Files
blender/release/scripts/startup/bl_operators/rigidbody.py
Dalai Felinto aeb8e81f27 Render Layers and Collections (merge from render-layers)
Design Documents
----------------

* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers

* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised

User Commit Log
---------------

* New Layer and Collection system to replace render layers and viewport layers.

* A layer is a set of collections of objects (and their drawing options) required for specific tasks.

* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.

* All Scenes have a master collection that all other collections are children of.

* New collection "context" tab (in Properties Editor)

* New temporary viewport "collections" panel to control per-collection
visibility

Missing User Features
---------------------

* Collection "Filter"
  Option to add objects based on their names

* Collection Manager operators
  The existing buttons  are placeholders

* Collection Manager drawing
  The editor main region is empty

* Collection Override

* Per-Collection engine settings
  This will come as a separate commit, as part of the clay-engine branch

Dev Commit Log
--------------

* New DNA file (DNA_layer_types.h) with the new structs
  We are replacing Base by a new extended Base while keeping it backward
  compatible with some legacy settings (i.e., lay, flag_legacy).

  Renamed all Base to BaseLegacy to make it clear the areas of code that
  still need to be converted

  Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp

* Unittesting for main syncronization requirements
  - read, write, add/copy/remove objects, copy scene, collection
  link/unlinking, context)

* New Editor: Collection Manager
  Based on patch by Julian Eisel
  This is extracted from the layer-manager branch. With the following changes:

    - Renamed references of layer manager to collections manager

    - I doesn't include the editors/space_collections/ draw and util files

    - The drawing code itself will be implemented separately by Julian

* Base / Object:
  A little note about them. Original Blender code would try to keep them
  in sync through the code, juggling flags back and forth. This will now
  be handled by Depsgraph, keeping Object and Bases more separated
  throughout the non-rendering code.

  Scene.base is being cleared in doversion, and the old viewport drawing
  code was poorly converted to use the new bases while the new viewport
  code doesn't get merged and replace the old one.

