blender/release/scripts/startup/bl_ui/properties_physics_fluid.py
Daniel Genrich 5745f99dee Elbeem / Fluidsim update:
a) Enable the possibility to remove the "air bubble" around submerged collision object. This feature is enabled as standard for new files. The code was found in elbeem by nudelZ, coded and provided by Nils Thürey (thanks!)
b) Old baked files gets deleted if a new bake gets started (were overwritten before and resulted in weird old bake + new bake mixture) (idea by nudelZ)
2011-06-12 23:51:30 +00:00

288 lines
9.7 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
class PhysicButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "physics"
@classmethod
def poll(cls, context):
ob = context.object
rd = context.scene.render
return (ob and ob.type == 'MESH') and (not rd.use_game_engine) and (context.fluid)
class PHYSICS_PT_fluid(PhysicButtonsPanel, bpy.types.Panel):
bl_label = "Fluid"
def draw(self, context):
layout = self.layout
md = context.fluid
if md:
fluid = md.settings
row = layout.row()
if fluid is None:
row.label("built without fluids")
return
row.prop(fluid, "type")
if fluid.type not in {'NONE', 'DOMAIN', 'PARTICLE', 'FLUID'}:
row.prop(fluid, "use", text="")
layout = layout.column()
if fluid.type not in {'NONE', 'DOMAIN', 'PARTICLE', 'FLUID'}:
layout.active = fluid.use
if fluid.type == 'DOMAIN':
layout.operator("fluid.bake", text="Bake (Req. Memory: %s)" % fluid.memory_estimate, icon='MOD_FLUIDSIM')
split = layout.split()
col = split.column()
col.label(text="Resolution:")
col.prop(fluid, "resolution", text="Final")
col.label(text="Render Display:")
col.prop(fluid, "render_display_mode", text="")
col = split.column()
col.label()
col.prop(fluid, "preview_resolution", text="Preview")
col.label(text="Viewport Display:")
col.prop(fluid, "viewport_display_mode", text="")
split = layout.split()
col = split.column()
col.label(text="Time:")
sub = col.column(align=True)
sub.prop(fluid, "start_time", text="Start")
sub.prop(fluid, "end_time", text="End")
col = split.column()
col.label()
col.prop(fluid, "use_speed_vectors")
col.prop(fluid, "use_reverse_frames")
layout.prop(fluid, "filepath", text="")
elif fluid.type == 'FLUID':
split = layout.split()
col = split.column()
col.label(text="Volume Initialization:")
col.prop(fluid, "volume_initialization", text="")
col.prop(fluid, "use_animated_mesh")
col = split.column()
col.label(text="Initial Velocity:")
col.prop(fluid, "initial_velocity", text="")
elif fluid.type == 'OBSTACLE':
split = layout.split()
col = split.column()
col.label(text="Volume Initialization:")
col.prop(fluid, "volume_initialization", text="")
col.prop(fluid, "use_animated_mesh")
col = split.column()
col.label(text="Slip Type:")
col.prop(fluid, "slip_type", text="")
if fluid.slip_type == 'PARTIALSLIP':
col.prop(fluid, "partial_slip_factor", slider=True, text="Amount")
col.label(text="Impact:")
col.prop(fluid, "impact_factor", text="Factor")
elif fluid.type == 'INFLOW':
split = layout.split()
col = split.column()
col.label(text="Volume Initialization:")
col.prop(fluid, "volume_initialization", text="")
col.prop(fluid, "use_animated_mesh")
row = col.row()
row.active = not fluid.use_animated_mesh
row.prop(fluid, "use_local_coords")
col = split.column()
col.label(text="Inflow Velocity:")
col.prop(fluid, "inflow_velocity", text="")
elif fluid.type == 'OUTFLOW':
split = layout.split()
col = split.column()
col.label(text="Volume Initialization:")
col.prop(fluid, "volume_initialization", text="")
col.prop(fluid, "use_animated_mesh")
split.column()
