Commit Graph

63 Commits

Author SHA1 Message Date
Sergey Sharybin
4b62d98984 Fluid: Fix python script after refactor
Missing part in 2564e2a2ad.
2019-12-17 11:13:00 +01:00
Campbell Barton
2564e2a2ad Cleanup: RNA naming
- Use abbreviations min/max
  this is used throughout the existing API.
- Rename use_adaptive_stepping to use_adaptive_timesteps
  since this is used with timesteps_min/max it's clearer
  to use matching terms.
2019-12-17 14:49:11 +11:00
Campbell Barton
8676491090 Cleanup: de-duplicate check for un-baked guide
Also simplify particle combined export checks
2019-12-17 14:33:01 +11:00
Campbell Barton
de8a19077e Cleanup: rename effec -> effector
Effector is already used elsewhere for this purpose.
2019-12-17 14:06:47 +11:00
Campbell Barton
ca277d7d60 Cleanup: renaming guiding -> guide
The term guide makes sense on it's own in this context.
2019-12-17 14:00:19 +11:00
Campbell Barton
79e51d9e5f Cleanup: replace verbose checks with read-only attributes
These attributes checked for any baked / baking
since this is a common test that was performed in layout code.

Also follow our naming convention - using an 'is_/has_' prefix
in this case since "cache_baked_data" reads as if it's used to access
the baked data.
2019-12-17 13:03:52 +11:00
Campbell Barton
a977cb0445 Cleanup: use single quotes for enum values 2019-12-17 12:55:56 +11:00
Campbell Barton
647d54a36d Cleanup: remove unused variables 2019-12-17 12:53:45 +11:00
Sebastián Barschkis
4235fe37d6 Mantaflow [Part 3]: Customized UI for Manta fluids
With Mantaflow the current smoke modifier UI will accommodate both smoke and liquids.

In addition, there is now an option for Mantaflow liquids in the quick effects section ("Quick Liquid").

Reviewed By: sergey

Maniphest Tasks: T59995

Differential Revision: https://developer.blender.org/D3852
2019-12-16 16:30:10 +01:00
Brecht Van Lommel
8c2672db0d Fix T71093: fluid settings not visible for workbench engine 2019-11-05 15:38:02 +01:00
Campbell Barton
082d7e8d5f Cleanup: use staticmethod where appropriate 2019-04-19 07:51:14 +02:00
Campbell Barton
5b0f0421ef Cleanup: mark unused arguments in UI scripts
Quiet's pylint W0613 warning, also remove some unused args.
2019-04-19 07:32:24 +02:00
Campbell Barton
100854c17c UI: rename PresetMenu to PresetPanel, move to bl_ui.utils
Confusing to call a menu a panel when subclasses need to define
panel specific variables.

Avoid having bl_ui depend on bl_operator module too.
Since this isn't an operator, add utils modules for shared types.
2019-03-13 13:32:10 +11:00
Campbell Barton
e9fb2feb2e UI: text keyword argument to label
Prepare for keyword only args
2018-08-28 12:34:51 +10:00
William Reynish
c11997ccfc UI: Physics panel minor adjustments
Flow panel had a wrong name when the checkmark was used in the header, fixed alignment in softbody panel & fixed wrong active state for Cloth Pin.
2018-08-23 17:21:55 +02:00
Vuk Gardašević
00bb15512f Physics Fluid: Use Single Column and Grid Flow layout 2018-08-17 11:57:24 +02:00
Campbell Barton
ab9e2dccd3 Cleanup: follow naming conventions
Using panels for presets printed warnings for classes named as menus.
2018-06-20 16:32:31 +02:00
Pablo Vazquez
34d9e9837a UI: Fluid physics panels as sub-panels
Also remove suffix from name since they are sub-panels now.
2018-06-19 15:48:21 +02:00
Brecht Van Lommel
7a10cfe7fe UI: preset popover buttons in panel headers.
Moves the preset into a menu for the panel header, so it can be changed
without opening the panel and takes up less space. Two remaining issues:

* For long lists the add new preset button can be scrolled off screen.
* We should support showing the name of the chosen preset in the panel
  header, but the current preset system does not support detecting which
  preset is used.

Differential Revision: https://developer.blender.org/D3366
2018-06-13 15:22:34 +02:00
Ton Roosendaal
51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!

