blender/release/scripts/startup/bl_ui/properties_physics_fluid.py
Dalai Felinto e4f2b2be26 Workspace: Move engines to workspace and Properties Editor cleanup
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.

The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.

Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.

* use_scene_settings
* properties editor: workshop + organize context path

Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.

This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.

Properties Editor: Add Workspace and organize context path
==========================================================

We now have the properties of:

Scene, Scene > Layer, Scene > World, Workspace

[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)

Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
2017-10-16 17:29:04 -02:00

324 lines
11 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
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# <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
view_render = context.scene.view_render
return (ob and ob.type == 'MESH') and view_render.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
view_render = context.scene.view_render
return md and md.settings and (md.settings.type == 'DOMAIN') and view_render.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
view_render = context.scene.view_render
return md and md.settings and (md.settings.type == 'DOMAIN') and view_render.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
view_render = context.scene.view_render
return md and md.settings and (md.settings.type == 'DOMAIN') and view_render.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)