elif fluid.type == 'PARTICLE':
split = layout.split()
col = split.column()
col.label(text="Influence:")
col.prop(fluid, "particle_influence", text="Size")
col.prop(fluid, "alpha_influence", text="Alpha")
col = split.column()
col.label(text="Type:")
col.prop(fluid, "use_drops")
col.prop(fluid, "use_floats")
col.prop(fluid, "show_tracer")
layout.prop(fluid, "filepath", text="")
elif fluid.type == 'CONTROL':
split = layout.split()
col = split.column()
col.label(text="")
col.prop(fluid, "quality", slider=True)
col.prop(fluid, "use_reverse_frames")
col = split.column()
col.label(text="Time:")
sub = col.column(align=True)
sub.prop(fluid, "start_time", text="Start")
sub.prop(fluid, "end_time", text="End")
split = layout.split()
col = split.column()
col.label(text="Attraction Force:")
sub = col.column(align=True)
sub.prop(fluid, "attraction_strength", text="Strength")
sub.prop(fluid, "attraction_radius", text="Radius")
col = split.column()
col.label(text="Velocity Force:")
sub = col.column(align=True)
sub.prop(fluid, "velocity_strength", text="Strength")
sub.prop(fluid, "velocity_radius", text="Radius")
class PHYSICS_PT_domain_gravity(PhysicButtonsPanel, bpy.types.Panel):
bl_label = "Domain World"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.fluid
return md and md.settings and (md.settings.type == 'DOMAIN')
def draw(self, context):
layout = self.layout
fluid = context.fluid.settings
scene = context.scene
split = layout.split()
col = split.column()
if scene.use_gravity:
col.label(text="Using Scene Gravity", icon="SCENE_DATA")
sub = col.column()
sub.enabled = False
sub.prop(fluid, "gravity", text="")
else:
col.label(text="Gravity:")
col.prop(fluid, "gravity", text="")
if scene.unit_settings.system != 'NONE':
col.label(text="Using Scene Size Units", icon="SCENE_DATA")
sub = col.column()
sub.enabled = False
sub.prop(fluid, "simulation_scale", text="Metres")
else:
col.label(text="Real World Size:")
col.prop(fluid, "simulation_scale", text="Metres")
col = split.column()
col.label(text="Viscosity Presets:")
sub = col.column(align=True)
sub.prop(fluid, "viscosity_preset", text="")
if fluid.viscosity_preset == 'MANUAL':
sub.prop(fluid, "viscosity_base", text="Base")
sub.prop(fluid, "viscosity_exponent", text="Exponent", slider=True)
col.label(text="Optimization:")
col.prop(fluid, "grid_levels", slider=True)
col.prop(fluid, "compressibility", slider=True)
class PHYSICS_PT_domain_boundary(PhysicButtonsPanel, bpy.types.Panel):
bl_label = "Domain Boundary"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.fluid
return md and md.settings and (md.settings.type == 'DOMAIN')
def draw(self, context):
layout = self.layout
fluid = context.fluid.settings
split = layout.split()
col = split.column()
col.label(text="Slip Type:")
col.prop(fluid, "slip_type", text="")
if fluid.slip_type == 'PARTIALSLIP':
col.prop(fluid, "partial_slip_factor", slider=True, text="Amount")
col.prop(fluid, "surface_noobs")
col = split.column()
col.label(text="Surface:")
col.prop(fluid, "surface_smooth", text="Smoothing")
col.prop(fluid, "surface_subdivisions", text="Subdivisions")
class PHYSICS_PT_domain_particles(PhysicButtonsPanel, bpy.types.Panel):
bl_label = "Domain Particles"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.fluid
return md and md.settings and (md.settings.type == 'DOMAIN')
def draw(self, context):
layout = self.layout
fluid = context.fluid.settings
col = layout.column(align=True)
col.prop(fluid, "tracer_particles")
col.prop(fluid, "generate_particles")
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)