WARNING! Full build is broken, alembic has not been merged in correctly and has some references to particle stuff. Don't have time to tackle this now (and probably would be better if someone knowing what he's doing does it anyway). Conflicts: release/scripts/startup/bl_ui/properties_particle.py source/blender/blenkernel/intern/library_remap.c source/blender/blenkernel/intern/smoke.c source/blender/editors/physics/particle_object.c source/blender/editors/physics/physics_intern.h source/blender/editors/physics/physics_ops.c source/blender/editors/space_outliner/outliner_intern.h source/blender/editors/space_view3d/drawvolume.c source/blender/makesrna/intern/rna_smoke.c
384 lines
12 KiB
Python
384 lines
12 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Panel
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from bl_ui.properties_physics_common import (
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effector_weights_ui,
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)
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class PhysicButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "physics"
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@classmethod
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def poll(cls, context):
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ob = context.object
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rd = context.scene.render
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return (ob and ob.type == 'MESH') and (rd.engine in cls.COMPAT_ENGINES) and (context.smoke)
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class PHYSICS_PT_smoke(PhysicButtonsPanel, Panel):
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bl_label = "Smoke"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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layout = self.layout
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md = context.smoke
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ob = context.object
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layout.prop(md, "smoke_type", expand=True)
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if md.smoke_type == 'DOMAIN':
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domain = md.domain_settings
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split = layout.split()
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col = split.column()
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col.label(text="Resolution:")
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col.prop(domain, "resolution_max", text="Divisions")
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col.label(text="Time:")
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col.prop(domain, "time_scale", text="Scale")
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col.label(text="Border Collisions:")
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col.prop(domain, "collision_extents", text="")
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col = split.column()
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col.label(text="Behavior:")
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col.prop(domain, "alpha")
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col.prop(domain, "beta", text="Temp. Diff.")
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col.prop(domain, "vorticity")
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col.prop(domain, "use_dissolve_smoke", text="Dissolve")
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sub = col.column()
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sub.active = domain.use_dissolve_smoke
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sub.prop(domain, "dissolve_speed", text="Time")
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sub.prop(domain, "use_dissolve_smoke_log", text="Slow")
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elif md.smoke_type == 'FLOW':
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flow = md.flow_settings
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layout.prop(flow, "smoke_flow_type", expand=False)
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if flow.smoke_flow_type != 'OUTFLOW':
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split = layout.split()
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col = split.column()
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col.label(text="Flow Source:")
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col.prop(flow, "smoke_flow_source", expand=False, text="")
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if flow.smoke_flow_source == 'MESH':
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col.prop(flow, "surface_distance")
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col.prop(flow, "volume_density")
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sub = col.column(align=True)
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sub.prop(flow, "use_initial_velocity")
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sub = sub.column()
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sub.active = flow.use_initial_velocity
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sub.prop(flow, "velocity_factor")
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if flow.smoke_flow_source == 'MESH':
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sub.prop(flow, "velocity_normal")
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#sub.prop(flow, "velocity_random")
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sub = split.column()
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sub.label(text="Initial Values:")
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sub.prop(flow, "use_absolute")
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if flow.smoke_flow_type in {'SMOKE', 'BOTH'}:
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sub.prop(flow, "density")
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sub.prop(flow, "temperature")
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sub.prop(flow, "smoke_color")
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if flow.smoke_flow_type in {'FIRE', 'BOTH'}:
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sub.prop(flow, "fuel_amount")
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sub.label(text="Sampling:")
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sub.prop(flow, "subframes")
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elif md.smoke_type == 'COLLISION':
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coll = md.coll_settings
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split = layout.split()
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col = split.column()
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col.prop(coll, "collision_type")
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class PHYSICS_PT_smoke_flow_advanced(PhysicButtonsPanel, Panel):
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bl_label = "Smoke Flow Advanced"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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md = context.smoke
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return md and (md.smoke_type == 'FLOW') and (md.flow_settings.smoke_flow_source == 'MESH')
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def draw(self, context):
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layout = self.layout
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ob = context.object
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flow = context.smoke.flow_settings
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split = layout.split()
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col = split.column()
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col.prop(flow, "use_texture")
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sub = col.column()
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sub.active = flow.use_texture
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sub.prop(flow, "noise_texture", text="")
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sub.label(text="Mapping:")
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sub.prop(flow, "texture_map_type", expand=False, text="")
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if flow.texture_map_type == 'UV':
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sub.prop_search(flow, "uv_layer", ob.data, "uv_textures", text="")
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if flow.texture_map_type == 'AUTO':
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sub.prop(flow, "texture_size")
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sub.prop(flow, "texture_offset")
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col = split.column()
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col.label(text="Vertex Group:")
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col.prop_search(flow, "density_vertex_group", ob, "vertex_groups", text="")
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class PHYSICS_PT_smoke_fire(PhysicButtonsPanel, Panel):
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bl_label = "Smoke Flames"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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md = context.smoke
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return md and (md.smoke_type == 'DOMAIN')
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def draw(self, context):
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layout = self.layout
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domain = context.smoke.domain_settings
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split = layout.split()
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col = split.column(align=True)
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col.label(text="Reaction:")
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col.prop(domain, "burning_rate")
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col.prop(domain, "flame_smoke")
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col.prop(domain, "flame_vorticity")
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col = split.column(align=True)
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col.label(text="Temperatures:")
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col.prop(domain, "flame_ignition")
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col.prop(domain, "flame_max_temp")
