# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you may 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
#
# or go online at: http://www.gnu.org/licenses/ to view license options.
#
# ##### END GPL LICENCE BLOCK #####

# authors: dudecon, jambay

# This module contains the UI definition, display,
# and processing (create mesh) functions.
# The routines to generate the vertices for the wall
# are found in the "Blocks" module.


import bpy
from bpy.types import Operator
from bpy.props import (
        BoolProperty,
        FloatProperty,
        )
from .Blocks import (
        NOTZERO, PI,
        dims,
        settings,
        shelfSpecs,
        stepSpecs,
        createWall,
        radialized,
        slope,
        openingSpecs,
        bigBlock,
        shelfExt,
        stepMod,
        stepLeft,
        shelfBack,
        stepOnly,
        stepBack,
        )


class add_mesh_wallb(Operator):
    bl_idname = "mesh.wall_add"
    bl_label = "Add a Masonry Wall"
    bl_description = "Create a block (masonry) wall mesh"
    bl_options = {'REGISTER', 'UNDO'}

    # UI items - API for properties - User accessible variables...
    # not all options are via UI, and some operations just don't work yet

    # only create object when True
    # False allows modifying several parameters without creating object
    ConstructTog: BoolProperty(
            name="Construct",
            description="Generate the object",
            default=True
            )
    # need to modify so radial makes a tower (normal);
    # want "flat" setting to make disk (alternate)
    # make the wall circular - if not sloped it's a flat disc
    RadialTog: BoolProperty(
            name="Radial",
            description="Make masonry radial",
            default=False
            )
    # curve the wall - if radial creates dome.
    SlopeTog: BoolProperty(
            name="Curved",
            description="Make masonry sloped, or curved",
            default=False
            )
    # need to review defaults and limits for all of these UI objects

