armory/blender/arm/logicnode/physics/LN_Add_rigid_body.py

126 lines
5.1 KiB
Python

from arm.logicnode.arm_nodes import *
class AddRigidBodyNode(ArmLogicTreeNode):
"""Adds a rigid body to an object if not already present.
@option Advanced: Shows optional advanced options for rigid body.
@option Shape: Shape of the rigid body including Box, Sphere, Capsule, Cone, Cylinder, Convex Hull and Mesh
@input Object: Object to which rigid body is added.
@input Mass: Mass of the rigid body. Must be > 0.
@input Active: Rigid body actively participates in the physics world and will be affected by collisions
@input Animated: Rigid body follows animation and will affect other active non-animated rigid bodies.
@input Trigger: Rigid body behaves as a trigger and detects collision. However, rigd body does not contribute to or receive collissions.
@input Friction: Surface friction of the rigid body. Minimum value = 0, Preferred max value = 1.
@input Bounciness: How elastic is the surface of the rigid body. Minimum value = 0, Preferred max value = 1.
@input Continuous Collision Detection (CCD): Detects for collisions in between frames. Use only for very fast moving objects.
@input Collision Margin: Enable an external margin for collision detection
@input Margin: Length of the collision margin. Must be > 0.
@input Linear Damping: Damping for linear translation. Recommended range 0 to 1.
@input Angular Damping: Damping for angular translation. Recommended range 0 to 1.
@input Use Deactivation: Deactive this rigid body when below the Linear and Angular velocity threshold. Enable to improve performance.
@input Linear Velocity Threshold: Velocity below which decativation occurs if enabled.
@input Angular Velocity Threshold: Velocity below which decativation occurs if enabled.
@input Collision Group: A set of rigid bodies that can interact with each other
@input Collision Mask: Bitmask to filter collisions. Collision can occur between two rigid bodies if they have atleast one bit in common.
@output Rigid body: Object to which rigid body was added.
@output Out: activated after rigid body is added.
"""
bl_idname = 'LNAddRigidBodyNode'
bl_label = 'Add Rigid Body'
arm_version = 1
NUM_STATIC_INS = 9
def update_advanced(self, context):
"""This is a helper method to allow declaring the `advanced`
property before the update_sockets() method. It's not required
but then you would need to move the declaration of `advanced`
further down."""
self.update_sockets(context)
@property
def property1(self):
return 'true' if self.property1_ else 'false'
property1_: BoolProperty(
name="Advanced",
description="Show advanced options",
default=False,
update=update_advanced
)
property0: EnumProperty(
items = [('Box', 'Box', 'Box'),
('Sphere', 'Sphere', 'Sphere'),
('Capsule', 'Capsule', 'Capsule'),
('Cone', 'Cone', 'Cone'),
('Cylinder', 'Cylinder', 'Cylinder'),
('Convex Hull', 'Convex Hull', 'Convex Hull'),
('Mesh', 'Mesh', 'Mesh')],
name='Shape', default='Box')
def init(self, context):
super(AddRigidBodyNode, self).init(context)
self.add_input('ArmNodeSocketAction', 'In')
self.add_input('ArmNodeSocketObject', 'Object')
self.add_input('NodeSocketFloat', 'Mass', 1.0)
self.add_input('NodeSocketBool', 'Active', True)
self.add_input('NodeSocketBool', 'Animated', False)
self.add_input('NodeSocketBool', 'Trigger', False)
self.add_input('NodeSocketFloat', 'Friction', 0.5)
self.add_input('NodeSocketFloat', 'Bounciness', 0.0)
self.add_input('NodeSocketBool', 'Continuous Collision Detection', False)
self.add_output('ArmNodeSocketAction', 'Out')
self.add_output('ArmNodeSocketObject', 'Rigid body')
self.update_sockets(context)
def update_sockets(self, context):
# It's bad to remove from a list during iteration so we use
# this helper list here
remove_list = []
# Remove dynamically placed input sockets
for i in range(AddRigidBodyNode.NUM_STATIC_INS, len(self.inputs)):
remove_list.append(self.inputs[i])
for i in remove_list:
self.inputs.remove(i)
# Add dynamic input sockets
if self.property1_:
self.add_input('NodeSocketBool', 'Collision Margin', False)
self.add_input('NodeSocketFloat', 'Margin', 0.04)
self.add_input('NodeSocketFloat', 'Linear Damping', 0.04)
self.add_input('NodeSocketFloat', 'Angular Damping', 0.1)
self.add_input('NodeSocketBool', 'Use Deacivation')
self.add_input('NodeSocketFloat', 'Linear Velocity Threshold', 0.4)
self.add_input('NodeSocketFloat', 'Angular Velocity Threshold', 0.5)
self.add_input('NodeSocketInt', 'Collision Group', 1)
self.add_input('NodeSocketInt', 'Collision Mask', 1)
def draw_buttons(self, context, layout):
layout.prop(self, "property1_")
layout.prop(self, 'property0')