blender/release/scripts/startup/bl_ui/properties_physics_smoke.py
Campbell Barton 97d62f0183 style cleanup
2013-01-15 23:15:32 +00:00

323 lines
10 KiB
Python

# ##### 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 #####
# <pep8 compliant>
import bpy
from bpy.types import Panel
from bl_ui.properties_physics_common import (point_cache_ui,
effector_weights_ui)
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
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="")
else:
col.prop(flow, "surface_distance")
col.prop(flow, "volume_density")
sub = col.column(align=True)
sub.prop(flow, "initial_velocity")
sub = sub.column()
sub.active = flow.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")
elif md.smoke_type == 'COLLISION':
coll = md.coll_settings
split = layout.split()
col = split.column()
col.prop(coll, "collision_type")
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
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")
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(flow, "density_vertex_group", ob, "vertex_groups", text="")
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")
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
split = layout.split()
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")
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
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.prop(md, "smooth_emitter")
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")
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
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="")
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)
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__)