forked from bartvdbraak/blender
2260a7dbc0
The options are: Base: Base mesh Deform: shape keys and deform modifiers Final: All deformations and modifiers It would be nice to have a way of specifying where exactly in the modifier stack the collision shape is generated. However this is not staight forward since the rigid body simulation is not part of the modifier system and would require hacks to make it work.
136 lines
4.2 KiB
Python
136 lines
4.2 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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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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