forked from bartvdbraak/blender
33f880e866
This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
338 lines
11 KiB
Python
338 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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narrowui = 180
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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
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return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
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class PHYSICS_PT_fluid(PhysicButtonsPanel):
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bl_label = "Fluid"
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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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wide_ui = context.region.width > narrowui
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split = layout.split(percentage=0.5)
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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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fluid = md.settings
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else:
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# add modifier
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split.operator("object.modifier_add", text="Add").type = 'FLUID_SIMULATION'
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if wide_ui:
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split.label()
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fluid = None
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if fluid:
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if wide_ui:
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row = layout.row()
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row.prop(fluid, "type")
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if fluid.type not in ('NONE', 'DOMAIN', 'PARTICLE'):
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row.prop(fluid, "active", text="")
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else:
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layout.prop(fluid, "type", text="")
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if fluid.type not in ('NONE', 'DOMAIN', 'PARTICLE'):
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layout.prop(fluid, "active", text="")
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layout = layout.column()
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if fluid.type not in ('NONE', 'DOMAIN', 'PARTICLE'):
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layout.active = fluid.active
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if fluid.type == 'DOMAIN':
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layout.operator("fluid.bake", text="Bake Fluid Simulation", icon='MOD_FLUIDSIM')
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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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if wide_ui:
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col = split.column()
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col.label(text="Required Memory: " + fluid.memory_estimate)
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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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if wide_ui:
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col = split.column()
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col.label()
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col.prop(fluid, "generate_speed_vectors")
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col.prop(fluid, "reverse_frames")
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layout.prop(fluid, "path", 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, "export_animated_mesh")
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if wide_ui:
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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, "export_animated_mesh")
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if wide_ui:
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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.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, "export_animated_mesh")
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col.prop(fluid, "local_coordinates")
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if wide_ui:
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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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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, "export_animated_mesh")
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if wide_ui:
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split.column()
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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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if wide_ui:
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col = split.column()
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col.label(text="Type:")
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col.prop(fluid, "drops")
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col.prop(fluid, "floats")
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col.prop(fluid, "tracer")
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layout.prop(fluid, "path", 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, "reverse_frames")
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if wide_ui:
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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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if wide_ui:
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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):
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bl_label = "Domain World"
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bl_default_closed = True
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def poll(self, context):
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md = context.fluid
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return md and (md.settings.type == 'DOMAIN')
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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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wide_ui = context.region.width > narrowui
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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="Using 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="Using 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, "real_world_size", text="Metres")
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else:
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col.label(text="Real World Size:")
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col.prop(fluid, "real_world_size", text="Metres")
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if wide_ui:
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col = split.column()
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col.label(text="Viscosity Presets:")
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sub = col.column(align=True)
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sub.prop(fluid, "viscosity_preset", text="")
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if fluid.viscosity_preset == 'MANUAL':
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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):
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bl_label = "Domain Boundary"
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bl_default_closed = True
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def poll(self, context):
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md = context.fluid
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return md and (md.settings.type == 'DOMAIN')
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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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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="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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if wide_ui:
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col = split.column()
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col.label(text="Surface:")
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col.prop(fluid, "surface_smoothing", text="Smoothing")
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col.prop(fluid, "surface_subdivisions", text="Subdivisions")
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class PHYSICS_PT_domain_particles(PhysicButtonsPanel):
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bl_label = "Domain Particles"
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bl_default_closed = True
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def poll(self, context):
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md = context.fluid
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return md and (md.settings.type == 'DOMAIN')
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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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col = layout.column(align=True)
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col.prop(fluid, "tracer_particles")
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col.prop(fluid, "generate_particles")
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classes = [
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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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def register():
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register = bpy.types.register
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for cls in classes:
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register(cls)
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def unregister():
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unregister = bpy.types.unregister
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for cls in classes:
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unregister(cls)
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if __name__ == "__main__":
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register()
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