diff options
author | Sergej Reich <sergej.reich@googlemail.com> | 2013-01-23 09:56:44 +0400 |
---|---|---|
committer | Sergej Reich <sergej.reich@googlemail.com> | 2013-01-23 09:56:44 +0400 |
commit | 2d8637946b047a8a9cc3fb6fe6d146b9961f92a6 (patch) | |
tree | ff566a91ca6c45d67b310fec8c990b801a7f0ba2 /release | |
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')
6 files changed, 256 insertions, 7 deletions
diff --git a/release/scripts/startup/bl_operators/__init__.py b/release/scripts/startup/bl_operators/__init__.py index ecbbe34dbb4..3ff02420bbd 100644 --- a/release/scripts/startup/bl_operators/__init__.py +++ b/release/scripts/startup/bl_operators/__init__.py @@ -35,6 +35,7 @@ _modules = ( "object_randomize_transform", "object_quick_effects", "presets", + "rigidbody", "screen_play_rendered_anim", "sequencer", "uvcalc_follow_active", diff --git a/release/scripts/startup/bl_ui/__init__.py b/release/scripts/startup/bl_ui/__init__.py index 9ed12943bf8..80d9b4f046d 100644 --- a/release/scripts/startup/bl_ui/__init__.py +++ b/release/scripts/startup/bl_ui/__init__.py @@ -48,6 +48,7 @@ _modules = ( "properties_physics_dynamicpaint", "properties_physics_field", "properties_physics_fluid", + "properties_physics_rigidbody", "properties_physics_smoke", "properties_physics_softbody", "properties_render", diff --git a/release/scripts/startup/bl_ui/properties_physics_common.py b/release/scripts/startup/bl_ui/properties_physics_common.py index db8dfd7a542..1131ea997da 100644 --- a/release/scripts/startup/bl_ui/properties_physics_common.py +++ b/release/scripts/startup/bl_ui/properties_physics_common.py @@ -44,6 +44,12 @@ def physics_add(self, layout, md, name, type, typeicon, toggles): else: sub.operator("object.modifier_add", text=name, icon=typeicon).type = type +def physics_add_special(self, layout, data, name, addop, removeop, typeicon): + sub = layout.row(align=True) + if data: + sub.operator(removeop, text=name, icon='X') + else: + sub.operator(addop, text=name, icon=typeicon) class PHYSICS_PT_add(PhysicButtonsPanel, Panel): bl_label = "" @@ -76,6 +82,12 @@ class PHYSICS_PT_add(PhysicButtonsPanel, Panel): physics_add(self, col, context.fluid, "Fluid", 'FLUID_SIMULATION', 'MOD_FLUIDSIM', True) physics_add(self, col, context.smoke, "Smoke", 'SMOKE', 'MOD_SMOKE', True) + if(ob.type == 'MESH'): + physics_add_special(self, col, ob.rigid_body, "Rigid Body", + "rigidbody.object_add", + "rigidbody.object_remove", + 'MESH_ICOSPHERE') # XXX: need dedicated icon + # cache-type can be 'PSYS' 'HAIR' 'SMOKE' etc @@ -84,11 +96,12 @@ def point_cache_ui(self, context, cache, enabled, cachetype): layout.context_pointer_set("point_cache", cache) - row = layout.row() - row.template_list("UI_UL_list", "", cache, "point_caches", cache.point_caches, "active_index", rows=2) - col = row.column(align=True) - col.operator("ptcache.add", icon='ZOOMIN', text="") - col.operator("ptcache.remove", icon='ZOOMOUT', text="") + if not cachetype == 'RIGID_BODY': + row = layout.row() + row.template_list("UI_UL_list", "", cache, "point_caches", cache.point_caches, "active_index", rows=2) + col = row.column(align=True) + col.operator("ptcache.add", icon='ZOOMIN', text="") + col.operator("ptcache.remove", icon='ZOOMOUT', text="") row = layout.row() if cachetype in {'PSYS', 'HAIR', 'SMOKE'}: @@ -131,13 +144,13 @@ def point_cache_ui(self, context, cache, enabled, cachetype): row.enabled = enabled row.prop(cache, "frame_start") row.prop(cache, "frame_end") - if cachetype not in {'SMOKE', 'CLOTH', 'DYNAMIC_PAINT'}: + if cachetype not in {'SMOKE', 'CLOTH', 'DYNAMIC_PAINT', 'RIGID_BODY'}: row.prop(cache, "frame_step") if cachetype != 'SMOKE': layout.label(text=cache.info) - if cachetype not in {'SMOKE', 'DYNAMIC_PAINT'}: + if cachetype not in {'SMOKE', 'DYNAMIC_PAINT', 'RIGID_BODY'}: split = layout.split() split.enabled = enabled and bpy.data.is_saved 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__) diff --git a/release/scripts/startup/bl_ui/properties_scene.py