import bpy
import numpy as np
def register_props():
bpy.types.Scene.gravity_strength = bpy.props.FloatProperty(
name="重力定数 G",
default=1.0,
min=0.1,
max=5.0,
step=0.1,
precision=2
)
def calculate_orbit(context):
G = context.scene.gravity_strength
M = 1000
pos = np.array([8.0, 0.0])
vel = np.array([0.0, 10.0])
dt = 0.01
steps = 400
positions = []
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)
bpy.ops.mesh.primitive_uv_sphere_add(radius=1, location=(0, 0, 0))
sun = bpy.context.object
sun.name = "Sun"
mat = bpy.data.materials.new("SunMat")
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links
for node in nodes:
nodes.remove(node)
tex_image = nodes.new(type='ShaderNodeTexImage')
img_path = "/Users/saitokaren/koeki/git/InforSystem/blend/sun_texture.jpg"
tex_image.image = bpy.data.images.load(img_path)
emission = nodes.new(type='ShaderNodeEmission')
material_output = nodes.new(type='ShaderNodeOutputMaterial')
tex_image.location = (-300, 0)
emission.location = (0, 0)
material_output.location = (300, 0)
links.new(tex_image.outputs['Color'], emission.inputs['Color'])
links.new(emission.outputs['Emission'], material_output.inputs['Surface'])
sun.data.materials.append(mat)
bpy.ops.object.light_add(type='SUN', location=(0, 0, 0))
light = bpy.context.object
light.data.energy = 3
light.rotation_euler = (np.radians(135), 0, 0)
bpy.ops.mesh.primitive_uv_sphere_add(radius=0.3, location=(pos[0], pos[1], 0))
earth = bpy.context.object
earth.name = "Earth"
mat = bpy.data.materials.new("EarthMat")
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links
for node in nodes:
nodes.remove(node)
tex_image = nodes.new(type='ShaderNodeTexImage')
img_path = "/Users/saitokaren/koeki/git/InforSystem/blend/earth_texture.jpg"
tex_image.image = bpy.data.images.load(img_path)
bsdf = nodes.new(type='ShaderNodeBsdfPrincipled')
material_output = nodes.new(type='ShaderNodeOutputMaterial')
links.new(tex_image.outputs['Color'], bsdf.inputs['Base Color'])
links.new(bsdf.outputs['BSDF'], material_output.inputs['Surface'])
earth.data.materials.append(mat)
scene = context.scene
scene.frame_start = 1
scene.frame_end = steps
rotation_z_earth = 0.0
rotation_z_sun = 0.0
for frame in range(1, steps + 1):
r_vec = -pos
dist = np.linalg.norm(r_vec)
acc = G * M * r_vec / dist**3
vel += acc * dt
pos += vel * dt
positions.append(pos.copy())
earth.location = (pos[0], pos[1], 0)
earth.keyframe_insert(data_path="location", frame=frame)
rotation_z_earth += 0.1
earth.rotation_euler = (0, 0, rotation_z_earth)
earth.keyframe_insert(data_path="rotation_euler", frame=frame)
rotation_z_sun += 0.05
sun.rotation_euler = (0, 0, rotation_z_sun)
sun.keyframe_insert(data_path="rotation_euler", frame=frame)
class GravityOnlyPanel(bpy.types.Panel):
bl_label = "重力定数で軌道観察"
bl_idname = "VIEW3D_PT_gravity_only"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = '重力定数'
def draw(self, context):
layout = self.layout
layout.prop(context.scene, "gravity_strength")
layout.operator("orbit.recalc", text="再計算")
layout.operator("screen.animation_play", text="▶")
class RecalcOrbitOperator(bpy.types.Operator):
bl_idname = "orbit.recalc"
bl_label = "軌道を再計算"
def execute(self, context):
calculate_orbit(context)
self.report({'INFO'}, "軌道を再計算しました")
return {'FINISHED'}
classes = [GravityOnlyPanel, RecalcOrbitOperator]
def register():
for cls in classes:
bpy.utils.register_class(cls)
register_props()
def unregister():
for cls in reversed(classes):
bpy.utils.unregister_class(cls)
del bpy.types.Scene.gravity_strength
if __name__ == "__main__":
register()
calculate_orbit(bpy.context)