    # wall area/size
    WallStart: FloatProperty(
            name="Start",
            description="Left side, or start angle",
            default=-10.0,
            min=-100, max=100.0
            )
    WallEnd: FloatProperty(
            name="End",
            description="Right side, or end angle",
            default=10.0,
            min=0.0, max=100.0
            )
    WallBottom: FloatProperty(
            name="Bottom",
            description="Lower height or radius",
            default=0.0,
            min=-100, max=100
            )
    WallTop: FloatProperty(
            name="Top",
            description="Upper height or radius",
            default=15.0,
            min=0.0, max=100.0
            )
    EdgeOffset: FloatProperty(
            name="Edging",
            description="Block staggering on wall sides",
            default=0.6, min=0.0, max=100.0
            )
    # block sizing
    Width: FloatProperty(
            name="Width",
            description="Average width of each block",
            default=1.5,
            min=0.01, max=100.0
            )
    WidthVariance: FloatProperty(
            name="Variance",
            description="Random variance of block width",
            default=0.5,
            min=0.0, max=100.0
            )
    WidthMinimum: FloatProperty(
            name="Minimum",
            description="Absolute minimum block width",
            default=0.5,
            min=0.01, max=100.0
            )
    Height: FloatProperty(
            name="Height",
            description="Average Height of each block",
            default=0.7,
            min=0.01, max=100.0
            )
    HeightVariance: FloatProperty(
            name="Variance",
            description="Random variance of block Height",
            default=0.3,
            min=0.0, max=100.0
            )
    HeightMinimum: FloatProperty(
            name="Minimum",
            description="Absolute minimum block Height",
            default=0.25,
            min=0.01, max=100.0
            )
    Depth: FloatProperty(
            name="Depth",
            description="Average Depth of each block",
            default=2.0,
            min=0.01, max=100.0
            )
    DepthVariance: FloatProperty(
            name="Variance",
            description="Random variance of block Depth",
            default=0.1,
            min=0.0, max=100.0
            )
    DepthMinimum: FloatProperty(
            name="Minimum",
            description="Absolute minimum block Depth",
            default=1.0,
            min=0.01, max=100.0
            )
    MergeBlock: BoolProperty(
            name="Merge Blocks",
            description="Make big blocks (merge closely adjoining blocks)",
            default=False
            )
    # edging for blocks
    Grout: FloatProperty(
            name="Thickness",
            description="Distance between blocks",
            default=0.1,
            min=-10.0, max=10.0
            )
    GroutVariance: FloatProperty(
            name="Variance",
            description="Random variance of block Grout",
            default=0.03,
            min=0.0, max=100.0
            )
    GroutDepth: FloatProperty(
            name="Depth",
            description="Grout Depth from the face of the blocks",
            default=0.1,
            min=0.0001, max=10.0
            )
    GroutDepthVariance: FloatProperty(
            name="Variance",
            description="Random variance of block Grout Depth",
            default=0.03,
            min=0.0, max=100.0
            )
    GroutEdge: BoolProperty(
            name="Edging",
            description="Grout perimiter",
            default=False
            )
    # properties for openings
    Opening1Tog: BoolProperty(
            name="Opening(s)",
            description="Make windows or doors",
            default=True
            )
    Opening1Width: FloatProperty(
            name="Width",
            description="The Width of the first opening",
            default=2.5,
            min=0.01, max=100.0
            )
    Opening1Height: FloatProperty(
            name="Height",
            description="The Height of the first opening",
            default=3.5,
            min=0.01, max=100.0
            )
    Opening1X: FloatProperty(
            name="Indent",
            description="The x position or spacing of the first opening",
            default=5.0,
            min=-100, max=100.0
            )
    Opening1Z: FloatProperty(
            name="Bottom",
            description="The z position of the First opening",
            default=5.0,
            min=-100, max=100.0
            )
    Opening1Repeat: BoolProperty(
            name="Repeat",
            description="make multiple openings, with spacing X1",
            default=False
            )
    Opening1TopArchTog: BoolProperty(
            name="Top Arch",
            description="Add an arch to the top of the first opening",
            default=True
            )
    Opening1TopArch: FloatProperty(
            name="Curve",
            description="Height of the arch on the top of the opening",
            default=2.5,
            min=0.001, max=100.0
            )
    Opening1TopArchThickness: FloatProperty(
            name="Thickness",
            description="Thickness of the arch on the top of the opening",
            default=0.75,
            min=0.001, max=100.0
            )
    Opening1BtmArchTog: BoolProperty(
            name="Bottom Arch",
            description="Add an arch to the bottom of opening 1",
            default=False
            )
    Opening1BtmArch: FloatProperty(
            name="Curve",
            description="Height of the arch on the bottom of the opening",
            default=1.0,
            min=0.01, max=100.0
            )
    Opening1BtmArchThickness: FloatProperty(
            name="Thickness",
            description="Thickness of the arch on the bottom of the opening",
            default=0.5,
            min=0.01, max=100.0
            )
    Opening1Bevel: FloatProperty(
