Files
blender/release/scripts/startup/bl_ui/properties_physics_fluid.py
Campbell Barton e9fb2feb2e UI: text keyword argument to label
Prepare for keyword only args
2018-08-28 12:34:51 +10:00

465 lines
14 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
from bpy.types import (
Panel,
)
from bpy.app.translations import pgettext_iface as iface_
from bl_operators.presets import PresetMenu
class FLUID_PT_presets(PresetMenu):
bl_label = "Fluid Presets"
preset_subdir = "fluid"
preset_operator = "script.execute_preset"
preset_add_operator = "fluid.preset_add"
class PhysicButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "physics"
def poll_fluid(context):
ob = context.object
if not ((ob and ob.type == 'MESH') and (context.fluid)):
return False
return (bpy.app.build_options.mod_fluid)
def poll_fluid_settings(context):
if not (PhysicButtonsPanel.poll_fluid(context)):
return False
md = context.fluid
return md and md.settings and (md.settings.type != 'NONE')
def poll_fluid_domain(context):
if not PhysicButtonsPanel.poll_fluid(context):
return False
md = context.fluid
return md and md.settings and (md.settings.type == 'DOMAIN')
class PHYSICS_PT_fluid(PhysicButtonsPanel, Panel):
bl_label = "Fluid"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
ob = context.object
return (ob and ob.type == 'MESH') and context.engine in cls.COMPAT_ENGINES and (context.fluid)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
if not bpy.app.build_options.mod_fluid:
col = layout.column()
col.alignment = 'RIGHT'
col.label(text="Built without fluids")
return
md = context.fluid
fluid = md.settings
col = layout.column()
col.prop(fluid, "type")
class PHYSICS_PT_fluid_flow(PhysicButtonsPanel, Panel):
bl_label = "Flow"
bl_parent_id = "PHYSICS_PT_fluid"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
md = context.fluid
fluid = md.settings
if not PhysicButtonsPanel.poll_fluid_settings(context):
return False
return fluid.type in {'INFLOW', 'OUTFLOW', 'CONTROL'} and (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
md = context.fluid
fluid = md.settings
self.layout.prop(fluid, "use", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
md = context.fluid
fluid = md.settings
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
flow.active = fluid.use
if fluid.type == 'INFLOW':
col = flow.column()
col.prop(fluid, "volume_initialization", text="Volume Initialization")
col.prop(fluid, "use_animated_mesh")
row = col.row()
row.active = not fluid.use_animated_mesh
row.prop(fluid, "use_local_coords")
col = flow.column()
col.prop(fluid, "inflow_velocity", text="Inflow Velocity")
elif fluid.type == 'OUTFLOW':
col = flow.column()
col.prop(fluid, "volume_initialization", text="Volume Initialization")
col = flow.column()
col.prop(fluid, "use_animated_mesh")
elif fluid.type == 'CONTROL':
col = flow.column()
col.prop(fluid, "quality", slider=True)
col.prop(fluid, "use_reverse_frames")
col = flow.column()
col.prop(fluid, "start_time", text="Time Start")
col.prop(fluid, "end_time", text="End")
col.separator()
col = flow.column()
col.prop(fluid, "attraction_strength", text="Attraction Strength")
col.prop(fluid, "attraction_radius", text="Radius")
col.separator()
col = flow.column(align=True)
col.prop(fluid, "velocity_strength", text="Velocity Strength")
col.prop(fluid, "velocity_radius", text="Radius")
class PHYSICS_PT_fluid_settings(PhysicButtonsPanel, Panel):
bl_label = "Settings"
bl_parent_id = "PHYSICS_PT_fluid"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
md = context.fluid
fluid = md.settings
if not PhysicButtonsPanel.poll_fluid_settings(context):
return False
return fluid.type in {'DOMAIN', 'FLUID', 'OBSTACLE', 'PARTICLE'} and (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
md = context.fluid
fluid = md.settings
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
if fluid.type not in {'NONE', 'DOMAIN', 'PARTICLE', 'FLUID', 'OBSTACLE'}:
flow.active = fluid.use
if fluid.type == 'DOMAIN':
col = flow.column()
if bpy.app.build_options.openmp:
col.prop(fluid, "threads", text="Simulation Threads")
col.separator()
col.prop(fluid, "resolution", text="Final Resolution")
col.prop(fluid, "preview_resolution", text="Preview")
col.separator()
col = flow.column()
col.prop(fluid, "render_display_mode", text="Render Display")
col.prop(fluid, "viewport_display_mode", text="Viewport")
col.separator()
col = flow.column()
sub = col.column(align=True)
sub.prop(fluid, "start_time", text="Time Start")
sub.prop(fluid, "end_time", text="End")
col.prop(fluid, "simulation_rate", text="Speed")
col = flow.column()
col.prop(fluid, "use_speed_vectors")
col.prop(fluid, "use_reverse_frames")
col.prop(fluid, "frame_offset", text="Offset")
elif fluid.type == 'FLUID':
col = flow.column()
col.prop(fluid, "volume_initialization", text="Volume Initialization")
