forked from bartvdbraak/blender
f10647e203
Moved the Smoke Buttons into the Physic Tab.
66 lines
1.9 KiB
Python
66 lines
1.9 KiB
Python
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import bpy
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class PhysicButtonsPanel(bpy.types.Panel):
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__space_type__ = "BUTTONS_WINDOW"
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__region_type__ = "WINDOW"
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__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_data
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return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
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class PHYSICS_PT_smoke(PhysicButtonsPanel):
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__label__ = "Smoke"
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def draw(self, context):
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layout = self.layout
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md = context.smoke
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ob = context.object
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split = layout.split()
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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.itemO("object.modifier_remove", text="Remove")
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row = split.row(align=True)
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row.itemR(md, "render", text="")
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row.itemR(md, "realtime", text="")
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else:
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# add modifier
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split.item_enumO("object.modifier_add", "type", 'SMOKE', text="Add")
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split.itemL()
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if md:
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layout.itemR(md, "smoke_type")
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if md.smoke_type == 'TYPE_DOMAIN':
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layout.itemS()
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layout.itemR(md.domain_settings, "maxres")
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layout.itemR(md.domain_settings, "color")
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layout.itemR(md.domain_settings, "amplify")
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layout.itemR(md.domain_settings, "highres")
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layout.itemR(md.domain_settings, "noise_type")
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layout.itemR(md.domain_settings, "visibility")
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layout.itemR(md.domain_settings, "alpha")
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layout.itemR(md.domain_settings, "beta")
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layout.itemR(md.domain_settings, "fluid_group")
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layout.itemR(md.domain_settings, "eff_group")
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layout.itemR(md.domain_settings, "coll_group")
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elif md.smoke_type == 'TYPE_FLOW':
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layout.itemS()
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layout.itemR(md.flow_settings, "outflow")
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layout.itemR(md.flow_settings, "density")
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layout.itemR(md.flow_settings, "temperature")
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layout.item_pointerR(md.flow_settings, "psys", ob, "particle_systems")
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elif md.smoke_type == 'TYPE_COLL':
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layout.itemS()
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bpy.types.register(PHYSICS_PT_smoke)
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