            name="Bevel",
            description="Angle block face",
            default=0.25,
            min=-10.0, max=10.0
            )
    # openings on top of wall
    CrenelTog: BoolProperty(
            name="Crenels",
            description="Make openings along top of wall",
            default=False
            )
    CrenelXP: FloatProperty(
            name="Width",
            description="Gap width in wall based the percentage of wall width",
            default=0.25,
            min=0.10, max=1.0,
            subtype="PERCENTAGE"
            )
    CrenelZP: FloatProperty(
            name="Height",
            description="Crenel Height as the percentage of wall height",
            default=0.10,
            min=0.10, max=1.0,
            subtype="PERCENTAGE"
            )
    # narrow openings in wall.
    # need to prevent overlap with arch openings - though inversion is an interesting effect.
    SlotTog: BoolProperty(
            name="Slots",
            description="Make narrow openings in wall",
            default=False
            )
    SlotRpt: BoolProperty(
            name="Repeat",
            description="Repeat slots along wall",
            default=False
            )
    SlotWdg: BoolProperty(
            name="Wedged (n/a)",
            description="Bevel edges of slots",
            default=False
            )
    SlotX: FloatProperty(
            name="Indent",
            description="The x position or spacing of slots",
            default=0.0, min=-100, max=100.0
            )
    SlotGap: FloatProperty(
            name="Opening",
            description="The opening size of slots",
            default=0.5, min=0.10, max=100.0
            )
    SlotV: BoolProperty(
            name="Vertical",
            description="Vertical slots",
            default=True
            )
    SlotVH: FloatProperty(
            name="Height",
            description="Height of vertical slot",
            default=3.5,
            min=0.10, max=100.0
            )
    SlotVBtm: FloatProperty(
            name="Bottom",
            description="Z position for slot",
            default=5.00,
            min=-100.0, max=100.0
            )
    SlotH: BoolProperty(
            name="Horizontal",
            description="Horizontal slots",
            default=False
            )
    SlotHW: FloatProperty(
            name="Width",
            description="Width of horizontal slot",
            default=2.5,
            min=0.10, max=100.0
            )
    # this should offset from VBtm... maybe make a % like crenels?
    SlotHBtm: FloatProperty(
            name="Bottom",
            description="Z position for horizontal slot",
            default=5.50,
            min=-100.0, max=100.0
            )
    # properties for shelf (extend blocks in area)
    ShelfTog: BoolProperty(
            name="Shelf",
            description="Add blocks in area by depth to make shelf/platform",
            default=False
            )
    ShelfX: FloatProperty(
            name="Left",
            description="The x position of Shelf",
            default=-5.00,
            min=-100, max=100.0
            )
    ShelfZ: FloatProperty(
            name="Bottom",
            description="The z position of Shelf",
            default=10.0,
            min=-100, max=100.0
            )
    ShelfH: FloatProperty(
            name="Height",
            description="The Height of Shelf area",
            default=1.0,
            min=0.01, max=100.0
            )
    ShelfW: FloatProperty(
            name="Width",
            description="The Width of shelf area",
            default=5.0,
            min=0.01, max=100.0
            )
    ShelfD: FloatProperty(
            name="Depth",
            description="Depth of each block for shelf (from cursor + 1/2 wall depth)",
            default=2.0,
            min=0.01, max=100.0
            )
    ShelfBack: BoolProperty(
            name="Backside",
            description="Shelf on backside of wall",
            default=False
            )
    # properties for steps (extend blocks in area,  progressive width)
    StepTog: BoolProperty(
            name="Steps",
            description="Add blocks in area by depth with progressive width to make steps",
            default=False
            )
    StepX: FloatProperty(
            name="Left",
            description="The x position of steps",
            default=-9.00,
            min=-100, max=100.0
            )
    StepZ: FloatProperty(
            name="Bottom",
            description="The z position of steps",
            default=0.0,
            min=-100, max=100.0
            )
    StepH: FloatProperty(
            name="Height",
            description="The Height of step area",
            default=10.0,
            min=0.01, max=100.0
            )
    StepW: FloatProperty(
            name="Width",
            description="The Width of step area",
            default=8.0,
            min=0.01, max=100.0
            )
    StepD: FloatProperty(
            name="Depth",
            description="Depth of each block for steps (from cursor + 1/2 wall depth)",
            default=1.0,
            min=0.01, max=100.0
            )
    StepV: FloatProperty(
            name="Riser",
            description="Height of each step",
            default=0.70,
            min=0.01, max=100.0
            )
    StepT: FloatProperty(
            name="Tread",
            description="Width of each step",
            default=1.0,
            min=0.01, max=100.0
            )
    StepLeft: BoolProperty(
            name="Direction",
            description="If checked, flip steps direction towards the -X axis",
            default=False
            )
    StepOnly: BoolProperty(
            name="Steps Only",
            description="Steps only, no supporting blocks",
            default=False
            )
    StepBack: BoolProperty(
            name="Backside",
            description="Steps on backside of wall",
            default=False
            )

