Brendon Murphy's avatar
Brendon Murphy committed
    Height_Offset = 0
    FaceStart = len(verts)
    Row_Inc, Height_Offset = Create_Internal_Thread_Start_Verts(
                                    verts, INNER_RADIUS, OUTTER_RADIUS, PITCH,
                                    DIV_COUNT, CREST_PERCENT, ROOT_PERCENT,
                                    Height_Offset
                                    )
Brendon Murphy's avatar
Brendon Murphy committed
    Row += Row_Inc
Brendon Murphy's avatar
Brendon Murphy committed
    for j in range(Num):
        for i in range(DIV_COUNT + 1):
            x = sin(radians(i * Deg_Step)) * OUTTER_RADIUS
            y = cos(radians(i * Deg_Step)) * OUTTER_RADIUS
            verts.append([x, y, Height_Offset - (Height_Step * i)])
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Crest_Height
        Row += 1
        for i in range(DIV_COUNT + 1):
            x = sin(radians(i * Deg_Step)) * OUTTER_RADIUS
            y = cos(radians(i * Deg_Step)) * OUTTER_RADIUS
            verts.append([x, y, Height_Offset - (Height_Step * i)])
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Crest_to_Root_Height
        Row += 1
        for i in range(DIV_COUNT + 1):
            x = sin(radians(i * Deg_Step)) * INNER_RADIUS
            y = cos(radians(i * Deg_Step)) * INNER_RADIUS
            verts.append([x, y, Height_Offset - (Height_Step * i)])
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Root_Height
        Row += 1
        for i in range(DIV_COUNT + 1):
            x = sin(radians(i * Deg_Step)) * INNER_RADIUS
            y = cos(radians(i * Deg_Step)) * INNER_RADIUS
            verts.append([x, y, Height_Offset - (Height_Step * i)])
Brendon Murphy's avatar
Brendon Murphy committed
        Height_Offset -= Root_to_Crest_Height
        Row += 1
    Row_Inc, Height_Offset = Create_Internal_Thread_End_Verts(
                                        verts, INNER_RADIUS, OUTTER_RADIUS,
                                        PITCH, CREST_PERCENT,
                                        ROOT_PERCENT, Height_Offset, DIV_COUNT
    Row += Row_Inc
    faces.extend(Build_Face_List_Quads(FaceStart, DIV_COUNT, Row - 1, FLIP=1))
    return verts, faces, 0 - Height_Offset
Brendon Murphy's avatar
Brendon Murphy committed


def Nut_Mesh(props, context):

    verts = []
    faces = []
    Head_Verts = []
    Head_Faces = []
Brendon Murphy's avatar
Brendon Murphy committed

    New_Nut_Height = 5
Brendon Murphy's avatar
Brendon Murphy committed
    Face_Start = len(verts)
    Thread_Verts, Thread_Faces, New_Nut_Height = Create_Internal_Thread(
                                                    props.bf_Minor_Dia, props.bf_Major_Dia,
                                                    props.bf_Pitch, props.bf_Hex_Nut_Height,
                                                    props.bf_Crest_Percent, props.bf_Root_Percent,
                                                    1, props.bf_Div_Count
                                                    )
Brendon Murphy's avatar
Brendon Murphy committed
    verts.extend(Thread_Verts)
    faces.extend(Copy_Faces(Thread_Faces, Face_Start))
Brendon Murphy's avatar
Brendon Murphy committed
    Face_Start = len(verts)
    Head_Verts, Head_Faces, Lock_Nut_Rad = add_Hex_Nut(
                                                props.bf_Hex_Nut_Flat_Distance,
                                                props.bf_Major_Dia, New_Nut_Height
                                                )
Brendon Murphy's avatar
Brendon Murphy committed
    verts.extend((Head_Verts))
    faces.extend(Copy_Faces(Head_Faces, Face_Start))
Brendon Murphy's avatar
Brendon Murphy committed
    LowZ = 0 - New_Nut_Height
Brendon Murphy's avatar
Brendon Murphy committed
    if props.bf_Nut_Type == 'bf_Nut_Lock':
        Face_Start = len(verts)
        Nylon_Head_Verts, Nylon_Head_faces, LowZ = add_Nylon_Head(
                                                        Lock_Nut_Rad, 0 - New_Nut_Height,
                                                        props.bf_Div_Count
                                                        )
Brendon Murphy's avatar
Brendon Murphy committed
        verts.extend((Nylon_Head_Verts))
        faces.extend(Copy_Faces(Nylon_Head_faces, Face_Start))
Brendon Murphy's avatar
Brendon Murphy committed
        Face_Start = len(verts)
        Nylon_Verts, Nylon_faces, Temp_LowZ = add_Nylon_Part(
                                                        Lock_Nut_Rad, 0 - New_Nut_Height,
                                                        props.bf_Div_Count
                                                        )
Brendon Murphy's avatar
Brendon Murphy committed
        verts.extend((Nylon_Verts))
        faces.extend(Copy_Faces(Nylon_faces, Face_Start))
    return Move_Verts_Up_Z(verts, 0 - LowZ), faces
# ####################################################################
#                    Create Bolt
# ####################################################################
Brendon Murphy's avatar
Brendon Murphy committed

