blender/release/ui/buttons_physics_smoke.py

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import bpy
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
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from buttons_particle import point_cache_ui
class PhysicButtonsPanel(bpy.types.Panel):
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__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "physics"
def poll(self, context):
ob = context.object
rd = context.scene.render_data
return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
class PHYSICS_PT_smoke(PhysicButtonsPanel):
__label__ = "Smoke"
def draw(self, context):
layout = self.layout
md = context.smoke
ob = context.object
split = layout.split()
split.operator_context = 'EXEC_DEFAULT'
if md:
# remove modifier + settings
split.set_context_pointer("modifier", md)
split.itemO("object.modifier_remove", text="Remove")
row = split.row(align=True)
row.itemR(md, "render", text="")
row.itemR(md, "realtime", text="")
else:
# add modifier
split.item_enumO("object.modifier_add", "type", 'SMOKE', text="Add")
split.itemL()
if md:
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layout.itemR(md, "smoke_type", expand=True)
if md.smoke_type == 'TYPE_DOMAIN':
domain = md.domain_settings
split = layout.split()
col = split.column()
col.itemL(text="Resolution:")
col.itemR(domain, "maxres", text="Divisions")
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col = split.column()
col.itemL(text="Behavior:")
col.itemR(domain, "alpha")
col.itemR(domain, "beta")
col.itemR(domain, "dissolve_smoke", text="Dissolve")
sub = col.column()
sub.active = domain.dissolve_smoke
sub.itemR(domain, "dissolve_speed", text="Time")
sub.itemR(domain, "dissolve_smoke_log", text="Slow")
elif md.smoke_type == 'TYPE_FLOW':
flow = md.flow_settings
split = layout.split()
col = split.column()
col.itemR(flow, "outflow")
col.itemL(text="Particle System:")
col.item_pointerR(flow, "psys", ob, "particle_systems", text="")
if md.flow_settings.outflow:
col = split.column()
else:
col = split.column()
col.itemL(text="Behavior:")
col.itemR(flow, "temperature")
col.itemR(flow, "density")
#elif md.smoke_type == 'TYPE_COLL':
# layout.itemS()
class PHYSICS_PT_smoke_groups(PhysicButtonsPanel):
__label__ = "Smoke Groups"
__default_closed__ = True
def poll(self, context):
md = context.smoke
if md:
return (md.smoke_type == 'TYPE_DOMAIN')
return False
def draw(self, context):
layout = self.layout
group = context.smoke.domain_settings
split = layout.split()
col = split.column()
col.itemL(text="Flow Group:")
col.itemR(group, "fluid_group", text="")
#col.itemL(text="Effector Group:")
#col.itemR(group, "eff_group", text="")
col = split.column()
col.itemL(text="Collision Group:")
col.itemR(group, "coll_group", text="")
class PHYSICS_PT_smoke_cache(PhysicButtonsPanel):
__label__ = "Smoke Cache"
__default_closed__ = True
def poll(self, context):
md = context.smoke
return md and (md.smoke_type == 'TYPE_DOMAIN')
def draw(self, context):
layout = self.layout
md = context.smoke.domain_settings
cache = md.point_cache_low
point_cache_ui(self, cache, cache.baked==False, 0, 1)
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
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class PHYSICS_PT_smoke_highres(PhysicButtonsPanel):
__label__ = "Smoke High Resolution"
__default_closed__ = True
def poll(self, context):
md = context.smoke
return md and (md.smoke_type == 'TYPE_DOMAIN')
def draw_header(self, context):
high = context.smoke.domain_settings
self.layout.itemR(high, "highres", text="")
def draw(self, context):
layout = self.layout
md = context.smoke.domain_settings
split = layout.split()
col = split.column()
col.itemL(text="Resolution:")
col.itemR(md, "amplify", text="Divisions")
col = split.column()
col.itemL(text="Noise Method:")
col.row().itemR(md, "noise_type", text="")
col.itemR(md, "strength")
col.itemR(md, "viewhighres")
class PHYSICS_PT_smoke_cache_highres(PhysicButtonsPanel):
__label__ = "Smoke High Resolution Cache"
__default_closed__ = True
def poll(self, context):
md = context.smoke
return md and (md.smoke_type == 'TYPE_DOMAIN') and md.domain_settings.highres
def draw(self, context):
layout = self.layout
md = context.smoke.domain_settings
cache = md.point_cache_high
point_cache_ui(self, cache, cache.baked==False, 0, 1)
bpy.types.register(PHYSICS_PT_smoke)
bpy.types.register(PHYSICS_PT_smoke_cache)
bpy.types.register(PHYSICS_PT_smoke_highres)
bpy.types.register(PHYSICS_PT_smoke_groups)
bpy.types.register(PHYSICS_PT_smoke_cache_highres)