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/*
* ***** 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.
*
* The Original Code is Copyright (C) 2013 Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Joshua Leung, Sergej Reich
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file rigidbody_object.c
* \ingroup editor_physics
* \brief Rigid Body object editing operators
*/
#include <stdlib.h>
#include <string.h>
#include "DNA_object_types.h"
#include "DNA_rigidbody_types.h"
#include "DNA_scene_types.h"
#include "BLI_blenlib.h"
#include "BLT_translation.h"
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
#include "BKE_collection.h"
#include "BKE_context.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_report.h"
#include "BKE_rigidbody.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "RNA_enum_types.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_object.h"
#include "ED_physics.h"
#include "ED_screen.h"
#include "physics_intern.h"
/* ********************************************** */
/* Helper API's for RigidBody Objects Editing */
2018-07-02 11:47:00 +02:00
static bool ED_operator_rigidbody_active_poll(bContext *C)
{
if (ED_operator_object_active_editable(C)) {
Object *ob = ED_object_active_context(C);
return (ob && ob->rigidbody_object);
}
else
return 0;
}
2018-07-02 11:47:00 +02:00
static bool ED_operator_rigidbody_add_poll(bContext *C)
{
if (ED_operator_object_active_editable(C)) {
Object *ob = ED_object_active_context(C);
return (ob && ob->type == OB_MESH);
}
else
return 0;
}
/* ----------------- */
bool ED_rigidbody_object_add(Main *bmain, Scene *scene, Object *ob, int type, ReportList *reports)
{
RigidBodyWorld *rbw = BKE_rigidbody_get_world(scene);
if (ob->type != OB_MESH) {
BKE_report(reports, RPT_ERROR, "Can't add Rigid Body to non mesh object");
return false;
}
/* Add rigid body world and group if they don't exist for convenience */
if (rbw == NULL) {
rbw = BKE_rigidbody_create_world(scene);
if (rbw == NULL) {
BKE_report(reports, RPT_ERROR, "Can't create Rigid Body world");
return false;
}
BKE_rigidbody_validate_sim_world(scene, rbw, false);
scene->rigidbody_world = rbw;
}
if (rbw->group == NULL) {
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
rbw->group = BKE_collection_add(bmain, NULL, "RigidBodyWorld");
id_fake_user_set(&rbw->group->id);
}
/* make rigidbody object settings */
if (ob->rigidbody_object == NULL) {
ob->rigidbody_object = BKE_rigidbody_create_object(scene, ob, type);
}
ob->rigidbody_object->type = type;
ob->rigidbody_object->flag |= RBO_FLAG_NEEDS_VALIDATE;
/* add object to rigid body group */
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
BKE_collection_object_add(bmain, rbw->group, ob);
DEG_relations_tag_update(bmain);
DEG_id_tag_update(&ob->id, ID_RECALC_TRANSFORM);
DEG_id_tag_update(&rbw->group->id, ID_RECALC_COPY_ON_WRITE);
return true;
}
void ED_rigidbody_object_remove(Main *bmain, Scene *scene, Object *ob)
{
BKE_rigidbody_remove_object(bmain, scene, ob);
DEG_relations_tag_update(bmain);
DEG_id_tag_update(&ob->id, ID_RECALC_TRANSFORM);
}
/* ********************************************** */
/* Active Object Add/Remove Operators */
/* ************ Add Rigid Body ************** */
static int rigidbody_object_add_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
Object *ob = ED_object_active_context(C);
int type = RNA_enum_get(op->ptr, "type");
bool changed;
/* apply to active object */
changed = ED_rigidbody_object_add(bmain, scene, ob, type, op->reports);
if (changed) {
/* send updates */
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL);
WM_event_add_notifier(C, NC_OBJECT | ND_POINTCACHE, NULL);
/* done */
return OPERATOR_FINISHED;
}
else {
