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blender-archive/source/blender/makesrna/intern/rna_fluidsim.c

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/*
* ***** 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,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Blender Foundation (2008).
*
* ***** END GPL LICENSE BLOCK *****
*/
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/** \file blender/makesrna/intern/rna_fluidsim.c
* \ingroup RNA
*/
#include <stdlib.h>
#include "RNA_define.h"
#include "rna_internal.h"
#include "DNA_object_fluidsim.h"
#include "WM_api.h"
#include "WM_types.h"
#ifdef RNA_RUNTIME
#include "MEM_guardedalloc.h"
#include "DNA_scene_types.h"
#include "DNA_particle_types.h"
#include "BKE_depsgraph.h"
#include "BKE_fluidsim.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_modifier.h"
#include "BKE_particle.h"
#include "BKE_pointcache.h"
static StructRNA* rna_FluidSettings_refine(struct PointerRNA *ptr)
{
FluidsimSettings *fss= (FluidsimSettings*)ptr->data;
switch(fss->type) {
case OB_FLUIDSIM_DOMAIN:
return &RNA_DomainFluidSettings;
case OB_FLUIDSIM_FLUID:
return &RNA_FluidFluidSettings;
case OB_FLUIDSIM_OBSTACLE:
return &RNA_ObstacleFluidSettings;
case OB_FLUIDSIM_INFLOW:
return &RNA_InflowFluidSettings;
case OB_FLUIDSIM_OUTFLOW:
return &RNA_OutflowFluidSettings;
case OB_FLUIDSIM_PARTICLE:
return &RNA_ParticleFluidSettings;
case OB_FLUIDSIM_CONTROL:
return &RNA_ControlFluidSettings;
default:
return &RNA_FluidSettings;
}
}
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static void rna_fluid_update(Main *UNUSED(bmain), Scene *UNUSED(scene), PointerRNA *ptr)
{
Object *ob= ptr->id.data;
DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
WM_main_add_notifier(NC_OBJECT|ND_MODIFIER, ob);
}
static int fluidsim_find_lastframe(Object *ob, FluidsimSettings *fss)
{
char targetFileTest[FILE_MAX];
char targetFile[FILE_MAX];
int curFrame = 1;
BLI_join_dirfile(targetFile, sizeof(targetFile), fss->surfdataPath, OB_FLUIDSIM_SURF_FINAL_OBJ_FNAME);
BLI_path_abs(targetFile, modifier_path_relbase(ob));
do {
BLI_strncpy(targetFileTest, targetFile, sizeof(targetFileTest));
BLI_path_frame(targetFileTest, curFrame++, 0);
} while(BLI_exists(targetFileTest));
return curFrame - 1;
}
static void rna_fluid_find_enframe(Main *bmain, Scene *scene, PointerRNA *ptr)
{
Object *ob= ptr->id.data;
FluidsimModifierData *fluidmd= (FluidsimModifierData*)modifiers_findByType(ob, eModifierType_Fluidsim);
if(fluidmd->fss->flag & OB_FLUIDSIM_REVERSE) {
fluidmd->fss->lastgoodframe = fluidsim_find_lastframe(ob, fluidmd->fss);
}
else {
fluidmd->fss->lastgoodframe = -1;
}
rna_fluid_update(bmain, scene, ptr);
}
static void rna_FluidSettings_update_type(Main *bmain, Scene *scene, PointerRNA *ptr)
{
Object *ob= (Object*)ptr->id.data;
FluidsimModifierData *fluidmd;
ParticleSystemModifierData *psmd;
ParticleSystem *psys;
ParticleSettings *part;
fluidmd= (FluidsimModifierData*)modifiers_findByType(ob, eModifierType_Fluidsim);
fluidmd->fss->flag &= ~OB_FLUIDSIM_REVERSE; // clear flag
/* remove fluidsim particle system */
if(fluidmd->fss->type & OB_FLUIDSIM_PARTICLE) {
for(psys=ob->particlesystem.first; psys; psys=psys->next)
if(psys->part->type == PART_FLUID)
break;
if(ob->type == OB_MESH && !psys) {
/* add particle system */
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
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part= psys_new_settings("ParticleSettings", bmain);
psys= MEM_callocN(sizeof(ParticleSystem), "particle_system");
part->type= PART_FLUID;
psys->part= part;
