forked from bartvdbraak/blender
19d493ee10
Although this wasn't so obvious since it only showed up for factory settings and in the preferences window. Panel display order depends on registration order, Sorry for the noise. On the bright side we no longer need to move classes around to re-arrange panels.
324 lines
11 KiB
Python
324 lines
11 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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from bpy.types import Panel, Menu
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from bpy.app.translations import pgettext_iface as iface_
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class FLUID_MT_presets(Menu):
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bl_label = "Fluid Presets"
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preset_subdir = "fluid"
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preset_operator = "script.execute_preset"
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draw = Menu.draw_preset
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class PhysicButtonsPanel:
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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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@classmethod
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def poll(cls, context):
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ob = context.object
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rd = context.scene.render
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return (ob and ob.type == 'MESH') and rd.engine in cls.COMPAT_ENGINES and (context.fluid)
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class PHYSICS_PT_fluid(PhysicButtonsPanel, Panel):
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bl_label = "Fluid"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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layout = self.layout
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md = context.fluid
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fluid = md.settings
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col = layout.column()
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if not bpy.app.build_options.mod_fluid:
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col.label("Built without fluids")
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return
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col.prop(fluid, "type")
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if fluid.type not in {'NONE', 'DOMAIN', 'PARTICLE', 'FLUID', 'OBSTACLE'}:
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col.prop(fluid, "use")
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layout = layout.column()
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if fluid.type not in {'NONE', 'DOMAIN', 'PARTICLE', 'FLUID', 'OBSTACLE'}:
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layout.active = fluid.use
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if fluid.type == 'DOMAIN':
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# odd formatting here so translation script can extract string
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layout.operator("fluid.bake", text=iface_("Bake (Req. Memory: %s)") % fluid.memory_estimate,
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translate=False, icon='MOD_FLUIDSIM')
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if bpy.app.build_options.openmp:
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layout.prop(fluid, "threads", text="Simulation Threads")
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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(fluid, "resolution", text="Final")
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col.label(text="Render Display:")
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col.prop(fluid, "render_display_mode", text="")
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col = split.column()
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col.label()
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col.prop(fluid, "preview_resolution", text="Preview")
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col.label(text="Viewport Display:")
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col.prop(fluid, "viewport_display_mode", text="")
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split = layout.split()
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col = split.column()
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col.label(text="Time:")
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sub = col.column(align=True)
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sub.prop(fluid, "start_time", text="Start")
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sub.prop(fluid, "end_time", text="End")
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col.prop(fluid, "simulation_rate", text="Speed")
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col = split.column()
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col.label()
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sub = col.column(align=True)
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sub.prop(fluid, "use_speed_vectors")
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sub.prop(fluid, "use_reverse_frames")
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col.prop(fluid, "frame_offset", text="Offset")
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layout.prop(fluid, "filepath", text="")
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elif fluid.type == 'FLUID':
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split = layout.split()
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col = split.column()
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col.label(text="Volume Initialization:")
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col.prop(fluid, "volume_initialization", text="")
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col.prop(fluid, "use_animated_mesh")
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col = split.column()
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col.label(text="Initial Velocity:")
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col.prop(fluid, "initial_velocity", text="")
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elif fluid.type == 'OBSTACLE':
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split = layout.split()
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col = split.column()
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col.label(text="Volume Initialization:")
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col.prop(fluid, "volume_initialization", text="")
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col.prop(fluid, "use_animated_mesh")
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col = split.column()
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subsplit = col.split()
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subcol = subsplit.column()
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if fluid.use_animated_mesh:
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subcol.enabled = False
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subcol.label(text="Slip Type:")
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subcol.prop(fluid, "slip_type", text="")
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if fluid.slip_type == 'PARTIALSLIP':
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subcol.prop(fluid, "partial_slip_factor", slider=True, text="Amount")
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col.label(text="Impact:")
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col.prop(fluid, "impact_factor", text="Factor")
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elif fluid.type == 'INFLOW':
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split = layout.split()
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col = split.column()
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col.label(text="Volume Initialization:")
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col.prop(fluid, "volume_initialization", text="")
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col.prop(fluid, "use_animated_mesh")
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row = col.row()
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row.active = not fluid.use_animated_mesh
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row.prop(fluid, "use_local_coords")
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col = split.column()
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col.label(text="Inflow Velocity:")
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col.prop(fluid, "inflow_velocity", text="")
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elif fluid.type == 'OUTFLOW':
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col = layout.column()
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col.label(text="Volume Initialization:")
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col.prop(fluid, "volume_initialization", text="")
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col.prop(fluid, "use_animated_mesh")
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elif fluid.type == 'PARTICLE':
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split = layout.split()
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col = split.column()
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col.label(text="Influence:")