return OPERATOR_CANCELLED;
}
}
void RIGIDBODY_OT_object_add(wmOperatorType *ot)
{
/* identifiers */
ot->idname = "RIGIDBODY_OT_object_add";
ot->name = "Add Rigid Body";
ot->description = "Add active object as Rigid Body";
/* callbacks */
ot->exec = rigidbody_object_add_exec;
ot->poll = ED_operator_rigidbody_add_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
ot->prop = RNA_def_enum(ot->srna, "type", rna_enum_rigidbody_object_type_items, RBO_TYPE_ACTIVE, "Rigid Body Type", "");
}
/* ************ Remove Rigid Body ************** */
static int rigidbody_object_remove_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
Object *ob = ED_object_active_context(C);
bool changed = false;
/* apply to active object */
if (!ELEM(NULL, ob, ob->rigidbody_object)) {
ED_rigidbody_object_remove(bmain, scene, ob);
changed = true;
}
if (changed) {
/* send updates */
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL);
WM_event_add_notifier(C, NC_OBJECT | ND_POINTCACHE, NULL);
/* done */
return OPERATOR_FINISHED;
}
else {
BKE_report(op->reports, RPT_ERROR, "Object has no Rigid Body settings to remove");
return OPERATOR_CANCELLED;
}
}
void RIGIDBODY_OT_object_remove(wmOperatorType *ot)
{
/* identifiers */
ot->idname = "RIGIDBODY_OT_object_remove";
ot->name = "Remove Rigid Body";
ot->description = "Remove Rigid Body settings from Object";
/* callbacks */
ot->exec = rigidbody_object_remove_exec;
ot->poll = ED_operator_rigidbody_active_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ********************************************** */
/* Selected Object Add/Remove Operators */
/* ************ Add Rigid Bodies ************** */
static int rigidbody_objects_add_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
int type = RNA_enum_get(op->ptr, "type");
bool changed = false;
/* create rigid body objects and add them to the world's group */
CTX_DATA_BEGIN(C, Object *, ob, selected_objects) {
changed |= ED_rigidbody_object_add(bmain, scene, ob, type, op->reports);
}
CTX_DATA_END;
if (changed) {
/* send updates */
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL);
WM_event_add_notifier(C, NC_OBJECT | ND_POINTCACHE, NULL);
/* done */
return OPERATOR_FINISHED;
}
else {
return OPERATOR_CANCELLED;
}
}
void RIGIDBODY_OT_objects_add(wmOperatorType *ot)
{
/* identifiers */
ot->idname = "RIGIDBODY_OT_objects_add";
ot->name = "Add Rigid Bodies";
ot->description = "Add selected objects as Rigid Bodies";
/* callbacks */
ot->exec = rigidbody_objects_add_exec;
ot->poll = ED_operator_rigidbody_add_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
ot->prop = RNA_def_enum(ot->srna, "type", rna_enum_rigidbody_object_type_items, RBO_TYPE_ACTIVE, "Rigid Body Type", "");
}
/* ************ Remove Rigid Bodies ************** */
static int rigidbody_objects_remove_exec(bContext *C, wmOperator *UNUSED(op))
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
bool changed = false;
/* apply this to all selected objects... */
CTX_DATA_BEGIN(C, Object *, ob, selected_objects)
{
if (ob->rigidbody_object) {
ED_rigidbody_object_remove(bmain, scene, ob);
changed = true;
}
}
CTX_DATA_END;
if (changed) {
/* send updates */
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL);
WM_event_add_notifier(C, NC_OBJECT | ND_POINTCACHE, NULL);
/* done */
return OPERATOR_FINISHED;
}
else {
return OPERATOR_CANCELLED;
}
}
void RIGIDBODY_OT_objects_remove(wmOperatorType *ot)
{
/* identifiers */
ot->idname = "RIGIDBODY_OT_objects_remove";
ot->name = "Remove Rigid Bodies";
ot->description = "Remove selected objects from Rigid Body simulation";
/* callbacks */
ot->exec = rigidbody_objects_remove_exec;
ot->poll = ED_operator_scene_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ********************************************** */