col.prop(fluid, "use_animated_mesh")
col = flow.column()
col.prop(fluid, "initial_velocity", text="Initial Velocity")
elif fluid.type == 'OBSTACLE':
col = flow.column()
col.prop(fluid, "volume_initialization", text="Volume Initialization")
col.prop(fluid, "use_animated_mesh")
col = flow.column()
subcol = col.column()
subcol.enabled = not fluid.use_animated_mesh
subcol.prop(fluid, "slip_type", text="Slip Type")
if fluid.slip_type == 'PARTIALSLIP':
subcol.prop(fluid, "partial_slip_factor", text="Amount", slider=True)
col.prop(fluid, "impact_factor", text="Impact Factor")
elif fluid.type == 'PARTICLE':
col = flow.column()
col.prop(fluid, "particle_influence", text="Influence Size")
col.prop(fluid, "alpha_influence", text="Alpha")
col = flow.column()
col.prop(fluid, "use_drops")
col.prop(fluid, "use_floats")
col.prop(fluid, "show_tracer")
class PHYSICS_PT_fluid_particle_cache(PhysicButtonsPanel, Panel):
bl_label = "Cache"
bl_parent_id = "PHYSICS_PT_fluid"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_fluid_settings(context):
return False
md = context.fluid
return md and md.settings and (md.settings.type == 'PARTICLE') and (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
md = context.fluid
fluid = md.settings
layout.prop(fluid, "filepath", text="")
class PHYSICS_PT_domain_bake(PhysicButtonsPanel, Panel):
bl_label = "Bake"
bl_parent_id = 'PHYSICS_PT_fluid'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_fluid_domain(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
md = context.fluid
fluid = md.settings
row = layout.row(align=True)
row.alignment = 'RIGHT'
row.label(text="Cache Path")
layout.prop(fluid, "filepath", text="")
# 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'
)
class PHYSICS_PT_domain_gravity(PhysicButtonsPanel, Panel):
bl_label = "World"
bl_parent_id = 'PHYSICS_PT_fluid'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_fluid_domain(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
fluid = context.fluid.settings
scene = context.scene
col = layout.column()
use_gravity = scene.use_gravity
use_units = scene.unit_settings.system != 'NONE'
if use_gravity or use_units:
s_gravity = " Gravity" if use_gravity else ""
s_units = " Units" if use_units else ""
s_and = " and " if use_gravity and use_units else ""
warn = f"Using {s_gravity}{s_and}{s_units} from Scene"
sub = col.column()
sub.alignment = 'RIGHT'
sub.label(text=warn)
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
sub = col.column()
sub.enabled = not use_gravity
sub.prop(fluid, "gravity", text="Gravity")
sub = col.column()
sub.enabled = not use_units
sub.prop(fluid, "simulation_scale", text="Scene Size Meters" if use_units else "World Size Meters")
col.separator()
col = flow.column()
col.prop(fluid, "grid_levels", text="Optimization", slider=True)
col.prop(fluid, "compressibility", slider=True)
class PHYSICS_PT_domain_viscosity(PhysicButtonsPanel, Panel):
bl_label = "Viscosity"
bl_parent_id = 'PHYSICS_PT_fluid'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_fluid_domain(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw_header_preset(self, context):
FLUID_PT_presets.draw_panel_header(self.layout)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
fluid = context.fluid.settings
col = flow.column()
col.prop(fluid, "viscosity_base", text="Base")
col = flow.column()
col.prop(fluid, "viscosity_exponent", text="Exponent", slider=True)
class PHYSICS_PT_domain_boundary(PhysicButtonsPanel, Panel):
bl_label = "Boundary"
bl_parent_id = 'PHYSICS_PT_fluid'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_fluid_domain(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
fluid = context.fluid.settings
col = flow.column()
col.prop(fluid, "slip_type", text="Type")
col.separator()
if fluid.slip_type == 'PARTIALSLIP':
col.prop(fluid, "partial_slip_factor", slider=True, text="Amount")
col = flow.column()
col.prop(fluid, "surface_smooth", text="Surface Smoothing")
col.prop(fluid, "surface_subdivisions", text="Subdivisions")
col.prop(fluid, "use_surface_noobs")
class PHYSICS_PT_domain_particles(PhysicButtonsPanel, Panel):
bl_label = "Particles"
bl_parent_id = 'PHYSICS_PT_fluid'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_fluid_domain(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
fluid = context.fluid.settings
col = flow.column()
col.prop(fluid, "tracer_particles", text="Tracer")
col = flow.column()
col.prop(fluid, "generate_particles", text="Generate")
classes = (
FLUID_PT_presets,
PHYSICS_PT_fluid,
PHYSICS_PT_fluid_settings,
PHYSICS_PT_fluid_flow,
PHYSICS_PT_fluid_particle_cache,
PHYSICS_PT_domain_bake,
PHYSICS_PT_domain_boundary,
PHYSICS_PT_domain_particles,
PHYSICS_PT_domain_gravity,
PHYSICS_PT_domain_viscosity,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)