blender/release/scripts/ui/properties_physics_smoke.py

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# ##### 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,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from properties_physics_common import point_cache_ui
from properties_physics_common import effector_weights_ui
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 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)
class PHYSICS_PT_smoke(PhysicButtonsPanel, bpy.types.Panel):
bl_label = "Smoke"
def draw(self, context):
layout = self.layout
md = context.smoke
ob = context.object
split = layout.split()
if md:
# remove modifier + settings
split.context_pointer_set("modifier", md)
split.operator("object.modifier_remove", text="Remove")
row = split.row(align=True)
row.prop(md, "show_render", text="")
row.prop(md, "show_viewport", text="")
else:
# add modifier
split.operator("object.modifier_add", text="Add").type = 'SMOKE'
split.label()
if md:
layout.prop(md, "smoke_type", expand=True)
if md.smoke_type == 'DOMAIN':
domain = md.domain_settings
split = layout.split()
col = split.column()
col.label(text="Resolution:")
col.prop(domain, "resolution_max", text="Divisions")
col.label(text="Time:")
col.prop(domain, "time_scale", text="Scale")
col.label(text="Border Collisions:")
col.prop(domain, "collision_extents", text="")
col = split.column()
col.label(text="Behavior:")
col.prop(domain, "alpha")
col.prop(domain, "beta")
col.prop(domain, "vorticity")
col.prop(domain, "use_dissolve_smoke", text="Dissolve")
sub = col.column()
sub.active = domain.use_dissolve_smoke
sub.prop(domain, "dissolve_speed", text="Time")
sub.prop(domain, "use_dissolve_smoke_log", text="Slow")
elif md.smoke_type == 'FLOW':
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flow = md.flow_settings
split = layout.split()
col = split.column()
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col.prop(flow, "use_outflow")
col.label(text="Particle System:")
col.prop_search(flow, "particle_system", ob, "particle_systems", text="")
sub = col.column()
sub.active = not md.flow_settings.use_outflow
sub.prop(flow, "initial_velocity", text="Initial Velocity")
sub = sub.column()
sub.active = flow.initial_velocity
sub.prop(flow, "velocity_factor", text="Multiplier")
sub = split.column()
sub.active = not md.flow_settings.use_outflow
sub.label(text="Behavior:")
sub.prop(flow, "temperature")
sub.prop(flow, "density")
sub.prop(flow, "use_absolute")
#elif md.smoke_type == 'COLLISION':
# layout.separator()
class PHYSICS_PT_smoke_groups(PhysicButtonsPanel, bpy.types.Panel):
bl_label = "Smoke Groups"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.smoke
return md and (md.smoke_type == 'DOMAIN')
def draw(self, context):
layout = self.layout
group = context.smoke.domain_settings
split = layout.split()
col = split.column()
col.label(text="Flow Group:")
col.prop(group, "fluid_group", text="")
#col.label(text="Effector Group:")
#col.prop(group, "effector_group", text="")
col = split.column()
col.label(text="Collision Group:")
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col.prop(group, "collision_group", text="")
class PHYSICS_PT_smoke_cache(PhysicButtonsPanel, bpy.types.Panel):
bl_label = "Smoke Cache"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.smoke
return md and (md.smoke_type == 'DOMAIN')
def draw(self, context):
layout = self.layout
md = context.smoke.domain_settings
cache = md.point_cache_low
layout.label(text="Compression:")
layout.prop(md, "point_cache_compress_type", expand=True)
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point_cache_ui(self, context, cache, (cache.is_baked is False), 'SMOKE')
class PHYSICS_PT_smoke_highres(PhysicButtonsPanel, bpy.types.Panel):
bl_label = "Smoke High Resolution"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.smoke
return md and (md.smoke_type == 'DOMAIN')
def draw_header(self, context):
md = context.smoke.domain_settings
self.layout.prop(md, "use_high_resolution", text="")
def draw(self, context):
layout = self.layout
md = context.smoke.domain_settings
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layout.active = md.use_high_resolution
split = layout.split()
col = split.column()
col.label(text="Resolution:")
col.prop(md, "amplify", text="Divisions")
col.prop(md, "smooth_emitter")
col.prop(md, "show_high_resolution")
col = split.column()
col.label(text="Noise Method:")
col.row().prop(md, "noise_type", text="")
col.prop(md, "strength")
class PHYSICS_PT_smoke_cache_highres(PhysicButtonsPanel, bpy.types.Panel):
bl_label = "Smoke High Resolution Cache"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.smoke
return md and (md.smoke_type == 'DOMAIN') and md.domain_settings.use_high_resolution
def draw(self, context):
layout = self.layout
md = context.smoke.domain_settings
cache = md.point_cache_high
layout.label(text="Compression:")
layout.prop(md, "point_cache_compress_high_type", expand=True)
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point_cache_ui(self, context, cache, (cache.is_baked is False), 'SMOKE')
class PHYSICS_PT_smoke_field_weights(PhysicButtonsPanel, bpy.types.Panel):
bl_label = "Smoke Field Weights"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
smoke = context.smoke
return (smoke and smoke.smoke_type == 'DOMAIN')
def draw(self, context):
domain = context.smoke.domain_settings
effector_weights_ui(self, context, domain.effector_weights)
def register():
pass
def unregister():
pass
if __name__ == "__main__":
register()