/* Utility Operators */
/* ************ Change Collision Shapes ************** */
static int rigidbody_objects_shape_change_exec(bContext *C, wmOperator *op)
{
int shape = RNA_enum_get(op->ptr, "type");
bool changed = false;
/* apply this to all selected objects... */
CTX_DATA_BEGIN(C, Object *, ob, selected_objects)
{
if (ob->rigidbody_object) {
PointerRNA ptr;
/* use RNA-system to change the property and perform all necessary changes */
RNA_pointer_create(&ob->id, &RNA_RigidBodyObject, ob->rigidbody_object, &ptr);
RNA_enum_set(&ptr, "collision_shape", shape);
DEG_id_tag_update(&ob->id, ID_RECALC_TRANSFORM);
changed = true;
}
}
CTX_DATA_END;
if (changed) {
/* send updates */
WM_event_add_notifier(C, NC_OBJECT | ND_POINTCACHE, NULL);
WM_event_add_notifier(C, NC_SPACE | ND_SPACE_VIEW3D, NULL);
/* done */
return OPERATOR_FINISHED;
}
else {
return OPERATOR_CANCELLED;
}
}
void RIGIDBODY_OT_shape_change(wmOperatorType *ot)
{
/* identifiers */
ot->idname = "RIGIDBODY_OT_shape_change";
ot->name = "Change Collision Shape";
ot->description = "Change collision shapes for selected Rigid Body Objects";
/* callbacks */
ot->invoke = WM_menu_invoke;
ot->exec = rigidbody_objects_shape_change_exec;
ot->poll = ED_operator_scene_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
ot->prop = RNA_def_enum(ot->srna, "type", rna_enum_rigidbody_object_shape_items, RB_SHAPE_TRIMESH, "Rigid Body Shape", "");
}
/* ************ Calculate Mass ************** */
/* Entry in material density table */
typedef struct rbMaterialDensityItem {
const char *name; /* Name of material */
float density; /* Density (kg/m^3) */
} rbMaterialDensityItem;
/* Preset density values for materials (kg/m^3)
* Selected values obtained from:
* 1) http://www.jaredzone.info/2010/09/densities.html
* 2) http://www.avlandesign.com/density_construction.htm
* 3) http://www.avlandesign.com/density_metal.htm
*/
static rbMaterialDensityItem RB_MATERIAL_DENSITY_TABLE[] = {
{N_("Air"), 1.0f}, /* not quite; adapted from 1.43 for oxygen for use as default */
{N_("Acrylic"), 1400.0f},
{N_("Asphalt (Crushed)"), 721.0f},
{N_("Bark"), 240.0f},
{N_("Beans (Cocoa)"), 593.0f},
{N_("Beans (Soy)"), 721.0f},
{N_("Brick (Pressed)"), 2400.0f},
{N_("Brick (Common)"), 2000.0f},
{N_("Brick (Soft)"), 1600.0f},
{N_("Brass"), 8216.0f},
{N_("Bronze"), 8860.0f},
{N_("Carbon (Solid)"), 2146.0f},
{N_("Cardboard"), 689.0f},
{N_("Cast Iron"), 7150.0f},
/* {N_("Cement"), 1442.0f}, */
{N_("Chalk (Solid)"), 2499.0f},
/* {N_("Coffee (Fresh/Roast)"), ~500}, */
{N_("Concrete"), 2320.0f},
{N_("Charcoal"), 208.0f},
{N_("Cork"), 240.0f},
{N_("Copper"), 8933.0f},
{N_("Garbage"), 481.0f},
{N_("Glass (Broken)"), 1940.0f},
{N_("Glass (Solid)"), 2190.0f},
{N_("Gold"), 19282.0f},
{N_("Granite (Broken)"), 1650.0f},
{N_("Granite (Solid)"), 2691.0f},
{N_("Gravel"), 2780.0f},
{N_("Ice (Crushed)"), 593.0f},
{N_("Ice (Solid)"), 919.0f},
{N_("Iron"), 7874.0f},
{N_("Lead"), 11342.0f},
{N_("Limestone (Broken)"), 1554.0f},
{N_("Limestone (Solid)"), 2611.0f},
{N_("Marble (Broken)"), 1570.0f},
{N_("Marble (Solid)"), 2563.0f},
{N_("Paper"), 1201.0f},
{N_("Peanuts (Shelled)"), 641.0f},
{N_("Peanuts (Not Shelled)"), 272.0f},
{N_("Plaster"), 849.0f},
{N_("Plastic"), 1200.0f},
{N_("Polystyrene"), 1050.0f},
{N_("Rubber"), 1522.0f},
{N_("Silver"), 10501.0f},
{N_("Steel"), 7860.0f},
{N_("Stone"), 2515.0f},
{N_("Stone (Crushed)"), 1602.0f},
{N_("Timber"), 610.0f}
};
static const int NUM_RB_MATERIAL_PRESETS = sizeof(RB_MATERIAL_DENSITY_TABLE) / sizeof(rbMaterialDensityItem);
/* dynamically generate list of items
* - Although there is a runtime cost, this has a lower maintenance cost
* in the long run than other two-list solutions...