* Point density, voxel data, ocean, environment map textures were removed,
  as these only worked within BI rendering. Note that the ocean modifier
  and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
  with BI. If we ever wanted to support this again probably it should go
  through the baking API.
* GPU shader export through the Python API was removed. This only worked
  for the old BI GLSL shaders, which no longer exists. Doing something
  similar for Eevee would be significantly more complicated because it
  uses a lot of multiplass rendering and logic outside the shader, it's
  probably impractical.
* Collada material import / export code is mostly gone, as it only worked
  for BI materials. We need to add Cycles / Eevee material support at some
  point.
* The mesh noise operator was removed since it only worked with BI
  material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
  for BI material texture slots. Could be added back with node support.

* Not all legacy viewport features are supported in the new viewport, but
  their code was removed. If we need to bring anything back we can look at
  older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
  that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
  used anywhere now. We may eventually use this to replace the texture
  nodes with Cycles / Eevee shader nodes.

* The Cycles Bake panel now includes settings for baking multires normal
  and displacement maps. The underlying code needs to be merged properly,
  and we plan to add back support for multires AO baking and add support
  to Cycles baking for features like vertex color, displacement, and other
  missing baking features.

* This commit removes DNA and the Python API for BI material, lamp, world
  and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
  are reusing some old BI properties but the names are not really correct
  anymore.
* Texture slots for materials, lamps and world were removed. They remain
  for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
  other renderers use this to find all panels to show, minus a few panels
  that they have their own replacement for.
2018-04-19 17:35:25 +02:00
Brecht Van Lommel
f9cf2e2f6c Workspaces: remove workspace engine, use 3D viewport draw mode instead.
ViewRender was removed, which means we can't get the render engine for files
saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee
and set the engine to that.

A fix included with this is that .blend thumbails now draw with Clay mode,
and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should
be very fast and not e.g. load heavy image textures.

Differential Revision: https://developer.blender.org/D3156
2018-04-18 16:35:38 +02:00
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
Campbell Barton
19d493ee10 Moving classes to separate listing broke panel order
Although this wasn't so obvious since it
only showed up for factory settings and in the preferences window.

Panel display order depends on registration order,
Sorry for the noise. On the bright side we no longer need to move
classes around to re-arrange panels.
2017-03-20 02:37:55 +11:00
Campbell Barton
9bdda427e6 PyAPI: remove bpy.utils.register_module()
In preparation for it being removed, see: T47811
2017-03-18 20:03:24 +11:00
Mitchell Stokes
3a4c307652 Use COMPAT_ENGINES instead of RenderEngine.use_game_engine for panel poll methods
This mostly affects physics panels. Any engines relying on
RenderEngine.use_game_engine flag to show/hide panels will need to be
updated. The COMPAT_ENGINES technique is how we usually deal with this.
One issue with use_game_engine is that I cannot find a way to set it; it
appears only the BGE can set it. This means (without this commit)
external RenderEngines cannot get rid of the default physics panels.

The RE_GAME flag (the C flag behind use_game_engine) is pretty hacky
and we should look into removing its usage where possible.
2016-07-27 19:00:35 -07:00
Campbell Barton
7095f47665 cleanup: pep8
also remove empty class parenthesis
2015-01-29 15:35:06 +11:00
Bastien Montagne
5b83a89c81 Followup to r59434 : py UI scripts edits.
Notes:
* Made those edits by full checking of py files, so I should have spoted most needed edits, yet it remains quite probable I missed a few ones, we'll fix if/when someone notice it...
* Also made some cleanup "on the road"!
2013-08-23 20:41:21 +00:00
Campbell Barton
2085a42e52 pep8 cleanup 2013-06-27 03:05:19 +00:00
Thomas Dinges
674d82d783 Fluid UI:
* Display Simulation threads only, when built with OpenMP.
2013-04-28 16:52:51 +00:00
Campbell Barton
53917c4e3a rna attribute consistency edits, use common prefix for booleans. 2013-04-23 07:06:29 +00:00
Jens Verwiebe
cbe9ae244e Add a gui control for setting omp threads in fluids 2013-04-10 18:35:18 +00:00
Thomas Dinges
dd713654d5 Code cleanup:
* Use bpy.app.build_options for UI checks rather than custom ones.
2013-03-23 06:55:59 +00:00
Thomas Dinges
419ff87545 UI / Properties Editor:
* Some alignment fixes for Fluid Buttons in the "Fluid" panel. 
* Tweaked Fluid Particle buttons a bit, no need to have redundant "Particle" name inside the "Fluid Particles" panel.
2013-03-01 19:07:28 +00:00
Bastien Montagne
d0f4a2396b Actually, UI scripts should not use directly pgettext, but rather the iface or tooltip variants. Added those to bpy.app.translations, and used pgettext_iface.
(Did not add those when I created that module, because I did not thought we would actually need them in usual UI code, but turned out I was wrong).