    # Display the toolbox options
    def draw(self, context):
        layout = self.layout

        box = layout.box()
        box.prop(self, 'ConstructTog')

        # Wall area (size/position)
        box = layout.box()
        box.label(text="Wall Size (area)")

        col = box.column(align=True)
        col.prop(self, "WallStart")
        col.prop(self, "WallEnd")

        col = box.column(align=True)
        col.prop(self, "WallBottom")
        col.prop(self, "WallTop")
        box.prop(self, "EdgeOffset")

        # Wall block sizing
        box = layout.box()
        box.label(text="Block Sizing")
        box.prop(self, "MergeBlock")

        # add checkbox for "fixed" sizing (ignore variance) a.k.a. bricks
        col = box.column(align=True)
        col.prop(self, "Width")
        col.prop(self, "WidthVariance")
        col.prop(self, "WidthMinimum")

        col = box.column(align=True)
        col.prop(self, "Height")
        col.prop(self, "HeightVariance")
        col.prop(self, "HeightMinimum")

        col = box.column(align=True)
        col.prop(self, "Depth")
        col.prop(self, "DepthVariance")
        col.prop(self, "DepthMinimum")

        # grout settings
        box = layout.box()
        box.label(text="Grout")

        col = box.column(align=True)
        col.prop(self, "Grout")
        col.prop(self, "GroutVariance")

        col = box.column(align=True)
        col.prop(self, "GroutDepth")
        col.prop(self, "GroutDepthVariance")

        # Wall shape modifiers
        box = layout.box()
        box.label(text="Wall Shape")
        row = box.row(align=True)
        row.prop(self, "RadialTog", toggle=True)
        row.prop(self, "SlopeTog", toggle=True)

        # Openings (doors, windows; arched)
        box = layout.box()
        box.prop(self, 'Opening1Tog')
        if self.Opening1Tog:
            col = box.column(align=True)
            col.prop(self, "Opening1Width")
            col.prop(self, "Opening1Height")
            col.prop(self, "Opening1X")
            col.prop(self, "Opening1Z")
            col.prop(self, "Opening1Bevel")

            box.prop(self, "Opening1Repeat", toggle=True)

            sub_box = box.box()
            sub_box.prop(self, "Opening1TopArchTog")
            if self.Opening1TopArchTog:
                col = sub_box.column(align=True)
                col.prop(self, "Opening1TopArch")
                col.prop(self, "Opening1TopArchThickness")

            sub_box = box.box()
            sub_box.prop(self, "Opening1BtmArchTog")
            if self.Opening1BtmArchTog:
                col = sub_box.column(align=True)
                col.prop(self, "Opening1BtmArch")
                col.prop(self, "Opening1BtmArchThickness")

        # Slots (narrow openings)
        box = layout.box()
        box.prop(self, "SlotTog")
        if self.SlotTog:
            col = box.column(align=True)
            col.prop(self, "SlotX")
            col.prop(self, "SlotGap")

            box.prop(self, "SlotRpt", toggle=True)

            sub_box = box.box()
            sub_box.prop(self, "SlotV")
            if self.SlotV:
                col = sub_box.column(align=True)
                col.prop(self, "SlotVH")
                col.prop(self, "SlotVBtm")

            sub_box = box.box()
            sub_box.prop(self, "SlotH")
            if self.SlotH:
                col = sub_box.column(align=True)
                col.prop(self, "SlotHW")
                col.prop(self, "SlotHBtm")

        # Crenels, gaps in top of wall
        box = layout.box()
        box.prop(self, "CrenelTog")
        if self.CrenelTog:
            col = box.column(align=True)
            col.prop(self, "CrenelXP")
            col.prop(self, "CrenelZP")

        # Shelfing (protrusions)
        box = layout.box()
        box.prop(self, 'ShelfTog')
        if self.ShelfTog:
            col = box.column(align=True)
            col.prop(self, "ShelfX")
            col.prop(self, "ShelfZ")

            col = box.column(align=True)
            col.prop(self, "ShelfW")
            col.prop(self, "ShelfH")
            col.prop(self, "ShelfD")

            box.prop(self, "ShelfBack")

        # Steps
        box = layout.box()
        box.prop(self, 'StepTog')
        if self.StepTog:
            col = box.column(align=True)
            col.prop(self, "StepX")
            col.prop(self, "StepZ")

            col = box.column(align=True)
            col.prop(self, "StepH")
            col.prop(self, "StepW")
            col.prop(self, "StepD")

            col = box.column(align=True)
            col.prop(self, "StepV")
            col.prop(self, "StepT")

            col = box.column(align=True)
            row = col.row(align=True)
            row.prop(self, "StepLeft", toggle=True)
            row.prop(self, "StepOnly", toggle=True)
            col.prop(self, "StepBack", toggle=True)

    # Respond to UI - get the properties set by user.
    # Check and process UI settings to generate masonry

    def execute(self, context):
        global radialized
        global slope
        global openingSpecs
        global bigBlock
        global shelfExt
        global stepMod
        global stepLeft
        global shelfBack
        global stepOnly
        global stepBack

        # Create the wall when enabled (skip regen iterations when off)
        if not self.ConstructTog:
            return {'FINISHED'}

        # enter the settings for the wall dimensions (area)
        # start can't be zero - min/max don't matter [if max less than end] but zero don't workie.
        # start can't exceed end.
        if not self.WallStart or self.WallStart >= self.WallEnd:
            self.WallStart = NOTZERO  # Reset UI if input out of bounds...

