# ##### 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 ##### # 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 (not rd.use_game_engine) and (context.fluid) class PHYSICS_PT_fluid(PhysicButtonsPanel, Panel): bl_label = "Fluid" 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') 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'} @classmethod def poll(cls, context): md = context.fluid rd = context.scene.render return md and md.settings and (md.settings.type == 'DOMAIN') and (not rd.use_game_engine) 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 subsub = col.column(align=True) subsub.prop(fluid, "viscosity_base", text="Base") subsub.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'} @classmethod def poll(cls, context): md = context.fluid rd = context.scene.render return md and md.settings and (md.settings.type == 'DOMAIN') and (not rd.use_game_engine) 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, "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'} @classmethod def poll(cls, context): md = context.fluid rd = context.scene.render return md and md.settings and (md.settings.type == 'DOMAIN') and (not rd.use_game_engine) 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") if __name__ == "__main__": # only for live edit. bpy.utils.register_module(__name__)