Python API Changes
------------------

```
- scene.layers
+ # no longer exists

- scene.objects
+ scene.scene_layers.active.objects

- scene.objects.active
+ scene.render_layers.active.objects.active

- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()

- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)

- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')

-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 11:11:00 +01:00

312 lines
11 KiB
Python

# ##### 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 #####
# <pep8-80 compliant>
import bpy
from bpy.types import Operator
from bpy.props import IntProperty
from bpy.props import EnumProperty
class CopyRigidbodySettings(Operator):
'''Copy Rigid Body settings from active object to selected'''
bl_idname = "rigidbody.object_settings_copy"
bl_label = "Copy Rigid Body Settings"
bl_options = {'REGISTER', 'UNDO'}
_attrs = (
"type",
"kinematic",
"mass",
"collision_shape",
"use_margin",
"collision_margin",
"friction",
"restitution",
"use_deactivation",
"use_start_deactivated",
"deactivate_linear_velocity",
"deactivate_angular_velocity",
"linear_damping",
"angular_damping",
"collision_groups",
"mesh_source",
"use_deform",
"enabled",
)
@classmethod
def poll(cls, context):
obj = context.object
return (obj and obj.rigid_body)
def execute(self, context):
obj_act = context.object
scene = context.scene
# deselect all but mesh objects
for o in context.selected_objects:
if o.type != 'MESH':
o.select_set(action='DESELECT')
elif o.rigid_body is None:
# Add rigidbody to object!
scene.objects.active = o
bpy.ops.rigidbody.object_add()
scene.objects.active = obj_act
objects = context.selected_objects
if objects:
rb_from = obj_act.rigid_body
# copy settings
for o in objects:
rb_to = o.rigid_body
if o == obj_act:
continue
for attr in self._attrs:
setattr(rb_to, attr, getattr(rb_from, attr))
return {'FINISHED'}
class BakeToKeyframes(Operator):
'''Bake rigid body transformations of selected objects to keyframes'''
bl_idname = "rigidbody.bake_to_keyframes"
bl_label = "Bake To Keyframes"
bl_options = {'REGISTER', 'UNDO'}
frame_start = IntProperty(
name="Start Frame",
description="Start frame for baking",
min=0, max=300000,
default=1,
)
frame_end = IntProperty(
name="End Frame",
description="End frame for baking",
min=1, max=300000,
default=250,
)
step = IntProperty(
name="Frame Step",
description="Frame Step",
min=1, max=120,
default=1,
)
@classmethod
def poll(cls, context):
obj = context.object
return (obj and obj.rigid_body)
def execute(self, context):
bake = []
objects = []
scene = context.scene
frame_orig = scene.frame_current
frames_step = range(self.frame_start, self.frame_end + 1, self.step)
frames_full = range(self.frame_start, self.frame_end + 1)
# filter objects selection
for obj in context.selected_objects:
if not obj.rigid_body or obj.rigid_body.type != 'ACTIVE':
obj.select_set(action='DESELECT')
objects = context.selected_objects
if objects:
# store transformation data
# need to start at scene start frame so simulation is run from the beginning
for f in frames_full:
scene.frame_set(f)
if f in frames_step:
mat = {}
for i, obj in enumerate(objects):
mat[i] = obj.matrix_world.copy()
bake.append(mat)
# apply transformations as keyframes
for i, f in enumerate(frames_step):
scene.frame_set(f)
for j, obj in enumerate(objects):
mat = bake[i][j]
# convert world space transform to parent space, so parented objects don't get offset after baking
if (obj.parent):
mat = obj.matrix_parent_inverse.inverted() * obj.parent.matrix_world.inverted() * mat
obj.location = mat.to_translation()
rot_mode = obj.rotation_mode
if rot_mode == 'QUATERNION':
q1 = obj.rotation_quaternion
q2 = mat.to_quaternion()
# make quaternion compatible with the previous one
if q1.dot(q2) < 0.0:
obj.rotation_quaternion = -q2
else:
obj.rotation_quaternion = q2
elif rot_mode == 'AXIS_ANGLE':
# this is a little roundabout but there's no better way right now
aa = mat.to_quaternion().to_axis_angle()
obj.rotation_axis_angle = (aa[1], *aa[0])
else: # euler
# make sure euler rotation is compatible to previous frame
# NOTE: assume that on first frame, the starting rotation is appropriate
obj.rotation_euler = mat.to_euler(rot_mode, obj.rotation_euler)
bpy.ops.anim.keyframe_insert(type='BUILTIN_KSI_LocRot', confirm_success=False)
# remove baked objects from simulation
bpy.ops.rigidbody.objects_remove()
# clean up keyframes
for obj in objects:
action = obj.animation_data.action
for fcu in action.fcurves:
keyframe_points = fcu.keyframe_points
i = 1
# remove unneeded keyframes
while i < len(keyframe_points) - 1:
val_prev = keyframe_points[i - 1].co[1]
val_next = keyframe_points[i + 1].co[1]
val = keyframe_points[i].co[1]
if abs(val - val_prev) + abs(val - val_next) < 0.0001:
keyframe_points.remove(keyframe_points[i])
else:
i += 1
# use linear interpolation for better visual results
for keyframe in keyframe_points:
keyframe.interpolation = 'LINEAR'
# return to the frame we started on
scene.frame_set(frame_orig)
return {'FINISHED'}
def invoke(self, context, event):
scene = context.scene
self.frame_start = scene.frame_start
self.frame_end = scene.frame_end
wm = context.window_manager
return wm.invoke_props_dialog(self)
class ConnectRigidBodies(Operator):
'''Create rigid body constraints between selected rigid bodies'''
bl_idname = "rigidbody.connect"
bl_label = "Connect Rigid Bodies"
bl_options = {'REGISTER', 'UNDO'}
con_type = EnumProperty(
name="Type",
description="Type of generated constraint",
# XXX Would be nice to get icons too, but currently not possible ;)
items=tuple((e.identifier, e.name, e.description, e. value)
for e in bpy.types.RigidBodyConstraint.bl_rna.properties["type"].enum_items),
default='FIXED',
)
pivot_type = EnumProperty(
name="Location",
description="Constraint pivot location",
items=(('CENTER', "Center", "Pivot location is between the constrained rigid bodies"),
('ACTIVE', "Active", "Pivot location is at the active object position"),
('SELECTED', "Selected", "Pivot location is at the selected object position")),
default='CENTER',
)
connection_pattern = EnumProperty(
name="Connection Pattern",
description="Pattern used to connect objects",
items=(('SELECTED_TO_ACTIVE', "Selected to Active", "Connect selected objects to the active object"),
('CHAIN_DISTANCE', "Chain by Distance", "Connect objects as a chain based on distance, starting at the active object")),
default='SELECTED_TO_ACTIVE',
)
@classmethod
def poll(cls, context):
obj = context.object
return (obj and obj.rigid_body)
def _add_constraint(self, context, object1, object2):
if object1 == object2:
return
if self.pivot_type == 'ACTIVE':
loc = object1.location
elif self.pivot_type == 'SELECTED':
loc = object2.location
else:
loc = (object1.location + object2.location) / 2.0
ob = bpy.data.objects.new("Constraint", object_data=None)
ob.location = loc
context.scene.objects.link(ob)
context.scene.objects.active = ob
ob.select_set(action='SELECT')
bpy.ops.rigidbody.constraint_add()
con_obj = context.active_object
con_obj.empty_draw_type = 'ARROWS'
con = con_obj.rigid_body_constraint
con.type = self.con_type
con.object1 = object1
con.object2 = object2
def execute(self, context):
scene = context.scene
objects = context.selected_objects
obj_act = context.active_object
change = False
if self.connection_pattern == 'CHAIN_DISTANCE':
objs_sorted = [obj_act]
objects_tmp = context.selected_objects
try:
objects_tmp.remove(obj_act)
except ValueError:
pass
last_obj = obj_act
while objects_tmp:
objects_tmp.sort(key=lambda o: (last_obj.location - o.location).length)
last_obj = objects_tmp.pop(0)
objs_sorted.append(last_obj)
for i in range(1, len(objs_sorted)):
self._add_constraint(context, objs_sorted[i - 1], objs_sorted[i])
change = True
else: # SELECTED_TO_ACTIVE
for obj in objects:
self._add_constraint(context, obj_act, obj)
change = True
if change:
# restore selection
bpy.ops.object.select_all(action='DESELECT')
for obj in objects:
obj.select_set(action='SELECT')
scene.objects.active = obj_act
return {'FINISHED'}
else:
self.report({'WARNING'}, "No other objects selected")
return {'CANCELLED'}