New point cache file format: - HEADER (beginning of each file) * general header: + 8 char: "BPHYSICS" + 1 int: simulation type (same as PTCacheID->type) * custom header (same for sb, particles and cloth, but can be different for new dynamics) + 1 int: totpoint (number of points) + 1 int: data_types (bit flags for what the stored data is) - DATA (directly after header) *totpoint times the data as specified in data_types flags - simulation type soft body = 0, particles = 1, cloth = 2 - data types (more can be added easily when needed) data flag contains ---------------------------------------- index (1<<0) 1 int (index of current point) location (1<<1) 3 float velocity (1<<2) 3 float rotation (1<<3) 4 float (quaternion) avelocity (1<<4) 3 float (used for particles) xconst (1<<4) 3 float (used for cloth) size (1<<5) 1 float times (1<<6) 3 float (birth, die & lifetime of particle) boids (1<<7) 1 BoidData Notes: - Every frame is not nescessary since data is interpolated for the inbetween frames. - For now every point is needed for every cached frame, the "index" data type is reserved for future usage. - For loading external particle caches only "location" data is necessary, other needed values are determined from the given data. - Non-dynamic data should be written into an info file if external usage is desired. * Info file is named as normal cache files, but with frame number 0; * "Non-dynamic" means data such as particle times. * Written automatically when baking to disk so basically a library of particle simulations should be possible. - Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend. - External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui. Other changes: - Multiple point caches per dynamics system. * In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used. * Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present. - Generalization of point cache baking etc operator & rna code. - Comb brushing particle hair didn't work smoothly.
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psys->pointcache= BKE_ptcache_add(&psys->ptcaches);
psys->flag |= PSYS_ENABLED;
BLI_strncpy(psys->name, "FluidParticles", sizeof(psys->name));
BLI_addtail(&ob->particlesystem,psys);
/* add modifier */
psmd= (ParticleSystemModifierData*)modifier_new(eModifierType_ParticleSystem);
BLI_strncpy(psmd->modifier.name, "FluidParticleSystem", sizeof(psmd->modifier.name));
psmd->psys= psys;
BLI_addtail(&ob->modifiers, psmd);
modifier_unique_name(&ob->modifiers, (ModifierData *)psmd);
}
}
else {
for(psys=ob->particlesystem.first; psys; psys=psys->next) {
if(psys->part->type == PART_FLUID) {
/* clear modifier */
psmd= psys_get_modifier(ob, psys);
BLI_remlink(&ob->modifiers, psmd);
modifier_free((ModifierData *)psmd);
/* clear particle system */
BLI_remlink(&ob->particlesystem, psys);
psys_free(ob, psys);
}
}
}
rna_fluid_update(bmain, scene, ptr);
}
static void rna_DomainFluidSettings_memory_estimate_get(PointerRNA *ptr, char *value)
{
#ifndef WITH_MOD_FLUID
(void)ptr;
value[0]= '\0';
#else
Object *ob= (Object*)ptr->id.data;
FluidsimSettings *fss= (FluidsimSettings*)ptr->data;
fluid_estimate_memory(ob, fss, value);
#endif
}
static int rna_DomainFluidSettings_memory_estimate_length(PointerRNA *UNUSED(ptr))
{
#ifndef WITH_MOD_FLUID
return 0;
#else
return 31;
#endif
}
static char *rna_FluidSettings_path(PointerRNA *ptr)
{
FluidsimSettings *fss = (FluidsimSettings*)ptr->data;
ModifierData *md= (ModifierData *)fss->fmd;
return BLI_sprintfN("modifiers[\"%s\"].settings", md->name);
}
static void rna_FluidMeshVertex_data_begin(CollectionPropertyIterator *iter, PointerRNA *ptr)
{
FluidsimSettings *fss = (FluidsimSettings*)ptr->data;
rna_iterator_array_begin(iter, fss->meshVelocities, sizeof(float)*3, fss->totvert, 0, NULL);
}
static int rna_FluidMeshVertex_data_length(PointerRNA *ptr)
{
FluidsimSettings *fss = (FluidsimSettings*)ptr->data;
return fss->totvert;
}
#else
static void rna_def_fluidsim_slip(StructRNA *srna)
{
PropertyRNA *prop;
static EnumPropertyItem slip_items[] = {
{OB_FSBND_NOSLIP, "NOSLIP", 0, "No Slip", "Obstacle causes zero normal and tangential velocity (=sticky), default for all (only option for moving objects)"},