        dims['s'] = self.WallStart
        dims['e'] = self.WallEnd
        dims['b'] = self.WallBottom
        dims['t'] = self.WallTop

        settings['eoff'] = self.EdgeOffset

        # retrieve the settings for the wall block properties
        settings['w'] = self.Width
        settings['wv'] = self.WidthVariance
        settings['wm'] = self.WidthMinimum

        if not radialized:
            settings['sdv'] = settings['w']
        else:
            settings['sdv'] = 0.12

        settings['h'] = self.Height
        settings['hv'] = self.HeightVariance
        settings['hm'] = self.HeightMinimum

        settings['d'] = self.Depth
        settings['dv'] = self.DepthVariance
        settings['dm'] = self.DepthMinimum

        if self.MergeBlock:
            bigBlock = 1
        else:
            bigBlock = 0

        settings['g'] = self.Grout
        settings['gv'] = self.GroutVariance
        settings['gd'] = self.GroutDepth
        settings['gdv'] = self.GroutDepthVariance

        if self.GroutEdge:
            settings['ge'] = 1
        else:
            settings['ge'] = 0

        # set wall shape modifiers
        if self.RadialTog:
            radialized = 1
            # eliminate to allow user control for start/completion?
            dims['s'] = 0.0       # complete radial
            if dims['e'] > PI * 2:
                dims['e'] = PI * 2  # max end for circle
            if dims['b'] < settings['g']:
                dims['b'] = settings['g']  # min bottom for grout extension
        else:
            radialized = 0

        if self.SlopeTog:
            slope = 1
        else:
            slope = 0

        shelfExt = 0
        shelfBack = 0

        # Add shelf if enabled
        if self.ShelfTog:
            shelfExt = 1
            shelfSpecs['h'] = self.ShelfH
            shelfSpecs['w'] = self.ShelfW
            shelfSpecs['d'] = self.ShelfD
            shelfSpecs['x'] = self.ShelfX
            shelfSpecs['z'] = self.ShelfZ

            if self.ShelfBack:
                shelfBack = 1
        stepMod = 0
        stepLeft = 0
        stepOnly = 0
        stepBack = 0

        # Make steps if enabled
        if self.StepTog:
            stepMod = 1
            stepSpecs['x'] = self.StepX
            stepSpecs['z'] = self.StepZ
            stepSpecs['h'] = self.StepH
            stepSpecs['w'] = self.StepW
            stepSpecs['d'] = self.StepD
            stepSpecs['v'] = self.StepV
            stepSpecs['t'] = self.StepT

            if self.StepLeft:
                stepLeft = 1

            if self.StepOnly:
                stepOnly = 1

            if self.StepBack:
                stepBack = 1

        # enter the settings for the openings
        # when openings overlap they create inverse stonework - interesting but not the desired effect :)
        # if opening width == indent * 2 the edge blocks fail (row of blocks cross opening) - bug.
        openingSpecs = []
        openingIdx = 0  # track opening array references for multiple uses

        # general openings with arch options - can be windows or doors.
        if self.Opening1Tog:
            # set defaults...
            openingSpecs += [{'w': 0.5, 'h': 0.5, 'x': 0.8, 'z': 2.7, 'rp': 1,
                              'b': 0.0, 'v': 0, 'vl': 0, 't': 0, 'tl': 0}]

            openingSpecs[openingIdx]['w'] = self.Opening1Width
            openingSpecs[openingIdx]['h'] = self.Opening1Height
            openingSpecs[openingIdx]['x'] = self.Opening1X
            openingSpecs[openingIdx]['z'] = self.Opening1Z
            openingSpecs[openingIdx]['rp'] = self.Opening1Repeat

            if self.Opening1TopArchTog:
                openingSpecs[openingIdx]['v'] = self.Opening1TopArch
                openingSpecs[openingIdx]['t'] = self.Opening1TopArchThickness

            if self.Opening1BtmArchTog:
                openingSpecs[openingIdx]['vl'] = self.Opening1BtmArch
                openingSpecs[openingIdx]['tl'] = self.Opening1BtmArchThickness

            openingSpecs[openingIdx]['b'] = self.Opening1Bevel

            openingIdx += 1  # count window/door/arch openings

        # Slots (narrow openings)
        if self.SlotTog:

            if self.SlotV:  # vertical slots
                # set defaults...
                openingSpecs += [{'w': 0.5, 'h': 0.5, 'x': 0.0, 'z': 2.7, 'rp': 0,
                                 'b': 0.0, 'v': 0, 'vl': 0, 't': 0, 'tl': 0}]

                openingSpecs[openingIdx]['w'] = self.SlotGap
                openingSpecs[openingIdx]['h'] = self.SlotVH
                openingSpecs[openingIdx]['x'] = self.SlotX
                openingSpecs[openingIdx]['z'] = self.SlotVBtm
                openingSpecs[openingIdx]['rp'] = self.SlotRpt