def Bolt_Mesh(props, context):

    verts = []
    faces = []
    Bit_Verts = []
    Bit_Faces = []
    Bit_Dia = 0.001
    Head_Verts = []
    Head_Faces = []
Brendon Murphy's avatar
Brendon Murphy committed
    Head_Height = 0.0

    ReSized_Allen_Bit_Flat_Distance = props.bf_Allen_Bit_Flat_Distance  # set default
    Head_Height = props.bf_Hex_Head_Height  # will be changed by the Head Functions
Brendon Murphy's avatar
Brendon Murphy committed
    if props.bf_Bit_Type == 'bf_Bit_Allen' and props.bf_Head_Type == 'bf_Head_Pan':
        # need to size Allen bit if it is too big.
        if Allen_Bit_Dia(props.bf_Allen_Bit_Flat_Distance) > Max_Pan_Bit_Dia(props.bf_Pan_Head_Dia):
            ReSized_Allen_Bit_Flat_Distance = Allen_Bit_Dia_To_Flat(
                                                Max_Pan_Bit_Dia(props.bf_Pan_Head_Dia)
                                                )
            ReSized_Allen_Bit_Flat_Distance -= ReSized_Allen_Bit_Flat_Distance * 0.05   # It looks better if it is just a bit smaller
            # print ("Resized Allen Bit Flat Distance to ",ReSized_Allen_Bit_Flat_Distance)

    # Bit Mesh
Brendon Murphy's avatar
Brendon Murphy committed
    if props.bf_Bit_Type == 'bf_Bit_Allen':
        Bit_Verts, Bit_Faces, Bit_Dia = Create_Allen_Bit(
                                                ReSized_Allen_Bit_Flat_Distance,
                                                props.bf_Allen_Bit_Depth
                                                )
Brendon Murphy's avatar
Brendon Murphy committed
    if props.bf_Bit_Type == 'bf_Bit_Philips':
        Bit_Verts, Bit_Faces, Bit_Dia = Create_Phillips_Bit(
                                                props.bf_Philips_Bit_Dia,
                                                props.bf_Philips_Bit_Dia * (0.5 / 1.82),
                                                props.bf_Phillips_Bit_Depth
                                                )
    # Head Mesh
    if props.bf_Head_Type == 'bf_Head_Hex':
        Head_Verts, Head_Faces, Head_Height = Create_Hex_Head(
                                                props.bf_Hex_Head_Flat_Distance, Bit_Dia,
                                                props.bf_Shank_Dia, props.bf_Hex_Head_Height
                                                )
    elif props.bf_Head_Type == 'bf_Head_Cap':
        Head_Verts, Head_Faces, Head_Height = Create_Cap_Head(
                                                Bit_Dia, props.bf_Cap_Head_Dia,
                                                props.bf_Shank_Dia, props.bf_Cap_Head_Height,
                                                props.bf_Cap_Head_Dia * (1.0 / 19.0),
                                                props.bf_Cap_Head_Dia * (1.0 / 19.0),
                                                props.bf_Div_Count
                                                )
    elif props.bf_Head_Type == 'bf_Head_Dome':
        Head_Verts, Head_Faces, Head_Height = Create_Dome_Head(
                                                Bit_Dia, props.bf_Dome_Head_Dia,
                                                props.bf_Shank_Dia, props.bf_Hex_Head_Height,
                                                1, 1, 0, props.bf_Div_Count
                                                )
    elif props.bf_Head_Type == 'bf_Head_Pan':
        Head_Verts, Head_Faces, Head_Height = Create_Pan_Head(
                                                Bit_Dia, props.bf_Pan_Head_Dia,
                                                props.bf_Shank_Dia,
                                                props.bf_Hex_Head_Height, 1, 1, 0,
                                                props.bf_Div_Count
                                                )
    elif props.bf_Head_Type == 'bf_Head_CounterSink':
        Head_Verts, Head_Faces, Head_Height = Create_CounterSink_Head(
                                                Bit_Dia, props.bf_CounterSink_Head_Dia,
                                                props.bf_Shank_Dia, props.bf_CounterSink_Head_Dia,
                                                props.bf_CounterSink_Head_Dia * (0.09 / 6.31),
                                                props.bf_Div_Count
                                                )
    """
    Head_Verts, Head_Faces, Head_Height = Create_CounterSink_Head(
                                                Bit_Dia, props.bf_CounterSink_Head_Dia,
                                                props.bf_Shank_Dia,
                                                props.bf_CounterSink_Head_Dia,
                                                props.bf_CounterSink_Head_Dia * (1.0 / 19.0)
                                                )
    """
Brendon Murphy's avatar
Brendon Murphy committed
    Face_Start = len(verts)
    verts.extend(Move_Verts_Up_Z(Bit_Verts, Head_Height))
    faces.extend(Copy_Faces(Bit_Faces, Face_Start))
Brendon Murphy's avatar
Brendon Murphy committed

