BallanceBlenderHelper/ballance_blender_plugin/OBJS_add_components.py

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import bpy, mathutils
from . import UTILS_constants, UTILS_functions
# ================================================= actual add
class BALLANCE_OT_add_components(bpy.types.Operator):
"""Add sector related elements"""
bl_idname = "ballance.add_components"
bl_label = "Add elements"
bl_options = {'UNDO'}
elements_type: bpy.props.EnumProperty(
name="Type",
description="This element type",
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items=tuple(map(lambda x: (x, x, ""), UTILS_constants.bmfile_componentList)),
)
attentionElements = ["PC_TwoFlames", "PR_Resetpoint"]
uniqueElements = ["PS_FourFlames", "PE_Balloon"]
elements_sector: bpy.props.IntProperty(
name="Sector",
description="Define which sector the object will be grouped in",
min=1,
max=8,
default=1,
)
def execute(self, context):
# get name
if self.elements_type in self.uniqueElements:
finalObjectName = self.elements_type + "_01"
elif self.elements_type in self.attentionElements:
finalObjectName = self.elements_type + "_0" + str(self.elements_sector)
else:
finalObjectName = self.elements_type + "_0" + str(self.elements_sector) + "_"
# create object
loadedMesh = UTILS_functions.load_component(
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UTILS_constants.bmfile_componentList.index(self.elements_type))
obj = bpy.data.objects.new(finalObjectName, loadedMesh)
UTILS_functions.add_into_scene_and_move_to_cursor(obj)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
def draw(self, context):
layout = self.layout
layout.prop(self, "elements_type")
if self.elements_type not in self.uniqueElements:
layout.prop(self, "elements_sector")
if self.elements_type in self.attentionElements:
layout.label(text="Please note that sector is suffix.")