forked from LeenkxTeam/LNXSDK
141 lines
5.8 KiB
Python
141 lines
5.8 KiB
Python
from lnx.logicnode.lnx_nodes import *
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class AddRigidBodyNode(LnxLogicTreeNode):
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"""Adds a rigid body to an object if not already present.
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@option Advanced: Shows optional advanced options for rigid body.
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@option Shape: Shape of the rigid body including Box, Sphere, Capsule, Cone, Cylinder, Convex Hull and Mesh
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@input Object: Object to which rigid body is added.
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@input Mass: Mass of the rigid body. Must be > 0.
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@input Active: Rigid body actively participates in the physics world and will be affected by collisions
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@input Animated: Rigid body follows animation and will affect other active non-animated rigid bodies.
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@input Trigger: Rigid body behaves as a trigger and detects collision. However, rigd body does not contribute to or receive collissions.
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@input Friction: Surface friction of the rigid body. Minimum value = 0, Preferred max value = 1.
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@input Bounciness: How elastic is the surface of the rigid body. Minimum value = 0, Preferred max value = 1.
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@input Continuous Collision Detection (CCD): Detects for collisions in between frames. Use only for very fast moving objects.
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@input Collision Margin: Enable an external margin for collision detection
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@input Margin: Length of the collision margin. Must be > 0.
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@input Linear Damping: Damping for linear translation. Recommended range 0 to 1.
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@input Angular Damping: Damping for angular translation. Recommended range 0 to 1.
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@input Angular Friction: Rolling or angular friction. Recommended range >= 0
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@input Use Deactivation: Deactive this rigid body when below the Linear and Angular velocity threshold. Enable to improve performance.
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@input Linear Velocity Threshold: Velocity below which decativation occurs if enabled.
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@input Angular Velocity Threshold: Velocity below which decativation occurs if enabled.
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@input Collision Group: A set of rigid bodies that can interact with each other
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@input Collision Mask: Bitmask to filter collisions. Collision can occur between two rigid bodies if they have atleast one bit in common.
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@output Rigid body: Object to which rigid body was added.
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@output Out: activated after rigid body is added.
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"""
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bl_idname = 'LNAddRigidBodyNode'
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bl_label = 'Add Rigid Body'
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lnx_version = 2
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NUM_STATIC_INS = 9
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def update_advanced(self, context):
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"""This is a helper method to allow declaring the `advanced`
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property before the update_sockets() method. It's not required
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but then you would need to move the declaration of `advanced`
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further down."""
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self.update_sockets(context)
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property1: HaxeBoolProperty(
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'property1',
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name="Advanced",
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description="Show advanced options",
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default=False,
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update=update_advanced
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)
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property0: HaxeEnumProperty(
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'property0',
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items = [('Box', 'Box', 'Box'),
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('Sphere', 'Sphere', 'Sphere'),
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('Capsule', 'Capsule', 'Capsule'),
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('Cone', 'Cone', 'Cone'),
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('Cylinder', 'Cylinder', 'Cylinder'),
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('Convex Hull', 'Convex Hull', 'Convex Hull'),
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('Mesh', 'Mesh', 'Mesh')],
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name='Shape', default='Box')
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def lnx_init(self, context):
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self.add_input('LnxNodeSocketAction', 'In')
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self.add_input('LnxNodeSocketObject', 'Object')
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self.add_input('LnxFloatSocket', 'Mass', 1.0)
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self.add_input('LnxBoolSocket', 'Active', True)
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self.add_input('LnxBoolSocket', 'Animated', False)
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self.add_input('LnxBoolSocket', 'Trigger', False)
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self.add_input('LnxFloatSocket', 'Friction', 0.5)
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self.add_input('LnxFloatSocket', 'Bounciness', 0.0)
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self.add_input('LnxBoolSocket', 'Continuous Collision Detection', False)
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self.add_output('LnxNodeSocketAction', 'Out')
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self.add_output('LnxNodeSocketObject', 'Rigid body')
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self.update_sockets(context)
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def update_sockets(self, context):
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# It's bad to remove from a list during iteration so we use
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# this helper list here
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remove_list = []
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# Remove dynamically placed input sockets
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for i in range(AddRigidBodyNode.NUM_STATIC_INS, len(self.inputs)):
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remove_list.append(self.inputs[i])
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for i in remove_list:
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self.inputs.remove(i)
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# Add dynamic input sockets
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if self.property1:
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self.add_input('LnxBoolSocket', 'Collision Margin', False)
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self.add_input('LnxFloatSocket', 'Margin', 0.04)
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self.add_input('LnxFloatSocket', 'Linear Damping', 0.04)
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self.add_input('LnxFloatSocket', 'Angular Damping', 0.1)
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self.add_input('LnxFloatSocket', 'Angular Friction', 0.1)
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self.add_input('LnxBoolSocket', 'Use Deacivation')
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self.add_input('LnxFloatSocket', 'Linear Velocity Threshold', 0.4)
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self.add_input('LnxFloatSocket', 'Angular Velocity Threshold', 0.5)
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self.add_input('LnxIntSocket', 'Collision Group', 1)
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self.add_input('LnxIntSocket', 'Collision Mask', 1)
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def draw_buttons(self, context, layout):
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layout.prop(self, "property1")
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layout.prop(self, 'property0')
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def get_replacement_node(self, node_tree: bpy.types.NodeTree):
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if self.lnx_version not in (0, 1):
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raise LookupError()
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in_socket_mapping={0:0, 1:1, 2:2, 3:3, 4:4, 5:5, 6:6, 7:7, 8:8}
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if self.property1:
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in_socket_mapping.update({9:9, 10:10, 11:11, 12:12, 13:14, 14:15, 15:16, 16:17, 17:18})
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return NodeReplacement(
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'LNAddRigidBodyNode', self.lnx_version, 'LNAddRigidBodyNode', 2,
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in_socket_mapping=in_socket_mapping,
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out_socket_mapping={0:0, 1:1},
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property_mapping={'property0':'property0', 'property1':'property1'})
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