forked from bartvdbraak/blender
e4f2b2be26
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
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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view_render = context.scene.view_render
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return (ob and ob.type == 'MESH') and view_render.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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view_render = context.scene.view_render
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return md and md.settings and (md.settings.type == 'DOMAIN') and view_render.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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view_render = context.scene.view_render
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return md and md.settings and (md.settings.type == 'DOMAIN') and view_render.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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view_render = context.scene.view_render
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return md and md.settings and (md.settings.type == 'DOMAIN') and view_render.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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