forked from bartvdbraak/blender
279cfdeef5
Adding new object to RigidBodyWorld obgroup is not a good way to do that, since it only takes effect (create rigid_body for new objects) when you change current frame. Better to use rigidbody.object_add() operator here!
312 lines
11 KiB
Python
312 lines
11 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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# <pep8-80 compliant>
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import bpy
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from bpy.types import Operator
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from bpy.props import IntProperty
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from bpy.props import EnumProperty
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class CopyRigidbodySettings(Operator):
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'''Copy Rigid Body settings from active object to selected'''
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bl_idname = "rigidbody.object_settings_copy"
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bl_label = "Copy Rigid Body Settings"
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bl_options = {'REGISTER', 'UNDO'}
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_attrs = (
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"type",
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"kinematic",
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"mass",
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"collision_shape",
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"use_margin",
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"collision_margin",
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"friction",
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"restitution",
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"use_deactivation",
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"use_start_deactivated",
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"deactivate_linear_velocity",
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"deactivate_angular_velocity",
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"linear_damping",
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"angular_damping",
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"collision_groups",
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"mesh_source",
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"use_deform",
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"enabled",
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)
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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)
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def execute(self, context):
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obj_act = context.object
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scene = context.scene
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# deselect all but mesh objects
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for o in context.selected_objects:
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if o.type != 'MESH':
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o.select = False
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elif o.rigid_body is None:
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# Add rigidbody to object!
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scene.objects.active = o
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bpy.ops.rigidbody.object_add()
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scene.objects.active = obj_act
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objects = context.selected_objects
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if objects:
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rb_from = obj_act.rigid_body
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# copy settings
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for o in objects:
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rb_to = o.rigid_body
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if o == obj_act:
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continue
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for attr in self._attrs:
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setattr(rb_to, attr, getattr(rb_from, attr))
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return {'FINISHED'}
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class BakeToKeyframes(Operator):
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'''Bake rigid body transformations of selected objects to keyframes'''
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bl_idname = "rigidbody.bake_to_keyframes"
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bl_label = "Bake To Keyframes"
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bl_options = {'REGISTER', 'UNDO'}
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frame_start = IntProperty(
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name="Start Frame",
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description="Start frame for baking",
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min=0, max=300000,
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default=1,
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)
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frame_end = IntProperty(
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name="End Frame",
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description="End frame for baking",
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min=1, max=300000,
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default=250,
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)
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step = IntProperty(
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name="Frame Step",
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description="Frame Step",
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min=1, max=120,
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default=1,
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)
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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)
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def execute(self, context):
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bake = []
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objects = []
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scene = context.scene
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frame_orig = scene.frame_current
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frames_step = range(self.frame_start, self.frame_end + 1, self.step)
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frames_full = range(self.frame_start, self.frame_end + 1)
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# filter objects selection
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for obj in context.selected_objects:
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if not obj.rigid_body or obj.rigid_body.type != 'ACTIVE':
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obj.select = False
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objects = context.selected_objects
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if objects:
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# store transformation data
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# need to start at scene start frame so simulation is run from the beginning
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for f in frames_full:
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scene.frame_set(f)
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if f in frames_step:
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mat = {}
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for i, obj in enumerate(objects):
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mat[i] = obj.matrix_world.copy()
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bake.append(mat)
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# apply transformations as keyframes
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for i, f in enumerate(frames_step):
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scene.frame_set(f)
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for j, obj in enumerate(objects):
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mat = bake[i][j]
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# convert world space transform to parent space, so parented objects don't get offset after baking
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if (obj.parent):
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mat = obj.matrix_parent_inverse.inverted() * obj.parent.matrix_world.inverted() * mat
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obj.location = mat.to_translation()
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rot_mode = obj.rotation_mode
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if rot_mode == 'QUATERNION':
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q1 = obj.rotation_quaternion
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q2 = mat.to_quaternion()
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# make quaternion compatible with the previous one
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if q1.dot(q2) < 0.0:
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obj.rotation_quaternion = -q2
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else:
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obj.rotation_quaternion = q2
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elif rot_mode == 'AXIS_ANGLE':
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# this is a little roundabout but there's no better way right now
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aa = mat.to_quaternion().to_axis_angle()
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obj.rotation_axis_angle = (aa[1], ) + aa[0][:]
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else: # euler
