blender/release/scripts/startup/bl_ui/properties_physics_rigidbody.py
Sergej Reich 2260a7dbc0 Rigidbody: Add option to choose mesh source for collision shapes
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.
2013-12-26 18:38:05 +01:00

136 lines
4.2 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
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# ##### 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):
obj = context.object
return (obj and obj.rigid_body and
(not context.scene.render.use_game_engine))
def draw(self, context):
layout = self.layout
ob = context.object
rbo = ob.rigid_body
if rbo is not None:
layout.prop(rbo, "type", text="Type")
row = layout.row()
if rbo.type == 'ACTIVE':
row.prop(rbo, "enabled", text="Dynamic")
row.prop(rbo, "kinematic", text="Animated")
if rbo.type == 'ACTIVE':
layout.prop(rbo, "mass")
class PHYSICS_PT_rigid_body_collisions(PHYSICS_PT_rigidbody_panel, Panel):
bl_label = "Rigid Body Collisions"
@classmethod
def poll(cls, context):
obj = context.object
return (obj and obj.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")
if rbo.collision_shape in {'MESH', 'CONVEX_HULL'}:
layout.prop(rbo, "mesh_source", text="Source")
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):
obj = context.object
return (obj and obj.rigid_body and
obj.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, "use_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__)