rigidbody: Add rigid body simulation
Add operators to add/remove rigid body world and objects. Add UI scripts. The rigid body simulation works on scene level and overrides the position/orientation of rigid bodies when active. It does not deform meshes or generate data so there is no modifier. Usage: * Add rigid body world in the scene tab * Create a group * Add objects to the group * Assign group to the rigid body world * Play animation For convenience the rigid body tools operators in the tools panel of the 3d view will add a world, group and add objects to the group automatically so you only have to press one button to add/remove rigid bodies to the simulation. Part of GSoC 2010 and 2012. Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
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release/scripts/startup/bl_ui/properties_physics_rigidbody.py
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release/scripts/startup/bl_ui/properties_physics_rigidbody.py
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# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Panel
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class PHYSICS_PT_rigidbody_panel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "physics"
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class PHYSICS_PT_rigid_body(PHYSICS_PT_rigidbody_panel, Panel):
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bl_label = "Rigid Body"
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@classmethod
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def poll(cls, context):
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ob = context.object
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rd = context.scene.render
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return (ob and ob.rigid_body and (not rd.use_game_engine))
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def draw(self, context):
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layout = self.layout
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ob = context.object
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rbo = ob.rigid_body
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if rbo:
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layout.prop(rbo, "type", text="Type")
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row = layout.row()
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row.prop(rbo, "enabled");
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row.prop(rbo, "kinematic", text="Animated")
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if rbo.type == 'ACTIVE':
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col = layout.column()
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col.prop(rbo, "mass")
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class PHYSICS_PT_rigid_body_collisions(PHYSICS_PT_rigidbody_panel, Panel):
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bl_label = "Rigid Body Collisions"
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@classmethod
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def poll(cls, context):
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return (context.object and context.object.rigid_body and
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(not context.scene.render.use_game_engine))
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def draw(self, context):
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layout = self.layout
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ob = context.object
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rbo = ob.rigid_body
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layout.prop(rbo, "collision_shape", text="Shape")
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split = layout.split()
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col = split.column()
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col.label(text="Surface Response:")
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col.prop(rbo, "friction")
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col.prop(rbo, "restitution", text="Bounciness")
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col = split.column()
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col.label(text="Sensitivity:")
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if rbo.collision_shape in {'MESH', 'CONE'}:
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col.prop(rbo, "collision_margin", text="Margin")
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else:
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col.prop(rbo, "use_margin");
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sub = col.column()
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sub.active = rbo.use_margin
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sub.prop(rbo, "collision_margin", text="Margin")
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layout.prop(rbo, "collision_groups")
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class PHYSICS_PT_rigid_body_dynamics(PHYSICS_PT_rigidbody_panel, Panel):
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bl_label = "Rigid Body Dynamics"
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bl_default_closed = True
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@classmethod
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def poll(cls, context):
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return (context.object and context.object.rigid_body and
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context.object.rigid_body.type == 'ACTIVE' and
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(not context.scene.render.use_game_engine))
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def draw(self, context):
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layout = self.layout
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ob = context.object
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rbo = ob.rigid_body
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#col = layout.column(align=1)
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#col.label(text="Activation:")
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# XXX: settings such as activate on collison/etc.
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split = layout.split();
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col = split.column()
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col.label(text="Deactivation:")
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col.prop(rbo, "use_deactivation")
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sub = col.column()
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sub.active = rbo.use_deactivation
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sub.prop(rbo, "start_deactivated")
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sub.prop(rbo, "deactivate_linear_velocity", text="Linear Vel")
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sub.prop(rbo, "deactivate_angular_velocity", text="Angular Vel")
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# TODO: other params such as time?
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col = split.column()
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col.label(text="Damping:")
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col.prop(rbo, "linear_damping", text="Translation")
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col.prop(rbo, "angular_damping", text="Rotation")
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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