from lnx.logicnode.lnx_nodes import * class AddRigidBodyNode(LnxLogicTreeNode): """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 Angular Friction: Rolling or angular friction. Recommended range >= 0 @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' lnx_version = 2 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) property1: HaxeBoolProperty( 'property1', name="Advanced", description="Show advanced options", default=False, update=update_advanced ) property0: HaxeEnumProperty( 'property0', 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 lnx_init(self, context): self.add_input('LnxNodeSocketAction', 'In') self.add_input('LnxNodeSocketObject', 'Object') self.add_input('LnxFloatSocket', 'Mass', 1.0) self.add_input('LnxBoolSocket', 'Active', True) self.add_input('LnxBoolSocket', 'Animated', False) self.add_input('LnxBoolSocket', 'Trigger', False) self.add_input('LnxFloatSocket', 'Friction', 0.5) self.add_input('LnxFloatSocket', 'Bounciness', 0.0) self.add_input('LnxBoolSocket', 'Continuous Collision Detection', False) self.add_output('LnxNodeSocketAction', 'Out') self.add_output('LnxNodeSocketObject', '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('LnxBoolSocket', 'Collision Margin', False) self.add_input('LnxFloatSocket', 'Margin', 0.04) self.add_input('LnxFloatSocket', 'Linear Damping', 0.04) self.add_input('LnxFloatSocket', 'Angular Damping', 0.1) self.add_input('LnxFloatSocket', 'Angular Friction', 0.1) self.add_input('LnxBoolSocket', 'Use Deacivation') self.add_input('LnxFloatSocket', 'Linear Velocity Threshold', 0.4) self.add_input('LnxFloatSocket', 'Angular Velocity Threshold', 0.5) self.add_input('LnxIntSocket', 'Collision Group', 1) self.add_input('LnxIntSocket', 'Collision Mask', 1) def draw_buttons(self, context, layout): layout.prop(self, "property1") layout.prop(self, 'property0') def get_replacement_node(self, node_tree: bpy.types.NodeTree): if self.lnx_version not in (0, 1): raise LookupError() in_socket_mapping={0:0, 1:1, 2:2, 3:3, 4:4, 5:5, 6:6, 7:7, 8:8} if self.property1: in_socket_mapping.update({9:9, 10:10, 11:11, 12:12, 13:14, 14:15, 15:16, 16:17, 17:18}) return NodeReplacement( 'LNAddRigidBodyNode', self.lnx_version, 'LNAddRigidBodyNode', 2, in_socket_mapping=in_socket_mapping, out_socket_mapping={0:0, 1:1}, property_mapping={'property0':'property0', 'property1':'property1'})