Constraints connect two rigid bodies. Depending on which constraint is used different degrees of freedom are limited, e.g. a hinge constraint only allows the objects to rotate around a common axis. Constraints are implemented as individual objects and bahave similar to rigid bodies in terms of adding/removing/validating. The position and orientation of the constraint object is the pivot point of the constraint. Constraints have their own group in the rigid body world. To make connecting rigid bodies easier, there is a "Connect" operator that creates an empty objects with a rigid body constraint connecting the selected objects to active. Currently the following constraints are implemented: * Fixed * Point * Hinge * Slider * Piston * Generic Note: constraint limits aren't animatable yet).
313 lines
10 KiB
Python
313 lines
10 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 PhysicButtonsPanel():
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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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@classmethod
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def poll(cls, context):
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rd = context.scene.render
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return (context.object) and (not rd.use_game_engine)
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def physics_add(self, layout, md, name, type, typeicon, toggles):
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sub = layout.row(align=True)
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if md:
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sub.context_pointer_set("modifier", md)
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sub.operator("object.modifier_remove", text=name, icon='X')
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if(toggles):
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sub.prop(md, "show_render", text="")
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sub.prop(md, "show_viewport", text="")
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else:
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sub.operator("object.modifier_add", text=name, icon=typeicon).type = type
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def physics_add_special(self, layout, data, name, addop, removeop, typeicon):
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sub = layout.row(align=True)
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if data:
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sub.operator(removeop, text=name, icon='X')
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else:
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sub.operator(addop, text=name, icon=typeicon)
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class PHYSICS_PT_add(PhysicButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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def draw(self, context):
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ob = context.object
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layout = self.layout
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layout.label("Enable physics for:")
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split = layout.split()
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col = split.column()
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if(context.object.field.type == 'NONE'):
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col.operator("object.forcefield_toggle", text="Force Field", icon='FORCE_FORCE')
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else:
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col.operator("object.forcefield_toggle", text="Force Field", icon='X')
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if(ob.type == 'MESH'):
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physics_add(self, col, context.collision, "Collision", 'COLLISION', 'MOD_PHYSICS', False)
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physics_add(self, col, context.cloth, "Cloth", 'CLOTH', 'MOD_CLOTH', True)
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physics_add(self, col, context.dynamic_paint, "Dynamic Paint", 'DYNAMIC_PAINT', 'MOD_DYNAMICPAINT', True)
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col = split.column()
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if(ob.type == 'MESH' or ob.type == 'LATTICE'or ob.type == 'CURVE'):
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physics_add(self, col, context.soft_body, "Soft Body", 'SOFT_BODY', 'MOD_SOFT', True)
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if(ob.type == 'MESH'):
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physics_add(self, col, context.fluid, "Fluid", 'FLUID_SIMULATION', 'MOD_FLUIDSIM', True)
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physics_add(self, col, context.smoke, "Smoke", 'SMOKE', 'MOD_SMOKE', True)
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if(ob.type == 'MESH'):
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physics_add_special(self, col, ob.rigid_body, "Rigid Body",
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"rigidbody.object_add",
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"rigidbody.object_remove",
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'MESH_ICOSPHERE') # XXX: need dedicated icon
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physics_add_special(self, col, ob.rigid_body_constraint, "Rigid Body Constraint",
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"rigidbody.constraint_add",
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"rigidbody.constraint_remove",
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'CONSTRAINT') # RB_TODO needs better icon
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# cache-type can be 'PSYS' 'HAIR' 'SMOKE' etc
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def point_cache_ui(self, context, cache, enabled, cachetype):
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layout = self.layout
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layout.context_pointer_set("point_cache", cache)
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if not cachetype == 'RIGID_BODY':
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row = layout.row()
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row.template_list("UI_UL_list", "", cache, "point_caches", cache.point_caches, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("ptcache.add", icon='ZOOMIN', text="")
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col.operator("ptcache.remove", icon='ZOOMOUT', text="")
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row = layout.row()
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if cachetype in {'PSYS', 'HAIR', 'SMOKE'}:
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row.prop(cache, "use_external")
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if cachetype == 'SMOKE':
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row.prop(cache, "use_library_path", "Use Lib Path")
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if cache.use_external:
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split = layout.split(percentage=0.35)
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col = split.column()
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col.label(text="File Name:")
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if cache.use_external:
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col.label(text="File Path:")
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col = split.column()
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sub = col.split(percentage=0.70, align=True)
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sub.prop(cache, "name", text="")
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sub.prop(cache, "index", text="")
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col.prop(cache, "filepath", text="")
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cache_info = cache.info
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if cache_info:
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layout.label(text=cache_info)
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else:
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if cachetype in {'SMOKE', 'DYNAMIC_PAINT'}:
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if not bpy.data.is_saved:
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layout.label(text="Cache is disabled until the file is saved")
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layout.enabled = False
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if cache.use_disk_cache:
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layout.prop(cache, "name", text="File Name")
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else:
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layout.prop(cache, "name", text="Cache Name")
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if not cache.use_external or cachetype == 'SMOKE':
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row = layout.row(align=True)
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if cachetype not in {'PSYS', 'DYNAMIC_PAINT'}:
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row.enabled = enabled
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row.prop(cache, "frame_start")
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row.prop(cache, "frame_end")
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if cachetype not in {'SMOKE', 'CLOTH', 'DYNAMIC_PAINT', 'RIGID_BODY'}:
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row.prop(cache, "frame_step")
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if cachetype != 'SMOKE':
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layout.label(text=cache.info)