{OB_FSBND_PARTSLIP, "PARTIALSLIP", 0, "Partial Slip", "Mix between no-slip and free-slip (non moving objects only!)"},
{OB_FSBND_FREESLIP, "FREESLIP", 0, "Free Slip", "Obstacle only causes zero normal velocity (=not sticky, non moving objects only!)"},
{0, NULL, 0, NULL, NULL}};
prop= RNA_def_property(srna, "slip_type", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_bitflag_sdna(prop, NULL, "typeFlags");
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_enum_items(prop, slip_items);
RNA_def_property_ui_text(prop, "Slip Type", "");
prop= RNA_def_property(srna, "partial_slip_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "partSlipValue");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Partial Slip Amount", "Amount of mixing between no- and free-slip, 0 is no slip and 1 is free slip");
}
static void rna_def_fluid_mesh_vertices(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
srna= RNA_def_struct(brna, "FluidMeshVertex", NULL);
RNA_def_struct_sdna(srna, "FluidVertexVelocity");
RNA_def_struct_ui_text(srna, "Fluid Mesh Vertex", "Vertex of a simulated fluid mesh");
RNA_def_struct_ui_icon(srna, ICON_VERTEXSEL);
prop= RNA_def_property(srna, "velocity", PROP_FLOAT, PROP_VELOCITY);
RNA_def_property_array(prop, 3);
RNA_def_property_float_sdna(prop, NULL, "vel");
RNA_def_property_ui_text(prop, "Velocity", "");
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
}
static void rna_def_fluidsim_domain(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
static EnumPropertyItem quality_items[] = {
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{OB_FSDOM_GEOM, "GEOMETRY", 0, "Geometry", "Display geometry"},
{OB_FSDOM_PREVIEW, "PREVIEW", 0, "Preview", "Display preview quality results"},
{OB_FSDOM_FINAL, "FINAL", 0, "Final", "Display final quality results"},
{0, NULL, 0, NULL, NULL}};
static EnumPropertyItem viscosity_items[] = {
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{1, "MANUAL", 0, "Manual", "Manual viscosity settings"},
{2, "WATER", 0, "Water", "Viscosity of 1.0 * 10^-6"},
{3, "OIL", 0, "Oil", "Viscosity of 5.0 * 10^-5"},
{4, "HONEY", 0, "Honey", "Viscosity of 2.0 * 10^-3"},
{0, NULL, 0, NULL, NULL}};
srna= RNA_def_struct(brna, "DomainFluidSettings", "FluidSettings");
RNA_def_struct_sdna(srna, "FluidsimSettings");
RNA_def_struct_ui_text(srna, "Domain Fluid Simulation Settings", "Fluid simulation settings for the domain of a fluid simulation");
/* standard settings */
prop= RNA_def_property(srna, "resolution", PROP_INT, PROP_NONE);
RNA_def_property_int_sdna(prop, NULL, "resolutionxyz");
RNA_def_property_range(prop, 1, 1024);
RNA_def_property_ui_text(prop, "Resolution", "Domain resolution in X,Y and Z direction");
prop= RNA_def_property(srna, "preview_resolution", PROP_INT, PROP_NONE);
RNA_def_property_int_sdna(prop, NULL, "previewresxyz");
RNA_def_property_range(prop, 1, 100);
RNA_def_property_ui_text(prop, "Preview Resolution", "Preview resolution in X,Y and Z direction");
prop= RNA_def_property(srna, "viewport_display_mode", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "guiDisplayMode");
RNA_def_property_enum_items(prop, quality_items);
RNA_def_property_ui_text(prop, "Viewport Display Mode", "How to display the mesh in the viewport");
RNA_def_property_update(prop, 0, "rna_fluid_update");
prop= RNA_def_property(srna, "render_display_mode", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "renderDisplayMode");
RNA_def_property_enum_items(prop, quality_items);
RNA_def_property_ui_text(prop, "Render Display Mode", "How to display the mesh for rendering");
prop= RNA_def_property(srna, "use_reverse_frames", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", OB_FLUIDSIM_REVERSE);
RNA_def_property_ui_text(prop, "Reverse Frames", "Reverse fluid frames");
RNA_def_property_update(prop, 0, "rna_fluid_find_enframe");