*/
static const EnumPropertyItem *rigidbody_materials_itemf(bContext *UNUSED(C), PointerRNA *UNUSED(ptr), PropertyRNA *UNUSED(prop), bool *r_free)
{
EnumPropertyItem item_tmp = {0};
EnumPropertyItem *item = NULL;
int totitem = 0;
int i = 0;
/* add each preset to the list */
for (i = 0; i < NUM_RB_MATERIAL_PRESETS; i++) {
rbMaterialDensityItem *preset = &RB_MATERIAL_DENSITY_TABLE[i];
item_tmp.identifier = preset->name;
item_tmp.name = IFACE_(preset->name);
item_tmp.value = i;
RNA_enum_item_add(&item, &totitem, &item_tmp);
}
/* add special "custom" entry to the end of the list */
{
item_tmp.identifier = "Custom";
item_tmp.name = IFACE_("Custom");
item_tmp.value = -1;
RNA_enum_item_add(&item, &totitem, &item_tmp);
}
RNA_enum_item_end(&item, &totitem);
*r_free = true;
return item;
}
/* ------------------------------------------ */
static int rigidbody_objects_calc_mass_exec(bContext *C, wmOperator *op)
{
int material = RNA_enum_get(op->ptr, "material");
float density;
bool changed = false;
/* get density (kg/m^3) to apply */
if (material >= 0) {
/* get density from table, and store in props for later repeating */
if (material >= NUM_RB_MATERIAL_PRESETS)
material = 0;
density = RB_MATERIAL_DENSITY_TABLE[material].density;
RNA_float_set(op->ptr, "density", density);
}
else {
/* custom - grab from whatever value is set */
density = RNA_float_get(op->ptr, "density");
}
/* apply this to all selected objects (with rigidbodies)... */
CTX_DATA_BEGIN(C, Object *, ob, selected_objects)
{
if (ob->rigidbody_object) {
PointerRNA ptr;
float volume; /* m^3 */
float mass; /* kg */
/* mass is calculated from the approximate volume of the object,
* and the density of the material we're simulating
*/
BKE_rigidbody_calc_volume(ob, &volume);
mass = volume * density;
/* use RNA-system to change the property and perform all necessary changes */
RNA_pointer_create(&ob->id, &RNA_RigidBodyObject, ob->rigidbody_object, &ptr);
RNA_float_set(&ptr, "mass", mass);
DEG_id_tag_update(&ob->id, ID_RECALC_TRANSFORM);
changed = true;
}
}
CTX_DATA_END;
if (changed) {
/* send updates */
WM_event_add_notifier(C, NC_OBJECT | ND_POINTCACHE, NULL);
/* done */
return OPERATOR_FINISHED;
}
else {
return OPERATOR_CANCELLED;
}
}
void RIGIDBODY_OT_mass_calculate(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->idname = "RIGIDBODY_OT_mass_calculate";
ot->name = "Calculate Mass";
ot->description = "Automatically calculate mass values for Rigid Body Objects based on volume";
/* callbacks */
ot->invoke = WM_menu_invoke; // XXX
ot->exec = rigidbody_objects_calc_mass_exec;
ot->poll = ED_operator_scene_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
ot->prop = prop = RNA_def_enum(ot->srna, "material",
DummyRNA_DEFAULT_items, 0,
"Material Preset",
"Type of material that objects are made of (determines material density)");
RNA_def_enum_funcs(prop, rigidbody_materials_itemf);
RNA_def_property_flag(prop, PROP_ENUM_NO_TRANSLATE);
RNA_def_float(ot->srna, "density", 1.0, FLT_MIN, FLT_MAX,
"Density",
"Custom density value (kg/m^3) to use instead of material preset",
1.0f, 2500.0f);
}
/* ********************************************** */