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# make sure euler rotation is compatible to previous frame
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# NOTE: assume that on first frame, the starting rotation is appropriate
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obj.rotation_euler = mat.to_euler(rot_mode, obj.rotation_euler)
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bpy.ops.anim.keyframe_insert(type='BUILTIN_KSI_LocRot', confirm_success=False)
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# remove baked objects from simulation
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bpy.ops.rigidbody.objects_remove()
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# clean up keyframes
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for obj in objects:
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action = obj.animation_data.action
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for fcu in action.fcurves:
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keyframe_points = fcu.keyframe_points
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i = 1
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# remove unneeded keyframes
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while i < len(keyframe_points) - 1:
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val_prev = keyframe_points[i - 1].co[1]
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val_next = keyframe_points[i + 1].co[1]
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val = keyframe_points[i].co[1]
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if abs(val - val_prev) + abs(val - val_next) < 0.0001:
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keyframe_points.remove(keyframe_points[i])
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else:
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i += 1
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# use linear interpolation for better visual results
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for keyframe in keyframe_points:
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keyframe.interpolation = 'LINEAR'
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# return to the frame we started on
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scene.frame_set(frame_orig)
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return {'FINISHED'}
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def invoke(self, context, event):
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scene = context.scene
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self.frame_start = scene.frame_start
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self.frame_end = scene.frame_end
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wm = context.window_manager
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return wm.invoke_props_dialog(self)
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class ConnectRigidBodies(Operator):
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'''Create rigid body constraints between selected rigid bodies'''
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bl_idname = "rigidbody.connect"
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bl_label = "Connect Rigid Bodies"
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bl_options = {'REGISTER', 'UNDO'}
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con_type = EnumProperty(
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name="Type",
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description="Type of generated constraint",
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# XXX Would be nice to get icons too, but currently not possible ;)
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items=tuple((e.identifier, e.name, e.description, e. value)
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for e in bpy.types.RigidBodyConstraint.bl_rna.properties["type"].enum_items),
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default='FIXED',
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)
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pivot_type = EnumProperty(
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name="Location",
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description="Constraint pivot location",
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items=(('CENTER', "Center", "Pivot location is between the constrained rigid bodies"),
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('ACTIVE', "Active", "Pivot location is at the active object position"),
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('SELECTED', "Selected", "Pivot location is at the selected object position")),
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default='CENTER',
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)
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connection_pattern = EnumProperty(
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name="Connection Pattern",
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description="Pattern used to connect objects",
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items=(('SELECTED_TO_ACTIVE', "Selected to Active", "Connect selected objects to the active object"),
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('CHAIN_DISTANCE', "Chain by Distance", "Connect objects as a chain based on distance, starting at the active object")),
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default='SELECTED_TO_ACTIVE',
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)
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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)
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def _add_constraint(self, context, object1, object2):
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if object1 == object2:
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return
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if self.pivot_type == 'ACTIVE':
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loc = object1.location
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elif self.pivot_type == 'SELECTED':
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loc = object2.location
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else:
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loc = (object1.location + object2.location) / 2.0
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ob = bpy.data.objects.new("Constraint", object_data=None)
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ob.location = loc
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context.scene.objects.link(ob)
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context.scene.objects.active = ob
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ob.select = True
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bpy.ops.rigidbody.constraint_add()
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con_obj = context.active_object
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con_obj.empty_draw_type = 'ARROWS'
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con = con_obj.rigid_body_constraint
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con.type = self.con_type
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con.object1 = object1
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con.object2 = object2
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def execute(self, context):
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scene = context.scene
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objects = context.selected_objects
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obj_act = context.active_object
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change = False
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if self.connection_pattern == 'CHAIN_DISTANCE':
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objs_sorted = [obj_act]
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objects_tmp = context.selected_objects
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try:
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objects_tmp.remove(obj_act)
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except ValueError:
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pass
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last_obj = obj_act
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while objects_tmp:
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objects_tmp.sort(key=lambda o: (last_obj.location - o.location).length)
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last_obj = objects_tmp.pop(0)
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objs_sorted.append(last_obj)
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for i in range(1, len(objs_sorted)):
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self._add_constraint(context, objs_sorted[i - 1], objs_sorted[i])
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change = True
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else: # SELECTED_TO_ACTIVE
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for obj in objects:
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self._add_constraint(context, obj_act, obj)
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change = True
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if change:
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# restore selection
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bpy.ops.object.select_all(action='DESELECT')
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for obj in objects:
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obj.select = True
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scene.objects.active = obj_act
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return {'FINISHED'}
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else:
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self.report({'WARNING'}, "No other objects selected")
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return {'CANCELLED'}
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