b/release/scripts/startup/bl_ui/properties_scene.py index 5fe3923f0e9..73de00fdd40 100644 --- a/release/scripts/startup/bl_ui/properties_scene.py +++ b/release/scripts/startup/bl_ui/properties_scene.py @@ -21,6 +21,10 @@ import bpy from bpy.types import Panel, UIList from rna_prop_ui import PropertyPanel +from bl_ui.properties_physics_common import ( + point_cache_ui, + effector_weights_ui, + ) class SCENE_UL_keying_set_paths(UIList): def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index): @@ -242,6 +246,83 @@ class SCENE_PT_physics(SceneButtonsPanel, Panel): layout.prop(scene, "gravity", text="") +class SCENE_PT_rigid_body_world(SceneButtonsPanel, Panel): + bl_label = "Rigid Body World" + COMPAT_ENGINES = {'BLENDER_RENDER'} + + @classmethod + def poll(cls, context): + rd = context.scene.render + scene = context.scene + return scene and (rd.engine in cls.COMPAT_ENGINES) + + def draw(self, context): + layout = self.layout + + scene = context.scene + + rbw = scene.rigidbody_world + + if not rbw: + layout.operator("rigidbody.world_add") + else: + split = layout.split() + split.operator("rigidbody.world_remove") + layout.separator() + layout.prop(context.scene.rigidbody_world, "enabled") + layout.active = rbw.enabled + + col = layout.column() + col.prop(rbw, "group") + col.prop(rbw, "constraints") + + split = layout.split() + + col = split.column() + col.prop(rbw, "time_scale", text="Speed") + col.prop(rbw, "use_split_impulse") + + col = split.column() + col.prop(rbw, "steps_per_second", text="Steps Per Second") + col.prop(rbw, "num_solver_iterations", text="Solver Iterations") + + +class SCENE_PT_rigid_body_cache(SceneButtonsPanel, Panel): + bl_label = "Rigid Body Cache" + bl_options = {'DEFAULT_CLOSED'} + COMPAT_ENGINES = {'BLENDER_RENDER'} + + @classmethod + def poll(cls, context): + rd = context.scene.render + scene = context.scene + return scene and scene.rigidbody_world and (rd.engine in cls.COMPAT_ENGINES) + + def draw(self, context): + scene = context.scene + rbw = scene.rigidbody_world + + point_cache_ui(self, context, rbw.point_cache, rbw.point_cache.is_baked is False and rbw.enabled, 'RIGID_BODY') + + +class SCENE_PT_rigid_body_field_weights(SceneButtonsPanel, Panel): + bl_label = "Rigid Body Field Weights" + bl_options = {'DEFAULT_CLOSED'} + COMPAT_ENGINES = {'BLENDER_RENDER'} + + @classmethod + def poll(cls, context): + rd = context.scene.render + scene = context.scene + return scene and scene.rigidbody_world and (rd.engine in cls.COMPAT_ENGINES) + + def draw(self, context): + scene = context.scene + rbw = scene.rigidbody_world + + effector_weights_ui(self, context, rbw.effector_weights, 'RIGID_BODY') + + class SCENE_PT_simplify(SceneButtonsPanel, Panel): bl_label = "Simplify" COMPAT_ENGINES = {'BLENDER_RENDER'} diff --git a/release/scripts/startup/bl_ui/space_view3d_toolbar.py b/release/scripts/startup/bl_ui/space_view3d_toolbar.py index 1653e8fab7e..2df156abd55 100644 --- a/release/scripts/startup/bl_ui/space_view3d_toolbar.py +++ b/release/scripts/startup/bl_ui/space_view3d_toolbar.py @@ -108,6 +108,29 @@ class VIEW3D_PT_tools_objectmode(View3DPanel, Panel): draw_repeat_tools(context, layout) draw_gpencil_tools(context, layout) + col = layout.column(align=True) + + +class VIEW3D_PT_tools_rigidbody(View3DPanel, Panel): + bl_context = "objectmode" + bl_label = "Rigidbody Tools" + bl_options = {'DEFAULT_CLOSED'} + + def draw(self, context): + layout = self.layout + + col = layout.column(align=True) + col.label(text="Add/Remove:") + row = col.row() + row.operator("rigidbody.objects_add", text="Add Active").type = 'ACTIVE' + row.operator("rigidbody.objects_add", text="Add Passive").type = 'PASSIVE' + row = col.row() + row.operator("rigidbody.objects_remove", text="Remove") + + col = layout.column(align=True) + col.label(text="Object Tools:") + col.operator("rigidbody.shape_change", text="Change Shape") + col.operator("rigidbody.mass_calculate", text="Calculate Mass") # ********** default tools for editmode_mesh **************** |