blender/release/scripts/startup/bl_ui/properties_physics_fluid.py
Campbell Barton 19d493ee10 Moving classes to separate listing broke panel order
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.
2017-03-20 02:37:55 +11:00

324 lines
11 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, Menu
from bpy.app.translations import pgettext_iface as iface_
class FLUID_MT_presets(Menu):
bl_label = "Fluid Presets"
preset_subdir = "fluid"
preset_operator = "script.execute_preset"
draw = Menu.draw_preset
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 rd.engine in cls.COMPAT_ENGINES and (context.fluid)
class PHYSICS_PT_fluid(PhysicButtonsPanel, Panel):
bl_label = "Fluid"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
md = context.fluid
fluid = md.settings
col = layout.column()
if not bpy.app.build_options.mod_fluid:
col.label("Built without fluids")
return
col.prop(fluid, "type")
if fluid.type not in {'NONE', 'DOMAIN', 'PARTICLE', 'FLUID', 'OBSTACLE'}:
col.prop(fluid, "use")
layout = layout.column()
if fluid.type not in {'NONE', 'DOMAIN', 'PARTICLE', 'FLUID', 'OBSTACLE'}:
layout.active = fluid.use
if fluid.type == 'DOMAIN':
# odd formatting here so translation script can extract string
layout.operator("fluid.bake", text=iface_("Bake (Req. Memory: %s)") % fluid.memory_estimate,
translate=False, icon='MOD_FLUIDSIM')
if bpy.app.build_options.openmp:
layout.prop(fluid, "threads", text="Simulation Threads")
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.prop(fluid, "simulation_rate", text="Speed")
col = split.column()
col.label()
sub = col.column(align=True)
sub.prop(fluid, "use_speed_vectors")
sub.prop(fluid, "use_reverse_frames")
col.prop(fluid, "frame_offset", text="Offset")
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()
subsplit = col.split()
subcol = subsplit.column()
if fluid.use_animated_mesh:
subcol.enabled = False
subcol.label(text="Slip Type:")
subcol.prop(fluid, "slip_type", text="")
if fluid.slip_type == 'PARTIALSLIP':
subcol.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':
col = layout.column()
col.label(text="Volume Initialization:")
col.prop(fluid, "volume_initialization", text="")
col.prop(fluid, "use_animated_mesh")
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, Panel):
bl_label = "Fluid World"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
md = context.fluid
rd = context.scene.render
return md and md.settings and (md.settings.type == 'DOMAIN') and rd.engine in cls.COMPAT_ENGINES
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="Use 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="Use Scene Size Units", icon='SCENE_DATA')
sub = col.column()
sub.enabled = False
sub.prop(fluid, "simulation_scale", text="Meters")
else:
col.label(text="Real World Size:")
col.prop(fluid, "simulation_scale", text="Meters")
col = split.column()
col.label(text="Viscosity Presets:")
sub = col.row(align=True)
sub.menu("FLUID_MT_presets", text=bpy.types.FLUID_MT_presets.bl_label)
sub.operator("fluid.preset_add", text="", icon='ZOOMIN')
sub.operator("fluid.preset_add", text="", icon='ZOOMOUT').remove_active = True
sub = col.column(align=True)
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, Panel):
bl_label = "Fluid Boundary"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
md = context.fluid
rd = context.scene.render
return md and md.settings and (md.settings.type == 'DOMAIN') and rd.engine in cls.COMPAT_ENGINES
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, "use_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, Panel):
bl_label = "Fluid Particles"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
md = context.fluid
rd = context.scene.render
return md and md.settings and (md.settings.type == 'DOMAIN') and rd.engine in cls.COMPAT_ENGINES
def draw(self, context):
layout = self.layout
fluid = context.fluid.settings
row = layout.row()
row.prop(fluid, "tracer_particles", text="Tracer")
row.prop(fluid, "generate_particles", text="Generate")
classes = (
FLUID_MT_presets,
PHYSICS_PT_fluid,
PHYSICS_PT_domain_gravity,
PHYSICS_PT_domain_boundary,
PHYSICS_PT_domain_particles,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)