prop= RNA_def_property(srna, "filepath", PROP_STRING, PROP_FILEPATH);
RNA_def_property_string_maxlength(prop, FILE_MAX);
RNA_def_property_string_sdna(prop, NULL, "surfdataPath");
RNA_def_property_ui_text(prop, "Path", "Directory (and/or filename prefix) to store baked fluid simulation files in");
RNA_def_property_update(prop, 0, "rna_fluid_update");
prop= RNA_def_property(srna, "memory_estimate", PROP_STRING, PROP_NONE);
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_string_funcs(prop, "rna_DomainFluidSettings_memory_estimate_get", "rna_DomainFluidSettings_memory_estimate_length", NULL);
RNA_def_property_ui_text(prop, "Memory Estimate", "Estimated amount of memory needed for baking the domain");
/* advanced settings */
prop= RNA_def_property(srna, "gravity", PROP_FLOAT, PROP_ACCELERATION);
RNA_def_property_float_sdna(prop, NULL, "grav");
RNA_def_property_array(prop, 3);
RNA_def_property_range(prop, -1000.1, 1000.1);
RNA_def_property_ui_text(prop, "Gravity", "Gravity in X, Y and Z direction");
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
prop= RNA_def_property(srna, "use_time_override", PROP_BOOLEAN, PROP_NONE);
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
RNA_def_property_boolean_sdna(prop, NULL, "flag", OB_FLUIDSIM_OVERRIDE_TIME);
RNA_def_property_ui_text(prop, "Override Time", "Use a custom start and end time (in seconds) instead of the scene's timeline");
prop= RNA_def_property(srna, "start_time", PROP_FLOAT, PROP_TIME);
RNA_def_property_float_sdna(prop, NULL, "animStart");
RNA_def_property_range(prop, 0, 100);
RNA_def_property_ui_text(prop, "Start Time", "Simulation time of the first blender frame (in seconds)");
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
prop= RNA_def_property(srna, "end_time", PROP_FLOAT, PROP_TIME);
RNA_def_property_float_sdna(prop, NULL, "animEnd");
RNA_def_property_range(prop, 0, 100);
RNA_def_property_ui_text(prop, "End Time", "Simulation time of the last blender frame (in seconds)");
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
prop= RNA_def_property(srna, "frame_offset", PROP_INT, PROP_NONE);
RNA_def_property_int_sdna(prop, NULL, "frameOffset");
RNA_def_property_ui_text(prop, "Cache Offset", "Offset when reading baked cache");
RNA_def_property_update(prop, NC_OBJECT, "rna_fluid_update");
prop= RNA_def_property(srna, "simulation_scale", PROP_FLOAT, PROP_NONE);
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
RNA_def_property_float_sdna(prop, NULL, "realsize");
RNA_def_property_range(prop, 0.001, 10);
RNA_def_property_ui_text(prop, "Real World Size", "Size of the simulation domain in metres");
prop= RNA_def_property(srna, "simulation_rate", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "animRate");
RNA_def_property_range(prop, 0.0, 100.0);
RNA_def_property_ui_text(prop, "Simulation Speed", "Fluid motion rate (0 = stationary, 1 = normal speed)");
prop= RNA_def_property(srna, "viscosity_preset", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "viscosityMode");
RNA_def_property_enum_items(prop, viscosity_items);
RNA_def_property_ui_text(prop, "Viscosity Preset", "Set viscosity of the fluid to a preset value, or use manual input");
prop= RNA_def_property(srna, "viscosity_base", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "viscosityValue");
RNA_def_property_range(prop, 0, 10);
RNA_def_property_ui_text(prop, "Viscosity Base", "Viscosity setting: value that is multiplied by 10 to the power of (exponent*-1)");
prop= RNA_def_property(srna, "viscosity_exponent", PROP_INT, PROP_NONE);
RNA_def_property_int_sdna(prop, NULL, "viscosityExponent");
RNA_def_property_range(prop, 0, 10);
RNA_def_property_ui_text(prop, "Viscosity Exponent", "Negative exponent for the viscosity value (to simplify entering small values e.g. 5*10^-6)");
prop= RNA_def_property(srna, "grid_levels", PROP_INT, PROP_NONE);
