blender/release/scripts/startup/bl_ui/properties_physics_rigidbody.py

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# ##### 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 compliant>
import bpy
from bpy.types import Panel
class PHYSICS_PT_rigidbody_panel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "physics"
class PHYSICS_PT_rigid_body(PHYSICS_PT_rigidbody_panel, Panel):
bl_label = "Rigid Body"
@classmethod
def poll(cls, context):
ob = context.object
rd = context.scene.render
return (ob and ob.rigid_body and (not rd.use_game_engine))
def draw(self, context):
layout = self.layout
ob = context.object
rbo = ob.rigid_body
if rbo:
layout.prop(rbo, "type", text="Type")
row = layout.row()
row.prop(rbo, "enabled");
row.prop(rbo, "kinematic", text="Animated")
if rbo.type == 'ACTIVE':
col = layout.column()
col.prop(rbo, "mass")
class PHYSICS_PT_rigid_body_collisions(PHYSICS_PT_rigidbody_panel, Panel):
bl_label = "Rigid Body Collisions"
@classmethod
def poll(cls, context):
return (context.object and context.object.rigid_body and
(not context.scene.render.use_game_engine))
def draw(self, context):
layout = self.layout
ob = context.object
rbo = ob.rigid_body
layout.prop(rbo, "collision_shape", text="Shape")
split = layout.split()
col = split.column()
col.label(text="Surface Response:")
col.prop(rbo, "friction")
col.prop(rbo, "restitution", text="Bounciness")
col = split.column()
col.label(text="Sensitivity:")
if rbo.collision_shape in {'MESH', 'CONE'}:
col.prop(rbo, "collision_margin", text="Margin")
else:
col.prop(rbo, "use_margin");
sub = col.column()
sub.active = rbo.use_margin
sub.prop(rbo, "collision_margin", text="Margin")
layout.prop(rbo, "collision_groups")
class PHYSICS_PT_rigid_body_dynamics(PHYSICS_PT_rigidbody_panel, Panel):
bl_label = "Rigid Body Dynamics"
bl_default_closed = True
@classmethod
def poll(cls, context):
return (context.object and context.object.rigid_body and
context.object.rigid_body.type == 'ACTIVE' and
(not context.scene.render.use_game_engine))
def draw(self, context):
layout = self.layout
ob = context.object
rbo = ob.rigid_body
#col = layout.column(align=1)
#col.label(text="Activation:")
# XXX: settings such as activate on collison/etc.
split = layout.split();
col = split.column()
col.label(text="Deactivation:")
col.prop(rbo, "use_deactivation")
sub = col.column()
sub.active = rbo.use_deactivation
sub.prop(rbo, "start_deactivated")
sub.prop(rbo, "deactivate_linear_velocity", text="Linear Vel")
sub.prop(rbo, "deactivate_angular_velocity", text="Angular Vel")
# TODO: other params such as time?
col = split.column()
col.label(text="Damping:")
col.prop(rbo, "linear_damping", text="Translation")
col.prop(rbo, "angular_damping", text="Rotation")
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)