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col.prop(fluid, "particle_influence", text="Size")
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col.prop(fluid, "alpha_influence", text="Alpha")
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col = split.column()
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col.label(text="Type:")
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col.prop(fluid, "use_drops")
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col.prop(fluid, "use_floats")
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col.prop(fluid, "show_tracer")
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layout.prop(fluid, "filepath", text="")
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elif fluid.type == 'CONTROL':
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split = layout.split()
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col = split.column()
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col.label(text="")
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col.prop(fluid, "quality", slider=True)
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col.prop(fluid, "use_reverse_frames")
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col = split.column()
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col.label(text="Time:")
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sub = col.column(align=True)
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sub.prop(fluid, "start_time", text="Start")
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sub.prop(fluid, "end_time", text="End")
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split = layout.split()
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col = split.column()
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col.label(text="Attraction Force:")
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sub = col.column(align=True)
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sub.prop(fluid, "attraction_strength", text="Strength")
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sub.prop(fluid, "attraction_radius", text="Radius")
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col = split.column()
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col.label(text="Velocity Force:")
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sub = col.column(align=True)
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sub.prop(fluid, "velocity_strength", text="Strength")
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sub.prop(fluid, "velocity_radius", text="Radius")
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class PHYSICS_PT_domain_gravity(PhysicButtonsPanel, Panel):
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bl_label = "Fluid World"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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md = context.fluid
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rd = context.scene.render
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return md and md.settings and (md.settings.type == 'DOMAIN') and rd.engine in cls.COMPAT_ENGINES
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def draw(self, context):
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layout = self.layout
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fluid = context.fluid.settings
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scene = context.scene
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split = layout.split()
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col = split.column()
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if scene.use_gravity:
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col.label(text="Use Scene Gravity", icon='SCENE_DATA')
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sub = col.column()
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sub.enabled = False
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sub.prop(fluid, "gravity", text="")
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else:
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col.label(text="Gravity:")
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col.prop(fluid, "gravity", text="")
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if scene.unit_settings.system != 'NONE':
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col.label(text="Use Scene Size Units", icon='SCENE_DATA')
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sub = col.column()
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sub.enabled = False
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sub.prop(fluid, "simulation_scale", text="Meters")
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else:
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col.label(text="Real World Size:")
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col.prop(fluid, "simulation_scale", text="Meters")
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col = split.column()
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col.label(text="Viscosity Presets:")
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sub = col.row(align=True)
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sub.menu("FLUID_MT_presets", text=bpy.types.FLUID_MT_presets.bl_label)
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sub.operator("fluid.preset_add", text="", icon='ZOOMIN')
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sub.operator("fluid.preset_add", text="", icon='ZOOMOUT').remove_active = True
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sub = col.column(align=True)
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sub.prop(fluid, "viscosity_base", text="Base")
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sub.prop(fluid, "viscosity_exponent", text="Exponent", slider=True)
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col.label(text="Optimization:")
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col.prop(fluid, "grid_levels", slider=True)
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col.prop(fluid, "compressibility", slider=True)
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class PHYSICS_PT_domain_boundary(PhysicButtonsPanel, Panel):
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bl_label = "Fluid Boundary"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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md = context.fluid
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rd = context.scene.render
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return md and md.settings and (md.settings.type == 'DOMAIN') and rd.engine in cls.COMPAT_ENGINES
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def draw(self, context):
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layout = self.layout
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fluid = context.fluid.settings
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split = layout.split()
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col = split.column()
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col.label(text="Slip Type:")
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col.prop(fluid, "slip_type", text="")
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if fluid.slip_type == 'PARTIALSLIP':
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col.prop(fluid, "partial_slip_factor", slider=True, text="Amount")
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col.prop(fluid, "use_surface_noobs")
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col = split.column()
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col.label(text="Surface:")
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col.prop(fluid, "surface_smooth", text="Smoothing")
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col.prop(fluid, "surface_subdivisions", text="Subdivisions")
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class PHYSICS_PT_domain_particles(PhysicButtonsPanel, Panel):
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bl_label = "Fluid Particles"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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md = context.fluid
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rd = context.scene.render
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return md and md.settings and (md.settings.type == 'DOMAIN') and rd.engine in cls.COMPAT_ENGINES
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def draw(self, context):
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layout = self.layout
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fluid = context.fluid.settings
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row = layout.row()
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row.prop(fluid, "tracer_particles", text="Tracer")
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row.prop(fluid, "generate_particles", text="Generate")
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classes = (
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FLUID_MT_presets,
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PHYSICS_PT_fluid,
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PHYSICS_PT_domain_gravity,
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PHYSICS_PT_domain_boundary,
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PHYSICS_PT_domain_particles,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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