Files
blender/release/scripts/ui/properties_physics_fluid.py
Campbell Barton 4f5f868a52 rna data path names which are more likely to break animations.
Added an operator "Update Animation Data",
access from the search menu to update drivers and fcurves.
2010-08-20 06:09:58 +00:00

308 lines
9.9 KiB
Python

# ##### 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 #####
# <pep8 compliant>
import bpy
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)
class PHYSICS_PT_fluid(PhysicButtonsPanel, bpy.types.Panel):
bl_label = "Fluid"
def draw(self, context):
layout = self.layout
md = context.fluid
split = layout.split()
if md:
# remove modifier + settings
split.set_context_pointer("modifier", md)
split.operator("object.modifier_remove", text="Remove")
row = split.row(align=True)
row.prop(md, "show_render", text="")
row.prop(md, "show_viewport", text="")
fluid = md.settings
else:
# add modifier
split.operator("object.modifier_add", text="Add").type = 'FLUID_SIMULATION'
split.label()
fluid = None
if fluid:
row = layout.row()
row.prop(fluid, "type")
if fluid.type not in ('NONE', 'DOMAIN', 'PARTICLE'):
row.prop(fluid, "use", text="")
layout = layout.column()
if fluid.type not in ('NONE', 'DOMAIN', 'PARTICLE'):
layout.active = fluid.use
if fluid.type == 'DOMAIN':
layout.operator("fluid.bake", text="Bake Fluid Simulation", icon='MOD_FLUIDSIM')
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(text="Required Memory: " + fluid.memory_estimate)
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 = split.column()
col.label()
col.prop(fluid, "use_speed_vectors")
col.prop(fluid, "use_reverse_frames")
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()
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.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")
col.prop(fluid, "use_local_coords")
col = split.column()
col.label(text="Inflow Velocity:")
col.prop(fluid, "inflow_velocity", text="")
elif fluid.type == 'OUTFLOW':
split = layout.split()
col = split.column()
col.label(text="Volume Initialization:")
col.prop(fluid, "volume_initialization", text="")
col.prop(fluid, "use_animated_mesh")
split.column()
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, bpy.types.Panel):
bl_label = "Domain World"
bl_default_closed = True
@classmethod
def poll(cls, context):
md = context.fluid
return md and md.settings and (md.settings.type == 'DOMAIN')
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="Using 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="Using Scene Size Units", icon="SCENE_DATA")
sub = col.column()
sub.enabled = False
sub.prop(fluid, "simulation_scale", text="Metres")
else:
col.label(text="Real World Size:")
col.prop(fluid, "simulation_scale", text="Metres")
col = split.column()
col.label(text="Viscosity Presets:")
sub = col.column(align=True)
sub.prop(fluid, "viscosity_preset", text="")
if fluid.viscosity_preset == 'MANUAL':
sub.prop(fluid, "viscosity_base", text="Base")
sub.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, bpy.types.Panel):
bl_label = "Domain Boundary"
bl_default_closed = True
@classmethod
def poll(cls, context):
md = context.fluid
return md and md.settings and (md.settings.type == 'DOMAIN')
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 = 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, bpy.types.Panel):
bl_label = "Domain Particles"
bl_default_closed = True
@classmethod
def poll(cls, context):
md = context.fluid
return md and md.settings and (md.settings.type == 'DOMAIN')
def draw(self, context):
layout = self.layout
fluid = context.fluid.settings
col = layout.column(align=True)
col.prop(fluid, "tracer_particles")
col.prop(fluid, "generate_particles")
def register():
pass
def unregister():
pass
if __name__ == "__main__":
register()