RNA_def_property_int_sdna(prop, NULL, "maxRefine");
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
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RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_range(prop, -1, 4);
RNA_def_property_ui_text(prop, "Grid Levels", "Number of coarsened grids to use (-1 for automatic)");
prop= RNA_def_property(srna, "compressibility", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "gstar");
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_range(prop, 0.001, 0.1);
RNA_def_property_ui_text(prop, "Compressibility", "Allowed compressibility due to gravitational force for standing fluid (directly affects simulation step size)");
/* domain boundary settings */
rna_def_fluidsim_slip(srna);
prop= RNA_def_property(srna, "surface_smooth", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "surfaceSmoothing");
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_range(prop, 0.0, 5.0);
RNA_def_property_ui_text(prop, "Surface Smoothing", "Amount of surface smoothing (a value of 0 is off, 1 is normal smoothing and more than 1 is extra smoothing)");
prop= RNA_def_property(srna, "surface_subdivisions", PROP_INT, PROP_NONE);
RNA_def_property_int_sdna(prop, NULL, "surfaceSubdivs");
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_range(prop, 0, 5);
RNA_def_property_ui_text(prop, "Surface Subdivisions", "Number of isosurface subdivisions (this is necessary for the inclusion of particles into the surface generation - WARNING: can lead to longer computation times !)");
prop= RNA_def_property(srna, "use_speed_vectors", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_negative_sdna(prop, NULL, "domainNovecgen", 0);
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
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RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Generate Speed Vectors", "Generate speed vectors for vector blur");
/* no collision object surface */
prop= RNA_def_property(srna, "surface_noobs", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "typeFlags", OB_FSSG_NOOBS);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Hide fluid surface", "");
/* particles */
prop= RNA_def_property(srna, "tracer_particles", PROP_INT, PROP_NONE);
RNA_def_property_int_sdna(prop, NULL, "generateTracers");
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_range(prop, 0, 10000);
RNA_def_property_ui_text(prop, "Tracer Particles", "Number of tracer particles to generate");
prop= RNA_def_property(srna, "generate_particles", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "generateParticles");
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_range(prop, 0.0, 10.0);
RNA_def_property_ui_text(prop, "Generate Particles", "Amount of particles to generate (0=off, 1=normal, >1=more)");
/* simulated fluid mesh data */
prop= RNA_def_property(srna, "fluid_mesh_vertices", PROP_COLLECTION, PROP_NONE);
RNA_def_property_struct_type(prop, "FluidMeshVertex");
RNA_def_property_ui_text(prop, "Fluid Mesh Vertices", "Vertices of the fluid mesh generated by simulation");
RNA_def_property_collection_funcs(prop, "rna_FluidMeshVertex_data_begin", "rna_iterator_array_next", "rna_iterator_array_end", "rna_iterator_array_get", "rna_FluidMeshVertex_data_length", NULL, NULL, NULL);
rna_def_fluid_mesh_vertices(brna);
}
static void rna_def_fluidsim_volume(StructRNA *srna)
{
PropertyRNA *prop;
static EnumPropertyItem volume_type_items[] = {
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{1, "VOLUME", 0, "Volume", "Use only the inner volume of the mesh"},
{2, "SHELL", 0, "Shell", "Use only the outer shell of the mesh"},
{3, "BOTH", 0, "Both", "Use both the inner volume and the outer shell of the mesh"},
{0, NULL, 0, NULL, NULL}};
prop= RNA_def_property(srna, "volume_initialization", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_bitflag_sdna(prop, NULL, "volumeInitType");
