Now all add/remove operators for rigid body objects and constraints automatically add objects to the appropriate groups and create groups if they don't exist yet. This makes handling rigid bodies easier but doesn't take away functionality. If users want to handle groups manually they just need to create them before adding any objects. The previous behaviour was confusing and was even considered to be a bug since clicking on rigid body in the physics tab seemed to do nothing.
252 lines
9.4 KiB
Python
252 lines
9.4 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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# <pep8-80 compliant>
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import bpy
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from bpy.types import Operator
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from bpy.props import IntProperty
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from bpy.props import EnumProperty
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class CopyRigidbodySettings(Operator):
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'''Copy Rigid Body settings from active object to selected'''
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bl_idname = "rigidbody.object_settings_copy"
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bl_label = "Copy Rigidbody Settings"
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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obj = context.object
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return (obj and obj.rigid_body)
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def execute(self, context):
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obj = context.object
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scn = context.scene
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# deselect all but mesh objects
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for o in context.selected_objects:
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if o.type != 'MESH':
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o.select = False
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sel = context.selected_objects
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if sel:
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# add selected objects to active one groups and recalculate
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bpy.ops.group.objects_add_active()
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scn.frame_set(scn.frame_current)
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# copy settings
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for o in sel:
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if o.rigid_body is None:
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continue
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o.rigid_body.type = obj.rigid_body.type
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o.rigid_body.kinematic = obj.rigid_body.kinematic
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o.rigid_body.mass = obj.rigid_body.mass
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o.rigid_body.collision_shape = obj.rigid_body.collision_shape
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o.rigid_body.use_margin = obj.rigid_body.use_margin
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o.rigid_body.collision_margin = obj.rigid_body.collision_margin
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o.rigid_body.friction = obj.rigid_body.friction
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o.rigid_body.restitution = obj.rigid_body.restitution
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o.rigid_body.use_deactivation = obj.rigid_body.use_deactivation
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o.rigid_body.start_deactivated = obj.rigid_body.start_deactivated
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o.rigid_body.deactivate_linear_velocity = obj.rigid_body.deactivate_linear_velocity
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o.rigid_body.deactivate_angular_velocity = obj.rigid_body.deactivate_angular_velocity
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o.rigid_body.linear_damping = obj.rigid_body.linear_damping
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o.rigid_body.angular_damping = obj.rigid_body.angular_damping
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o.rigid_body.collision_groups = obj.rigid_body.collision_groups
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return {'FINISHED'}
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class BakeToKeyframes(Operator):
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'''Bake rigid body transformations of selected objects to keyframes'''
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bl_idname = "rigidbody.bake_to_keyframes"
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bl_label = "Bake To Keyframes"
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bl_options = {'REGISTER', 'UNDO'}
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frame_start = IntProperty(
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name="Start Frame",
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description="Start frame for baking",
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min=0, max=300000,
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default=1,
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)
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frame_end = IntProperty(
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name="End Frame",
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description="End frame for baking",
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min=1, max=300000,
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default=250,
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)
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step = IntProperty(
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name="Frame Step",
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description="Frame Step",
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min=1, max=120,
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default=1,
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)
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@classmethod
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def poll(cls, context):
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obj = context.object
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return (obj and obj.rigid_body)
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def execute(self, context):
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bake = []
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objs = []
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scene = context.scene
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frame_orig = scene.frame_current
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frames = list(range(self.frame_start, self.frame_end + 1, self.step))
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# filter objects selection
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for obj in context.selected_objects:
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if not obj.rigid_body or obj.rigid_body.type != 'ACTIVE':
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obj.select = False
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objs = context.selected_objects
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if objs:
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# store transformation data
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for f in list(range(self.frame_start, self.frame_end + 1)):
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scene.frame_set(f)
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if f in frames:
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mat = {}
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for i, obj in enumerate(objs):
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mat[i] = obj.matrix_world.copy()
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bake.append(mat)
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# apply transformations as keyframes
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for i, f in enumerate(frames):
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scene.frame_set(f)