    Face_Start = len(verts)
    verts.extend(Move_Verts_Up_Z(Head_Verts, Head_Height))
    faces.extend(Copy_Faces(Head_Faces, Face_Start))
Brendon Murphy's avatar
Brendon Murphy committed

    Face_Start = len(verts)
    Thread_Verts, Thread_Faces, Thread_Height = Create_External_Thread(
                                                    props.bf_Shank_Dia, props.bf_Shank_Length,
                                                    props.bf_Minor_Dia, props.bf_Major_Dia,
                                                    props.bf_Pitch, props.bf_Thread_Length,
                                                    props.bf_Crest_Percent,
                                                    props.bf_Root_Percent, props.bf_Div_Count
                                                    )
    verts.extend(Move_Verts_Up_Z(Thread_Verts, 00))
    faces.extend(Copy_Faces(Thread_Faces, Face_Start))

    return Move_Verts_Up_Z(verts, Thread_Height), faces
Aaron Keith's avatar
Aaron Keith committed
def Create_New_Mesh(props, context):
Brendon Murphy's avatar
Brendon Murphy committed

    verts = []
    faces = []
Aaron Keith's avatar
Aaron Keith committed
    edges = []
    sObjName = ''
Brendon Murphy's avatar
Brendon Murphy committed
    if props.bf_Model_Type == 'bf_Model_Bolt':
        # print('Create Bolt')
Brendon Murphy's avatar
Brendon Murphy committed
        verts, faces = Bolt_Mesh(props, context)
        sObjName = 'Bolt'
Brendon Murphy's avatar
Brendon Murphy committed
    if props.bf_Model_Type == 'bf_Model_Nut':
        # print('Create Nut')
Brendon Murphy's avatar
Brendon Murphy committed
        verts, faces = Nut_Mesh(props, context)
        sObjName = 'Nut'

    verts, faces = RemoveDoubles(verts, faces)
    verts = Scale_Mesh_Verts(verts, GLOBAL_SCALE)
Aaron Keith's avatar
Aaron Keith committed
    mesh = bpy.data.meshes.new(name=sObjName)
    mesh.from_pydata(verts, edges, faces)

    # useful for development when the mesh may be invalid.
    # Fix T51338 : Validate the mesh (the internal thread generator for the Nut
    # should be more reliable now, however there could be other possible errors)
    is_not_mesh_valid = mesh.validate()

    if is_not_mesh_valid:
        props.report({'INFO'}, "Mesh is not Valid, correcting")