forked from bartvdbraak/blender
ceb2430dd7
Only supported when using the "Deform" mesh source.
139 lines
4.3 KiB
Python
139 lines
4.3 KiB
Python
# ##### 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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obj = context.object
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return (obj and obj.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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if rbo is not None:
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layout.prop(rbo, "type", text="Type")
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row = layout.row()
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if rbo.type == 'ACTIVE':
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row.prop(rbo, "enabled", text="Dynamic")
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row.prop(rbo, "kinematic", text="Animated")
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if rbo.type == 'ACTIVE':
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layout.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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obj = context.object
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return (obj and obj.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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if rbo.collision_shape in {'MESH', 'CONVEX_HULL'}:
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layout.prop(rbo, "mesh_source", text="Source")
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if rbo.collision_shape == 'MESH' and rbo.mesh_source == 'DEFORM':
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layout.prop(rbo, "use_deform", text="Deforming")
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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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obj = context.object
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return (obj and obj.rigid_body and
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obj.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, "use_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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