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obj_prev = objs[0]
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for j, obj in enumerate(objs):
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mat = bake[i][j]
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obj.location = mat.to_translation()
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rot_mode = obj.rotation_mode
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if rot_mode == 'QUATERNION':
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obj.rotation_quaternion = mat.to_quaternion()
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elif rot_mode == 'AXIS_ANGLE':
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# this is a little roundabout but there's no better way right now
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aa = mat.to_quaternion().to_axis_angle()
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obj.rotation_axis_angle = (aa[1], ) + aa[0][:]
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else: # euler
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# make sure euler rotation is compatible to previous frame
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obj.rotation_euler = mat.to_euler(rot_mode, obj_prev.rotation_euler)
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obj_prev = obj
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bpy.ops.anim.keyframe_insert(type='BUILTIN_KSI_LocRot', confirm_success=False)
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# remove baked objects from simulation
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bpy.ops.rigidbody.objects_remove()
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# clean up keyframes
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for obj in objs:
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action = obj.animation_data.action
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for fcu in action.fcurves:
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keyframe_points = fcu.keyframe_points
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i = 1
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# remove unneeded keyframes
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while i < len(keyframe_points) - 1:
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val_prev = keyframe_points[i - 1].co[1]
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val_next = keyframe_points[i + 1].co[1]
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val = keyframe_points[i].co[1]
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if abs(val - val_prev) + abs(val - val_next) < 0.0001:
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keyframe_points.remove(keyframe_points[i])
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else:
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i += 1
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# use linear interpolation for better visual results
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for keyframe in keyframe_points:
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keyframe.interpolation = 'LINEAR'
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# return to the frame we started on
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scene.frame_set(frame_orig)
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return {'FINISHED'}
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def invoke(self, context, event):
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scene = context.scene
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self.frame_start = scene.frame_start
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self.frame_end = scene.frame_end
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wm = context.window_manager
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return wm.invoke_props_dialog(self)
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class ConnectRigidBodies(Operator):
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'''Connect selected rigid bodies to active'''
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bl_idname = "rigidbody.connect"
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bl_label = "ConnectRigidBodies"
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bl_options = {'REGISTER', 'UNDO'}
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con_type = EnumProperty(
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name="Type",
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description="Type of generated contraint",
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items=(('FIXED', "Fixed", "Glues ridig bodies together"),
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('POINT', "Point", "Constrains rigid bodies to move aound common pivot point"),
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('HINGE', "Hinge", "Restricts rigid body rotation to one axis"),
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('SLIDER', "Slider", "Restricts rigid boddy translation to one axis"),
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('PISTON', "Piston", "Restricts rigid boddy translation and rotation to one axis"),
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('GENERIC', "Generic", "Restricts translation and rotation to specified axes"),
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('GENERIC_SPRING', "Generic Spring", "Restricts translation and rotation to specified axes with springs")),
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default='FIXED',)
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pivot_type = EnumProperty(
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name="Location",
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description="Constraint pivot location",
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items=(('CENTER', "Center", "Pivot location is between the constrained rigid bodies"),
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('ACTIVE', "Active", "Pivot location is at the active object position"),
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('SELECTED', "Selected", "Pivot location is at the slected object position")),
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default='CENTER',)
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@classmethod
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def poll(cls, context):
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obj = context.object
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objs = context.selected_objects
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return (obj and obj.rigid_body and (len(objs) > 1))
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def execute(self, context):
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objs = context.selected_objects
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obj_act = context.active_object
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for obj in objs:
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if obj == obj_act:
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continue
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if self.pivot_type == 'ACTIVE':
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loc = obj_act.location
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elif self.pivot_type == 'SELECTED':
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loc = obj.location
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else:
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loc = (obj_act.location + obj.location) / 2.0
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bpy.ops.object.add(type='EMPTY', view_align=False, enter_editmode=False, location=loc)
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bpy.ops.rigidbody.constraint_add()
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con = context.active_object.rigid_body_constraint
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con.type = self.con_type
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con.object1 = obj_act
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con.object2 = obj
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return {'FINISHED'}
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def invoke(self, context, event):
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wm = context.window_manager
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return wm.invoke_props_dialog(self)
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