If there were lots of selected objects without an existing rigid body, we would add rigid bodies to them one by one. This would be slow in python, now we instead do this as a batch operation in C. On my (Intel) MacBook it used to take 60 seconds and with this change it takes about 0.3 seconds. Reviewed By: Sebastian Parborg Differential Revision: http://developer.blender.org/D11957
333 lines
11 KiB
Python
333 lines
11 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 (
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EnumProperty,
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IntProperty,
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)
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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 Rigid Body Settings"
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bl_options = {'REGISTER', 'UNDO'}
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_attrs = (
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"type",
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"kinematic",
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"mass",
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"collision_shape",
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"use_margin",
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"collision_margin",
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"friction",
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"restitution",
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"use_deactivation",
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"use_start_deactivated",
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"deactivate_linear_velocity",
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"deactivate_angular_velocity",
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"linear_damping",
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"angular_damping",
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"collision_collections",
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"mesh_source",
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"use_deform",
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"enabled",
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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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obj_act = context.object
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# Deselect all non mesh objects and objects that
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# already have a rigid body attached.
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rb_objects = []
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for o in context.selected_objects:
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if o.type != 'MESH' or o.rigid_body is not None:
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o.select_set(False)
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if o.rigid_body is not None:
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rb_objects.append(o)
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bpy.ops.rigidbody.objects_add()
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# Ensure that the rigid body objects
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# we've de-selected are selected again.
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for o in rb_objects:
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o.select_set(True)
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objects = context.selected_objects
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if objects:
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rb_from = obj_act.rigid_body
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# copy settings
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for o in objects:
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rb_to = o.rigid_body
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if o == obj_act:
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continue
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for attr in self._attrs:
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setattr(rb_to, attr, getattr(rb_from, attr))
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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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objects = []
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scene = context.scene
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frame_orig = scene.frame_current
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frames_step = range(self.frame_start, self.frame_end + 1, self.step)
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frames_full = range(self.frame_start, self.frame_end + 1)
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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_set(False)
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objects = context.selected_objects
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if objects:
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# store transformation data
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# need to start at scene start frame so simulation is run from the beginning
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for f in frames_full:
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scene.frame_set(f)
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if f in frames_step:
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mat = {}
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for i, obj in enumerate(objects):
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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_step):
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scene.frame_set(f)
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for j, obj in enumerate(objects):
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mat = bake[i][j]
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# Convert world space transform to parent space, so parented objects don't get offset after baking.
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if obj.parent:
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mat = obj.matrix_parent_inverse.inverted() @ obj.parent.matrix_world.inverted() @ mat
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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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q1 = obj.rotation_quaternion
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q2 = mat.to_quaternion()
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# make quaternion compatible with the previous one
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if q1.dot(q2) < 0.0:
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obj.rotation_quaternion = -q2
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else:
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obj.rotation_quaternion = q2
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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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# NOTE: assume that on first frame, the starting rotation is appropriate
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obj.rotation_euler = mat.to_euler(rot_mode, obj.rotation_euler)
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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 objects:
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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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'''Create rigid body constraints between selected rigid bodies'''
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bl_idname = "rigidbody.connect"
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bl_label = "Connect Rigid Bodies"
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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 constraint",
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# XXX Would be nice to get icons too, but currently not possible ;)
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items=tuple(
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(e.identifier, e.name, e.description, e. value)
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for e in bpy.types.RigidBodyConstraint.bl_rna.properties["type"].enum_items
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),
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default='FIXED',
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)
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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=(
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('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 selected object position"),
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),
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default='CENTER',
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)
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connection_pattern: EnumProperty(
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name="Connection Pattern",
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description="Pattern used to connect objects",
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items=(
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('SELECTED_TO_ACTIVE', "Selected to Active", "Connect selected objects to the active object"),
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('CHAIN_DISTANCE', "Chain by Distance", "Connect objects as a chain based on distance, "
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"starting at the active object"),
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),
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default='SELECTED_TO_ACTIVE',
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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 _add_constraint(self, context, object1, object2):
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if object1 == object2:
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return
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if self.pivot_type == 'ACTIVE':
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loc = object1.location
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elif self.pivot_type == 'SELECTED':
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loc = object2.location
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else:
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loc = (object1.location + object2.location) / 2.0
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ob = bpy.data.objects.new("Constraint", object_data=None)
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ob.location = loc
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context.scene.collection.objects.link(ob)
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context.view_layer.objects.active = ob
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ob.select_set(True)
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bpy.ops.rigidbody.constraint_add()
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con_obj = context.active_object
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con_obj.empty_display_type = 'ARROWS'
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con = con_obj.rigid_body_constraint
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con.type = self.con_type
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con.object1 = object1
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con.object2 = object2
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def execute(self, context):
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view_layer = context.view_layer
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objects = context.selected_objects
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obj_act = context.active_object
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change = False
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if self.connection_pattern == 'CHAIN_DISTANCE':
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objs_sorted = [obj_act]
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objects_tmp = context.selected_objects
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try:
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objects_tmp.remove(obj_act)
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except ValueError:
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pass
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last_obj = obj_act
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while objects_tmp:
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objects_tmp.sort(key=lambda o: (last_obj.location - o.location).length)
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last_obj = objects_tmp.pop(0)
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objs_sorted.append(last_obj)
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for i in range(1, len(objs_sorted)):
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self._add_constraint(context, objs_sorted[i - 1], objs_sorted[i])
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change = True
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else: # SELECTED_TO_ACTIVE
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for obj in objects:
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self._add_constraint(context, obj_act, obj)
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change = True
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if change:
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# restore selection
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bpy.ops.object.select_all(action='DESELECT')
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for obj in objects:
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obj.select_set(True)
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view_layer.objects.active = obj_act
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return {'FINISHED'}
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else:
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self.report({'WARNING'}, "No other objects selected")
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return {'CANCELLED'}
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classes = (
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BakeToKeyframes,
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ConnectRigidBodies,
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CopyRigidbodySettings,
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)
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