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if cachetype not in {'SMOKE', 'DYNAMIC_PAINT', 'RIGID_BODY'}:
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split = layout.split()
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split.enabled = enabled and bpy.data.is_saved
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col = split.column()
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col.prop(cache, "use_disk_cache")
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col = split.column()
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col.active = cache.use_disk_cache
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col.prop(cache, "use_library_path", "Use Lib Path")
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row = layout.row()
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row.enabled = enabled and bpy.data.is_saved
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row.active = cache.use_disk_cache
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row.label(text="Compression:")
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row.prop(cache, "compression", expand=True)
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layout.separator()
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split = layout.split()
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col = split.column()
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if cache.is_baked is True:
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col.operator("ptcache.free_bake", text="Free Bake")
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else:
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col.operator("ptcache.bake", text="Bake").bake = True
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sub = col.row()
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sub.enabled = (cache.frames_skipped or cache.is_outdated) and enabled
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sub.operator("ptcache.bake", text="Calculate To Frame").bake = False
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sub = col.column()
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sub.enabled = enabled
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sub.operator("ptcache.bake_from_cache", text="Current Cache to Bake")
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col = split.column()
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col.operator("ptcache.bake_all", text="Bake All Dynamics").bake = True
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col.operator("ptcache.free_bake_all", text="Free All Bakes")
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col.operator("ptcache.bake_all", text="Update All To Frame").bake = False
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def effector_weights_ui(self, context, weights, weight_type):
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layout = self.layout
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layout.prop(weights, "group")
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split = layout.split()
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split.prop(weights, "gravity", slider=True)
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split.prop(weights, "all", slider=True)
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layout.separator()
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split = layout.split()
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col = split.column()
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col.prop(weights, "force", slider=True)
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col.prop(weights, "vortex", slider=True)
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col.prop(weights, "magnetic", slider=True)
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col.prop(weights, "wind", slider=True)
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col.prop(weights, "curve_guide", slider=True)
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col.prop(weights, "texture", slider=True)
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if weight_type != 'SMOKE':
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col.prop(weights, "smokeflow", slider=True)
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col = split.column()
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col.prop(weights, "harmonic", slider=True)
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col.prop(weights, "charge", slider=True)
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col.prop(weights, "lennardjones", slider=True)
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col.prop(weights, "turbulence", slider=True)
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col.prop(weights, "drag", slider=True)
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col.prop(weights, "boid", slider=True)
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def basic_force_field_settings_ui(self, context, field):
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layout = self.layout
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split = layout.split()
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if not field or field.type == 'NONE':
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return
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col = split.column()
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if field.type == 'DRAG':
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col.prop(field, "linear_drag", text="Linear")
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else:
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col.prop(field, "strength")
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if field.type == 'TURBULENCE':
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col.prop(field, "size")
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col.prop(field, "flow")
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elif field.type == 'HARMONIC':
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col.prop(field, "harmonic_damping", text="Damping")
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col.prop(field, "rest_length")
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elif field.type == 'VORTEX' and field.shape != 'POINT':
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col.prop(field, "inflow")
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elif field.type == 'DRAG':
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col.prop(field, "quadratic_drag", text="Quadratic")
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else:
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col.prop(field, "flow")
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col = split.column()
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sub = col.column(align=True)
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sub.prop(field, "noise")
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sub.prop(field, "seed")
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if field.type == 'TURBULENCE':
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col.prop(field, "use_global_coords", text="Global")
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elif field.type == 'HARMONIC':
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col.prop(field, "use_multiple_springs")
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split = layout.split()
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col = split.column()
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col.label(text="Effect point:")
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col.prop(field, "apply_to_location")
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col.prop(field, "apply_to_rotation")
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col = split.column()
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col.label(text="Collision:")
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col.prop(field, "use_absorption")
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def basic_force_field_falloff_ui(self, context, field):
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layout = self.layout
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split = layout.split(percentage=0.35)
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if not field or field.type == 'NONE':
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return
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col = split.column()
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col.prop(field, "z_direction", text="")
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col = split.column()
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col.prop(field, "falloff_power", text="Power")
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split = layout.split()
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col = split.column()
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row = col.row(align=True)
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row.prop(field, "use_min_distance", text="")
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sub = row.row()
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sub.active = field.use_min_distance
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sub.prop(field, "distance_min", text="Minimum")
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col = split.column()
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row = col.row(align=True)
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row.prop(field, "use_max_distance", text="")
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sub = row.row()
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sub.active = field.use_max_distance
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sub.prop(field, "distance_max", text="Maximum")
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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