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_enum_items(prop, volume_type_items);
RNA_def_property_ui_text(prop, "Volume Initialization", "Volume initialization type");
prop= RNA_def_property(srna, "use_animated_mesh", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "domainNovecgen", 0);
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Export Animated Mesh", "Export this mesh as an animated one (slower, only use if really necessary [e.g. armatures or parented objects], animated pos/rot/scale F-Curves do not require it)");
}
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
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static void rna_def_fluidsim_active(StructRNA *srna)
{
PropertyRNA *prop;
prop= RNA_def_property(srna, "use", PROP_BOOLEAN, PROP_NONE);
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
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RNA_def_property_boolean_sdna(prop, NULL, "flag", OB_FLUIDSIM_ACTIVE);
RNA_def_property_ui_text(prop, "Enabled", "Object contributes to the fluid simulation");
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
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}
static void rna_def_fluidsim_fluid(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
srna= RNA_def_struct(brna, "FluidFluidSettings", "FluidSettings");
RNA_def_struct_sdna(srna, "FluidsimSettings");
RNA_def_struct_ui_text(srna, "Fluid Fluid Simulation Settings", "Fluid simulation settings for the fluid in the simulation");
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
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rna_def_fluidsim_active(srna);
rna_def_fluidsim_volume(srna);
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
prop= RNA_def_property(srna, "initial_velocity", PROP_FLOAT, PROP_VELOCITY);
RNA_def_property_float_sdna(prop, NULL, "iniVelx");
RNA_def_property_array(prop, 3);
RNA_def_property_range(prop, -1000.1, 1000.1);
RNA_def_property_ui_text(prop, "Initial Velocity", "Initial velocity of fluid");
}
static void rna_def_fluidsim_obstacle(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
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srna= RNA_def_struct(brna, "ObstacleFluidSettings", "FluidSettings");
RNA_def_struct_sdna(srna, "FluidsimSettings");
RNA_def_struct_ui_text(srna, "Obstacle Fluid Simulation Settings", "Fluid simulation settings for obstacles in the simulation");
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
rna_def_fluidsim_active(srna);
rna_def_fluidsim_volume(srna);
rna_def_fluidsim_slip(srna);
prop= RNA_def_property(srna, "impact_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "surfaceSmoothing");
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_range(prop, -2.0, 10.0);
RNA_def_property_ui_text(prop, "Impact Factor", "This is an unphysical value for moving objects - it controls the impact an obstacle has on the fluid, =0 behaves a bit like outflow (deleting fluid), =1 is default, while >1 results in high forces (can be used to tweak total mass)");
}
static void rna_def_fluidsim_inflow(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
srna= RNA_def_struct(brna, "InflowFluidSettings", "FluidSettings");
RNA_def_struct_sdna(srna, "FluidsimSettings");
RNA_def_struct_ui_text(srna, "Inflow Fluid Simulation Settings", "Fluid simulation settings for objects adding fluids in the simulation");
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
rna_def_fluidsim_active(srna);
rna_def_fluidsim_volume(srna);
prop= RNA_def_property(srna, "inflow_velocity", PROP_FLOAT, PROP_VELOCITY);
RNA_def_property_float_sdna(prop, NULL, "iniVelx");
RNA_def_property_array(prop, 3);
RNA_def_property_range(prop, -1000.1, 1000.1);
RNA_def_property_ui_text(prop, "Inflow Velocity", "Initial velocity of fluid");
