forked from bartvdbraak/blender
e0fc6d0c33
- remove functions such as operator_int(), operator_enum(), operator_string this mixed with keyword arguments in a way that made them hard to read. Instead, have operator() always return properties rather then needing an argument. - rename prop_pointer() --> prop_object(), pointer is more a C thing. - missed item_enumR(), rename to prop_enum()
230 lines
6.8 KiB
Python
230 lines
6.8 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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narrowui = 180
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from properties_physics_common import point_cache_ui
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from properties_physics_common import effector_weights_ui
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class PhysicButtonsPanel(bpy.types.Panel):
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "physics"
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def poll(self, context):
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ob = context.object
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rd = context.scene.render_data
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return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
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class PHYSICS_PT_smoke(PhysicButtonsPanel):
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bl_label = "Smoke"
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def draw(self, context):
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layout = self.layout
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md = context.smoke
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ob = context.object
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wide_ui = context.region.width > narrowui
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split = layout.split()
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split.operator_context = 'EXEC_DEFAULT'
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if md:
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# remove modifier + settings
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split.set_context_pointer("modifier", md)
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split.operator("object.modifier_remove", text="Remove")
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row = split.row(align=True)
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row.prop(md, "render", text="")
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row.prop(md, "realtime", text="")
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else:
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# add modifier
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split.operator("object.modifier_add", text="Add").type = 'SMOKE'
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if wide_ui:
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split.label()
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if md:
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if wide_ui:
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layout.prop(md, "smoke_type", expand=True)
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else:
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layout.prop(md, "smoke_type", text="")
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if md.smoke_type == 'TYPE_DOMAIN':
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domain = md.domain_settings
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split = layout.split()
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col = split.column()
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col.label(text="Resolution:")
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col.prop(domain, "maxres", text="Divisions")
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if wide_ui:
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col = split.column()
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col.label(text="Behavior:")
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col.prop(domain, "alpha")
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col.prop(domain, "beta")
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col.prop(domain, "dissolve_smoke", text="Dissolve")
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sub = col.column()
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sub.active = domain.dissolve_smoke
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sub.prop(domain, "dissolve_speed", text="Time")
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sub.prop(domain, "dissolve_smoke_log", text="Slow")
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elif md.smoke_type == 'TYPE_FLOW':
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flow = md.flow_settings
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split = layout.split()
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col = split.column()
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col.prop(flow, "outflow")
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col.label(text="Particle System:")
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col.prop_object(flow, "psys", ob, "particle_systems", text="")
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if md.flow_settings.outflow:
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if wide_ui:
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col = split.column()
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else:
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if wide_ui:
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col = split.column()
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col.label(text="Behavior:")
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col.prop(flow, "temperature")
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col.prop(flow, "density")
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#elif md.smoke_type == 'TYPE_COLL':
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# layout.separator()
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class PHYSICS_PT_smoke_groups(PhysicButtonsPanel):
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bl_label = "Smoke Groups"
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bl_default_closed = True
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def poll(self, context):
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md = context.smoke
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return md and (md.smoke_type == 'TYPE_DOMAIN')
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def draw(self, context):
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layout = self.layout
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group = context.smoke.domain_settings
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wide_ui = context.region.width > narrowui
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split = layout.split()
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col = split.column()
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col.label(text="Flow Group:")
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col.prop(group, "fluid_group", text="")
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#col.label(text="Effector Group:")
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#col.prop(group, "eff_group", text="")
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if wide_ui:
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col = split.column()
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col.label(text="Collision Group:")
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col.prop(group, "coll_group", text="")
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class PHYSICS_PT_smoke_cache(PhysicButtonsPanel):
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bl_label = "Smoke Cache"
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bl_default_closed = True
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def poll(self, context):
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md = context.smoke
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return md and (md.smoke_type == 'TYPE_DOMAIN')
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def draw(self, context):
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md = context.smoke.domain_settings
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cache = md.point_cache_low
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point_cache_ui(self, context, cache, (cache.baked is False), 0, 1)
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class PHYSICS_PT_smoke_highres(PhysicButtonsPanel):
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bl_label = "Smoke High Resolution"
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bl_default_closed = True
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def poll(self, context):
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md = context.smoke
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return md and (md.smoke_type == 'TYPE_DOMAIN')
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def draw_header(self, context):
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high = context.smoke.domain_settings
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self.layout.prop(high, "highres", text="")
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def draw(self, context):
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layout = self.layout
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md = context.smoke.domain_settings
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wide_ui = context.region.width > narrowui
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split = layout.split()
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col = split.column()
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col.label(text="Resolution:")
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col.prop(md, "amplify", text="Divisions")
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col.prop(md, "viewhighres")
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if wide_ui:
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col = split.column()
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col.label(text="Noise Method:")
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col.row().prop(md, "noise_type", text="")
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col.prop(md, "strength")
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class PHYSICS_PT_smoke_cache_highres(PhysicButtonsPanel):
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bl_label = "Smoke High Resolution Cache"
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bl_default_closed = True
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def poll(self, context):
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md = context.smoke
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return md and (md.smoke_type == 'TYPE_DOMAIN') and md.domain_settings.highres
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def draw(self, context):
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md = context.smoke.domain_settings
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cache = md.point_cache_high
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point_cache_ui(self, context, cache, (cache.baked is False), 0, 1)
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class PHYSICS_PT_smoke_field_weights(PhysicButtonsPanel):
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bl_label = "Smoke Field Weights"
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bl_default_closed = True
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def poll(self, context):
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smoke = context.smoke
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return (smoke and smoke.smoke_type == 'TYPE_DOMAIN')
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def draw(self, context):
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domain = context.smoke.domain_settings
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effector_weights_ui(self, context, domain.effector_weights)
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bpy.types.register(PHYSICS_PT_smoke)
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bpy.types.register(PHYSICS_PT_smoke_field_weights)
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bpy.types.register(PHYSICS_PT_smoke_cache)
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bpy.types.register(PHYSICS_PT_smoke_highres)
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bpy.types.register(PHYSICS_PT_smoke_groups)
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bpy.types.register(PHYSICS_PT_smoke_cache_highres)
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