Also made some optimizations in those py gettext funcs, when i18n is disabled at build time, no need to do pyobject -> cstring -> pyobject conversions!.
2013-02-10 10:29:38 +00:00
Campbell Barton
3b8a0f3d67 use import rather then assignment for loading '_' into scripts. 2013-02-10 09:56:05 +00:00
Bastien Montagne
c0fa16f2c9 Another fix for r54414 (cleaner to "import" pgettext once at top of files, also now using usual '_' shortcut). 2013-02-10 09:09:26 +00:00
Bastien Montagne
82c86af7f7 Bunch of fixes for py ui messages (all those using 'formating' were not translated previously, now they use bpy.app.translations.pgettext). Also pleas avoid complex py statements in 'text' values (like 'text="foo" if cond else "bar"'), thes make message extraction script fails!
And another "final point in UI message" removal!
2013-02-09 18:26:40 +00:00
Bastien Montagne
4149ea5f50 Last spell checking (for now).
Only mysterious courant from bpy.types.ParticleSettings.courant_target reamins...
2012-07-04 15:52:07 +00:00
Bastien Montagne
971ffd8fad Fix [#31977] Export Animated Mesh, terminate baking in fluid-sim
* Elbeem exporter code now overrides user settings to No Slip in case the object is animated;
* UI of fluid obstacles now disables slip settings when export animated is enabled;
* Added in this later option's tooltip a mention that it enforces No Slip!
2012-07-03 12:40:19 +00:00
Sergej Reich
221a787822 Don't show physics properties in game engine conext
Also rename fluid panels to be more consistent with other simulations
2012-06-08 15:24:28 +00:00
Daniel Genrich
21f6bac0a3 Fix [#30954] Fluid obstacle checkbox has no effect
Note: Supporting obstacles which can be enabled/disabled as animated propoerty is not likely to happen. So I marked this as "Won't fix"/TODO.
I also reverted last commit on this bug because it didn't work and disabled the property from UI to avoid confusion.
2012-04-21 22:09:09 +00:00
Campbell Barton
15eb3452ec style cleanup: pep8, also quiet compiler warning. 2012-04-20 18:50:18 +00:00
Thomas Dinges
5496e87eee Fluid Simulation:
* Replaced the hard coded viscosity presets with Python ones.

* Added version check, so older files load fine.
Loading new files into 2.62 also works fine.
2012-04-15 21:02:08 +00:00
Sergey Sharybin
1e173fefd6 Fix #30464: Confusing lack of label for Fluid "use"
It was indeed not clear at all what that label-less check box does.
Move it to next row (to prevent fluid type menu be too narrow) and
use label default for it.

Also don't create second column which is empty for outflow fluid type.
2012-03-08 10:13:31 +00:00
Lukas Toenne
e6efe93c09 Optional offset for fluid cache frame reading.
This was a request by Daniel Salazar. It adds a new frame offset variable to fluid sim settings, which can be used to display baked fluid sims at different times. Eventually this could be replaced by real NLA strips for cached data, but until then this is a simple way to have more flexible cache result usage.

Not strictly a BCon3 patch, but after IRC discussion with Genscher, ZanQdo and kaito decided to commit it anyway, since it's a small feature and makes fluid sim a bit more usable. Similar patch for point cache (particles, smoke, cloth) is being worked on as well.
2012-02-01 15:58:26 +00:00
Joshua Leung
cfab40b652 Fluidsim - Restoring simulation speed control (ZanQdo request)
This commit restores support for freezing or speeding up physics sims. Animate
the "Speed" parameter under Domain->Time, which controls a multiplier factor for
the rate at which the sim proceeds (i.e. the old "Fac-Tim" setting).

Notes:
* Subversion bumped to 4 to patch up defaults for new value so that old sim
files will still run correctly
* Names/descriptions could do with some tweaking
* Porting this across was not that obvious since quite a bit of stuff had
changed (as in, been cleaned up). However, from tests so far, it seems to work
well.
2012-01-22 03:42:49 +00:00
Campbell Barton
93cf1531d0 fix own bug [#29875] Due to operators now reusing there last-used settings, some UI options are more or less broken (esp. in shortcuts and menu entries)
also prefer *.select_all rather then *.select_inverse operators, since this is an option for select_all.
2012-01-14 06:30:27 +00:00
Thomas Dinges
9e3deee808 2.6 Physics UI Files:
* Remove redundant check for md, this is already done in the super class poll.
2011-11-10 19:10:23 +00:00
Campbell Barton
f086201518 cmake & pep8 tidy up, also some style edits.
remove unneeded collection length function.
2011-11-08 01:32:34 +00:00
Campbell Barton
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00