prop= RNA_def_property(srna, "use_local_coords", PROP_BOOLEAN, PROP_NONE);
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_boolean_sdna(prop, NULL, "typeFlags", OB_FSINFLOW_LOCALCOORD);
RNA_def_property_ui_text(prop, "Local Coordinates", "Use local coordinates for inflow (e.g. for rotating objects)");
}
static void rna_def_fluidsim_outflow(BlenderRNA *brna)
{
StructRNA *srna;
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
srna= RNA_def_struct(brna, "OutflowFluidSettings", "FluidSettings");
RNA_def_struct_sdna(srna, "FluidsimSettings");
RNA_def_struct_ui_text(srna, "Outflow Fluid Simulation Settings", "Fluid simulation settings for objects removing fluids from the simulation");
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
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rna_def_fluidsim_active(srna);
rna_def_fluidsim_volume(srna);
}
static void rna_def_fluidsim_particle(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
srna= RNA_def_struct(brna, "ParticleFluidSettings", "FluidSettings");
RNA_def_struct_sdna(srna, "FluidsimSettings");
RNA_def_struct_ui_text(srna, "Particle Fluid Simulation Settings", "Fluid simulation settings for objects storing fluid particles generated by the simulation");
prop= RNA_def_property(srna, "use_drops", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "typeFlags", OB_FSPART_DROP);
RNA_def_property_ui_text(prop, "Drops", "Show drop particles");
prop= RNA_def_property(srna, "use_floats", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "typeFlags", OB_FSPART_FLOAT);
RNA_def_property_ui_text(prop, "Floats", "Show floating foam particles");
prop= RNA_def_property(srna, "show_tracer", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "typeFlags", OB_FSPART_TRACER);
RNA_def_property_ui_text(prop, "Tracer", "Show tracer particles");
prop= RNA_def_property(srna, "particle_influence", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "particleInfSize");
RNA_def_property_range(prop, 0.0, 2.0);
RNA_def_property_ui_text(prop, "Particle Influence", "Amount of particle size scaling: 0=off (all same size), 1=full (range 0.2-2.0), >1=stronger");
prop= RNA_def_property(srna, "alpha_influence", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "particleInfAlpha");
RNA_def_property_range(prop, 0.0, 2.0);
RNA_def_property_ui_text(prop, "Alpha Influence", "Amount of particle alpha change, inverse of size influence: 0=off (all same alpha), 1=full (large particles get lower alphas, smaller ones higher values)");
prop= RNA_def_property(srna, "filepath", PROP_STRING, PROP_FILEPATH);
RNA_def_property_string_maxlength(prop, FILE_MAX);
RNA_def_property_string_sdna(prop, NULL, "surfdataPath");
RNA_def_property_ui_text(prop, "Path", "Directory (and/or filename prefix) to store and load particles from");
RNA_def_property_update(prop, 0, "rna_fluid_update");
}
static void rna_def_fluidsim_control(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
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srna= RNA_def_struct(brna, "ControlFluidSettings", "FluidSettings");
RNA_def_struct_sdna(srna, "FluidsimSettings");
RNA_def_struct_ui_text(srna, "Control Fluid Simulation Settings", "Fluid simulation settings for objects controlling the motion of fluid in the simulation");
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
rna_def_fluidsim_active(srna);
prop= RNA_def_property(srna, "start_time", PROP_FLOAT, PROP_TIME);
RNA_def_property_float_sdna(prop, NULL, "cpsTimeStart");
RNA_def_property_range(prop, 0.0, 100.0);
RNA_def_property_ui_text(prop, "Start Time", "Time when the control particles are activated");
prop= RNA_def_property(srna, "end_time", PROP_FLOAT, PROP_TIME);
RNA_def_property_float_sdna(prop, NULL, "cpsTimeEnd");
RNA_def_property_range(prop, 0.0, 100.0);
RNA_def_property_ui_text(prop, "End Time", "Time when the control particles are deactivated");
