diff options
author | Sergej Reich <sergej.reich@googlemail.com> | 2013-01-23 09:56:44 +0400 |
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committer | Sergej Reich <sergej.reich@googlemail.com> | 2013-01-23 09:56:44 +0400 |
commit | 2d8637946b047a8a9cc3fb6fe6d146b9961f92a6 (patch) | |
tree | ff566a91ca6c45d67b310fec8c990b801a7f0ba2 /release/scripts/startup/bl_ui/properties_physics_rigidbody.py | |
parent | 089cf12435dfbc4b934a73b73ecd617b27ac678d (diff) |
rigidbody: Add rigid body simulation
Add operators to add/remove rigid body world and objects.
Add UI scripts.
The rigid body simulation works on scene level and overrides the
position/orientation of rigid bodies when active.
It does not deform meshes or generate data so there is no modifier.
Usage:
* Add rigid body world in the scene tab
* Create a group
* Add objects to the group
* Assign group to the rigid body world
* Play animation
For convenience the rigid body tools operators in the tools panel of the 3d view
will add a world, group and add objects to the group automatically so you only have
to press one button to add/remove rigid bodies to the simulation.
Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_physics_rigidbody.py')
-rw-r--r-- | release/scripts/startup/bl_ui/properties_physics_rigidbody.py | 130 |
1 files changed, 130 insertions, 0 deletions
diff --git a/release/scripts/startup/bl_ui/properties_physics_rigidbody.py b/release/scripts/startup/bl_ui/properties_physics_rigidbody.py new file mode 100644 index 00000000000..87a4c2fdbee --- /dev/null +++ b/release/scripts/startup/bl_ui/properties_physics_rigidbody.py @@ -0,0 +1,130 @@ +# ##### 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__) |