# ##### 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 ##### # import bpy from blf import gettext as _ 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__)