# ##### 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 narrowui = 180 class PhysicButtonsPanel(bpy.types.Panel): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_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_fluid(PhysicButtonsPanel): bl_label = "Fluid" def draw(self, context): layout = self.layout md = context.fluid wide_ui = context.region.width > narrowui split = layout.split() split.operator_context = 'EXEC_DEFAULT' if md: # remove modifier + settings split.set_context_pointer("modifier", md) split.operator("object.modifier_remove", text="Remove") row = split.row(align=True) row.prop(md, "render", text="") row.prop(md, "realtime", text="") fluid = md.settings else: # add modifier split.operator("object.modifier_add", text="Add").type = 'FLUID_SIMULATION' if wide_ui: split.label() fluid = None if fluid: if wide_ui: layout.prop(fluid, "type") else: layout.prop(fluid, "type", text="") if fluid.type == 'DOMAIN': layout.operator("fluid.bake", text="Bake Fluid Simulation", 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="") if wide_ui: col = split.column() col.label(text="Required Memory: " + fluid.memory_estimate) 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") if wide_ui: col = split.column() col.label() col.prop(fluid, "generate_speed_vectors") col.prop(fluid, "reverse_frames") layout.prop(fluid, "path", 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, "export_animated_mesh") if wide_ui: 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, "export_animated_mesh") if wide_ui: 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, "export_animated_mesh") col.prop(fluid, "local_coordinates") if wide_ui: 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, "export_animated_mesh") if wide_ui: 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") if wide_ui: col = split.column() col.label(text="Type:") col.prop(fluid, "drops") col.prop(fluid, "floats") col.prop(fluid, "tracer") layout.prop(fluid, "path", text="") elif fluid.type == 'CONTROL': split = layout.split() col = split.column() col.label(text="") col.prop(fluid, "quality", slider=True) col.prop(fluid, "reverse_frames") if wide_ui: 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") if wide_ui: 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): bl_label = "Domain World" bl_default_closed = True def poll(self, context): md = context.fluid return md and (md.settings.type == 'DOMAIN') def draw(self, context): layout = self.layout fluid = context.fluid.settings wide_ui = context.region.width > narrowui split = layout.split() col = split.column() col.label(text="Gravity:") col.prop(fluid, "gravity", text="") col.label(text="Real World Size:") col.prop(fluid, "real_world_size", text="Metres") if wide_ui: 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): bl_label = "Domain Boundary" bl_default_closed = True def poll(self, context): md = context.fluid return md and (md.settings.type == 'DOMAIN') def draw(self, context): layout = self.layout fluid = context.fluid.settings wide_ui = context.region.width > narrowui 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") if wide_ui: col = split.column() col.label(text="Surface:") col.prop(fluid, "surface_smoothing", text="Smoothing") col.prop(fluid, "surface_subdivisions", text="Subdivisions") class PHYSICS_PT_domain_particles(PhysicButtonsPanel): bl_label = "Domain Particles" bl_default_closed = True def poll(self, context): md = context.fluid return md 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") classes = [ PHYSICS_PT_fluid, PHYSICS_PT_domain_gravity, PHYSICS_PT_domain_boundary, PHYSICS_PT_domain_particles] def register(): register = bpy.types.register for cls in classes: register(cls) def unregister(): unregister = bpy.types.unregister for cls in classes: unregister(cls) if __name__ == "__main__": register()