                # make them pointy...
                openingSpecs[openingIdx]['v'] = self.SlotGap
                openingSpecs[openingIdx]['t'] = self.SlotGap / 2
                openingSpecs[openingIdx]['vl'] = self.SlotGap
                openingSpecs[openingIdx]['tl'] = self.SlotGap / 2

                openingIdx += 1        # count vertical slot openings

            # need to handle overlap of H and V slots...

            if self.SlotH:  # Horizontal slots
                # set defaults...
                openingSpecs += [{'w': 0.5, 'h': 0.5, 'x': 0.0, 'z': 2.7, 'rp': 0,
                                 'b': 0.0, 'v': 0, 'vl': 0, 't': 0, 'tl': 0}]

                openingSpecs[openingIdx]['w'] = self.SlotHW
                openingSpecs[openingIdx]['h'] = self.SlotGap
                openingSpecs[openingIdx]['x'] = self.SlotX
                openingSpecs[openingIdx]['z'] = self.SlotHBtm
                # horizontal repeat isn't same spacing as vertical...
                openingSpecs[openingIdx]['rp'] = self.SlotRpt

                # make them pointy...
                openingIdx += 1  # count horizontal slot openings

        # Crenellations (top row openings)
        if self.CrenelTog:

            # add bottom arch option?
            # perhaps a repeat toggle...
            # if crenel opening overlaps with arch opening it fills with blocks...

            # set defaults...
            openingSpecs += [{'w': 0.5, 'h': 0.5, 'x': 0.0, 'z': 2.7, 'rp': 1,
                              'b': 0.0, 'v': 0, 'vl': 0, 't': 0, 'tl': 0}]

            wallW = self.WallEnd - self.WallStart
            crenelW = wallW * self.CrenelXP  # Width % opening.

            wallH = self.WallTop - self.WallBottom
            crenelH = wallH * self.CrenelZP  # % proportional height.

            openingSpecs[openingIdx]['w'] = crenelW
            openingSpecs[openingIdx]['h'] = crenelH

            # calculate the spacing between openings.
            # this isn't the absolute start (left),
            # it's opening center offset relative to cursor (space between openings)...
            openingSpecs[openingIdx]['x'] = crenelW * 2 - 1  # assume standard spacing

            if not radialized:  # normal wall?
                # set indent 0 (center) if opening is 50% or more of wall width, no repeat.
                if crenelW * 2 >= wallW:
                    openingSpecs[openingIdx]['x'] = 0
                    openingSpecs[openingIdx]['rp'] = 0
            # set bottom of opening (center of hole)
            openingSpecs[openingIdx]['z'] = self.WallTop - (crenelH / 2)

            openingIdx += 1  # count crenel openings

        # Process the user settings to generate a wall
        # generate the list of vertices for the wall...
        verts_array, faces_array = createWall(
                                        radialized, slope, openingSpecs, bigBlock,
                                        shelfExt, shelfBack, stepMod, stepLeft, stepOnly,
                                        stepBack
                                        )

        # Create new mesh
        mesh = bpy.data.meshes.new("Wall")

        # Make a mesh from a list of verts/edges/faces.
        mesh.from_pydata(verts_array, [], faces_array)

        # Deselect all objects.
        bpy.ops.object.select_all(action='DESELECT')

        mesh.update()

        ob_new = bpy.data.objects.new("Wall", mesh)
        context.collection.objects.link(ob_new)
        # leave this out to prevent 'Tab key" going into edit mode :)
        # Use rmb click to select and still modify.
        context.view_layer.objects.active = ob_new
        ob_new.select_set(True)

        ob_new.location = tuple(context.scene.cursor.location)
        ob_new.rotation_quaternion = [1.0, 0.0, 0.0, 0.0]

        return {'FINISHED'}
