blender/release/scripts/startup/bl_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 bpy.types import Panel
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from bl_ui.properties_physics_common import (point_cache_ui,
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) and (context.smoke)
class PHYSICS_PT_smoke(PhysicButtonsPanel, Panel):
bl_label = "Smoke"
def draw(self, context):
layout = self.layout
md = context.smoke
ob = context.object
layout.prop(md, "smoke_type", expand=True)
if md.smoke_type == 'DOMAIN':
domain = md.domain_settings
split = layout.split()
split.enabled = not domain.point_cache.is_baked
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", text="Temp. Diff.")
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':
flow = md.flow_settings
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layout.prop(flow, "smoke_flow_type", expand=False)
if flow.smoke_flow_type != "OUTFLOW":
split = layout.split()
col = split.column()
col.label(text="Flow Source:")
col.prop(flow, "smoke_flow_source", expand=False, text="")
if flow.smoke_flow_source == "PARTICLES":
col.label(text="Particle System:")
col.prop_search(flow, "particle_system", ob, "particle_systems", text="")
col.prop(flow, "use_particle_size", text="Set Size")
sub = col.column()
sub.active = flow.use_particle_size
sub.prop(flow, "particle_size")
else:
col.prop(flow, "surface_distance")
col.prop(flow, "volume_density")
sub = col.column(align=True)
sub.prop(flow, "use_initial_velocity")
sub = sub.column()
sub.active = flow.use_initial_velocity
sub.prop(flow, "velocity_factor")
if flow.smoke_flow_source == "MESH":
sub.prop(flow, "velocity_normal")
#sub.prop(flow, "velocity_random")
sub = split.column()
sub.label(text="Initial Values:")
sub.prop(flow, "use_absolute")
if flow.smoke_flow_type in {'SMOKE', 'BOTH'}:
sub.prop(flow, "density")
sub.prop(flow, "temperature")
sub.prop(flow, "smoke_color")
if flow.smoke_flow_type in {'FIRE', 'BOTH'}:
sub.prop(flow, "fuel_amount")
sub.label(text="Sampling:")
sub.prop(flow, "subframes")
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elif md.smoke_type == 'COLLISION':
coll = md.coll_settings
split = layout.split()
col = split.column()
col.prop(coll, "collision_type")
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class PHYSICS_PT_smoke_flow_advanced(PhysicButtonsPanel, Panel):
bl_label = "Smoke Flow Advanced"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.smoke
return md and (md.smoke_type == 'FLOW') and (md.flow_settings.smoke_flow_source == "MESH")
def draw(self, context):
layout = self.layout
ob = context.object
flow = context.smoke.flow_settings
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split = layout.split()
col = split.column()
col.prop(flow, "use_texture")
sub = col.column()
sub.active = flow.use_texture
sub.prop(flow, "noise_texture", text="")
sub.label(text="Mapping:")
sub.prop(flow, "texture_map_type", expand=False, text="")
if flow.texture_map_type == "UV":
sub.prop_search(flow, "uv_layer", ob.data, "uv_textures", text="")
if flow.texture_map_type == "AUTO":
sub.prop(flow, "texture_size")
sub.prop(flow, "texture_offset")
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col = split.column()
col.label(text="Vertex Group:")
col.prop_search(flow, "density_vertex_group", ob, "vertex_groups", text="")
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class PHYSICS_PT_smoke_fire(PhysicButtonsPanel, Panel):
bl_label = "Smoke Flames"
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
domain = context.smoke.domain_settings
split = layout.split()
split.enabled = not domain.point_cache.is_baked
col = split.column(align=True)
col.label(text="Reaction:")
col.prop(domain, "burning_rate")
col.prop(domain, "flame_smoke")
col.prop(domain, "flame_vorticity")
col = split.column(align=True)
col.label(text="Temperatures:")
col.prop(domain, "flame_ignition")
col.prop(domain, "flame_max_temp")
col.prop(domain, "flame_smoke_color")
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class PHYSICS_PT_smoke_adaptive_domain(PhysicButtonsPanel, Panel):
bl_label = "Smoke Adaptive Domain"
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_adaptive_domain", text="")
def draw(self, context):
layout = self.layout
domain = context.smoke.domain_settings
layout.active = domain.use_adaptive_domain
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split = layout.split()
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split.enabled = (not domain.point_cache.is_baked)
col = split.column(align=True)
col.label(text="Resolution:")
col.prop(domain, "additional_res")
col.prop(domain, "adapt_margin")
col = split.column(align=True)
col.label(text="Advanced:")
col.prop(domain, "adapt_threshold")
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class PHYSICS_PT_smoke_highres(PhysicButtonsPanel, Panel):
bl_label = "Smoke High Resolution"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.smoke
rd = context.scene.render
return md and (md.smoke_type == 'DOMAIN') and (not rd.use_game_engine)
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()
split.enabled = not md.point_cache.is_baked
col = split.column()
col.label(text="Resolution:")
col.prop(md, "amplify", text="Divisions")
col.label(text="Flow Sampling:")
col.row().prop(md, "highres_sampling", text="")
col = split.column()
col.label(text="Noise Method:")
col.row().prop(md, "noise_type", text="")
col.prop(md, "strength")
layout.prop(md, "show_high_resolution")
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class PHYSICS_PT_smoke_groups(PhysicButtonsPanel, Panel):
bl_label = "Smoke Groups"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.smoke
rd = context.scene.render
return md and (md.smoke_type == 'DOMAIN') and (not rd.use_game_engine)
def draw(self, context):
layout = self.layout
domain = context.smoke.domain_settings
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split = layout.split()
col = split.column()
col.label(text="Flow Group:")
col.prop(domain, "fluid_group", text="")
#col.label(text="Effector Group:")
#col.prop(domain, "effector_group", text="")
col = split.column()
col.label(text="Collision Group:")
col.prop(domain, "collision_group", text="")
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class PHYSICS_PT_smoke_cache(PhysicButtonsPanel, Panel):
bl_label = "Smoke Cache"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.smoke
rd = context.scene.render
return md and (md.smoke_type == 'DOMAIN') and (not rd.use_game_engine)
def draw(self, context):
layout = self.layout
md = context.smoke.domain_settings
cache = md.point_cache
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_field_weights(PhysicButtonsPanel, Panel):
bl_label = "Smoke Field Weights"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.smoke
rd = context.scene.render
return md and (md.smoke_type == 'DOMAIN') and (not rd.use_game_engine)
def draw(self, context):
domain = context.smoke.domain_settings
effector_weights_ui(self, context, domain.effector_weights, 'SMOKE')
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)