prop= RNA_def_property(srna, "attraction_strength", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "attractforceStrength");
RNA_def_property_range(prop, -10.0, 10.0);
RNA_def_property_ui_text(prop, "Attraction Strength", "Force strength for directional attraction towards the control object");
prop= RNA_def_property(srna, "attraction_radius", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "attractforceRadius");
RNA_def_property_range(prop, 0.0, 10.0);
RNA_def_property_ui_text(prop, "Attraction Radius", "Force field radius around the control object");
prop= RNA_def_property(srna, "velocity_strength", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "velocityforceStrength");
RNA_def_property_range(prop, 0.0, 10.0);
RNA_def_property_ui_text(prop, "Velocity Strength", "Force strength of how much of the control object's velocity is influencing the fluid velocity");
prop= RNA_def_property(srna, "velocity_radius", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "velocityforceRadius");
RNA_def_property_range(prop, 0.0, 10.0);
RNA_def_property_ui_text(prop, "Velocity Radius", "Force field radius around the control object");
prop= RNA_def_property(srna, "quality", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "cpsQuality");
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_range(prop, 5.0, 100.0);
RNA_def_property_ui_text(prop, "Quality", "Quality which is used for object sampling (higher = better but slower)");
prop= RNA_def_property(srna, "use_reverse_frames", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", OB_FLUIDSIM_REVERSE);
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Reverse Frames", "Reverse control object movement");
RNA_def_property_update(prop, 0, "rna_fluid_find_enframe");
}
void RNA_def_fluidsim(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
static EnumPropertyItem prop_fluid_type_items[] = {
{OB_FLUIDSIM_ENABLE, "NONE", 0, "None", ""},
2010-02-11 01:11:52 +00:00
{OB_FLUIDSIM_DOMAIN, "DOMAIN", 0, "Domain", "Bounding box of this object represents the computational domain of the fluid simulation"},
{OB_FLUIDSIM_FLUID, "FLUID", 0, "Fluid", "Object represents a volume of fluid in the simulation"},
{OB_FLUIDSIM_OBSTACLE, "OBSTACLE", 0, "Obstacle", "Object is a fixed obstacle"},
{OB_FLUIDSIM_INFLOW, "INFLOW", 0, "Inflow", "Object adds fluid to the simulation"},
{OB_FLUIDSIM_OUTFLOW, "OUTFLOW", 0, "Outflow", "Object removes fluid from the simulation"},
{OB_FLUIDSIM_PARTICLE, "PARTICLE", 0, "Particle", "Object is made a particle system to display particles generated by a fluidsim domain object"},
{OB_FLUIDSIM_CONTROL, "CONTROL", 0, "Control", "Object is made a fluid control mesh, which influences the fluid"},
{0, NULL, 0, NULL, NULL}};
srna= RNA_def_struct(brna, "FluidSettings", NULL);
RNA_def_struct_sdna(srna, "FluidsimSettings");
RNA_def_struct_refine_func(srna, "rna_FluidSettings_refine");
RNA_def_struct_path_func(srna, "rna_FluidSettings_path");
RNA_def_struct_ui_text(srna, "Fluid Simulation Settings", "Fluid simulation settings for an object taking part in the simulation");
prop= RNA_def_property(srna, "type", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_bitflag_sdna(prop, NULL, "type");
RNA_def_property_enum_items(prop, prop_fluid_type_items);
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Type", "Type of participation in the fluid simulation");
RNA_def_property_update(prop, 0, "rna_FluidSettings_update_type");
//prop= RNA_def_property(srna, "ipo", PROP_POINTER, PROP_NONE);
//RNA_def_property_ui_text(prop, "IPO Curves", "IPO curves used by fluid simulation settings");
/* types */
rna_def_fluidsim_domain(brna);
rna_def_fluidsim_fluid(brna);
rna_def_fluidsim_obstacle(brna);
rna_def_fluidsim_inflow(brna);
rna_def_fluidsim_outflow(brna);
rna_def_fluidsim_particle(brna);
rna_def_fluidsim_control(brna);
}
#endif