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col.prop(domain, "flame_smoke_color")
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class PHYSICS_PT_smoke_adaptive_domain(PhysicButtonsPanel, Panel):
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bl_label = "Smoke Adaptive Domain"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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md = context.smoke
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return md and (md.smoke_type == 'DOMAIN')
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def draw_header(self, context):
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md = context.smoke.domain_settings
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self.layout.prop(md, "use_adaptive_domain", text="")
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def draw(self, context):
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layout = self.layout
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domain = context.smoke.domain_settings
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layout.active = domain.use_adaptive_domain
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split = layout.split()
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col = split.column(align=True)
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col.label(text="Resolution:")
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col.prop(domain, "additional_res")
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col.prop(domain, "adapt_margin")
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col = split.column(align=True)
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col.label(text="Advanced:")
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col.prop(domain, "adapt_threshold")
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class PHYSICS_PT_smoke_highres(PhysicButtonsPanel, Panel):
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bl_label = "Smoke High Resolution"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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md = context.smoke
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rd = context.scene.render
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return md and (md.smoke_type == 'DOMAIN') and (rd.engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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md = context.smoke.domain_settings
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self.layout.prop(md, "use_high_resolution", text="")
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def draw(self, context):
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layout = self.layout
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md = context.smoke.domain_settings
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layout.active = md.use_high_resolution
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split = layout.split()
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col = split.column()
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col.label(text="Resolution:")
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col.prop(md, "amplify", text="Divisions")
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col.label(text="Flow Sampling:")
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col.row().prop(md, "highres_sampling", text="")
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col = split.column()
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col.label(text="Noise Method:")
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col.row().prop(md, "noise_type", text="")
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col.prop(md, "strength")
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layout.prop(md, "show_high_resolution")
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class PHYSICS_PT_smoke_groups(PhysicButtonsPanel, Panel):
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bl_label = "Smoke Groups"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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md = context.smoke
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rd = context.scene.render
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return md and (md.smoke_type == 'DOMAIN') and (rd.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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domain = context.smoke.domain_settings
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split = layout.split()
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col = split.column()
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col.label(text="Flow Group:")
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col.prop(domain, "fluid_group", text="")
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#col.label(text="Effector Group:")
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#col.prop(domain, "effector_group", text="")
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col = split.column()
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col.label(text="Collision Group:")
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col.prop(domain, "collision_group", text="")
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class PHYSICS_PT_smoke_cache(PhysicButtonsPanel, Panel):
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bl_label = "Smoke Cache"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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md = context.smoke
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rd = context.scene.render
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return md and (md.smoke_type == 'DOMAIN') and (rd.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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domain = context.smoke.domain_settings
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cache_file_format = domain.cache_file_format
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layout.prop(domain, "cache_file_format")
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if cache_file_format == 'OPENVDB':
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if not bpy.app.build_options.openvdb:
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layout.label("Built without OpenVDB support")
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return
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layout.label(text="Compression:")
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layout.prop(domain, "openvdb_cache_compress_type", expand=True)
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row = layout.row()
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row.label("Data Depth:")
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row.prop(domain, "data_depth", expand=True, text="Data Depth")
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class PHYSICS_PT_smoke_field_weights(PhysicButtonsPanel, Panel):
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bl_label = "Smoke Field Weights"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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md = context.smoke
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rd = context.scene.render
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return md and (md.smoke_type == 'DOMAIN') and (rd.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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domain = context.smoke.domain_settings
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effector_weights_ui(self, context, domain.effector_weights, 'SMOKE')
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class PHYSICS_PT_smoke_display_settings(PhysicButtonsPanel, Panel):
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bl_label = "Smoke Display Settings"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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md = context.smoke
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rd = context.scene.render
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return md and (md.smoke_type == 'DOMAIN') and (not rd.use_game_engine)
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def draw(self, context):
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domain = context.smoke.domain_settings
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layout = self.layout
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layout.prop(domain, "display_thickness")
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layout.separator()
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layout.label(text="Slicing:")
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layout.prop(domain, "slice_method")
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slice_method = domain.slice_method
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axis_slice_method = domain.axis_slice_method
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do_axis_slicing = (slice_method == 'AXIS_ALIGNED')
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do_full_slicing = (axis_slice_method == 'FULL')
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row = layout.row();
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row.enabled = do_axis_slicing
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row.prop(domain, "axis_slice_method")
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col = layout.column();
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col.enabled = not do_full_slicing and do_axis_slicing
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col.prop(domain, "slice_axis")
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col.prop(domain, "slice_depth")
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row = layout.row();
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row.enabled = do_full_slicing or not do_axis_slicing
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row.prop(domain, "slice_per_voxel")
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layout.separator()
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layout.label(text="Debug:")
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layout.prop(domain, "draw_velocity")
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col = layout.column();
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col.enabled = domain.draw_velocity
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col.prop(domain, "vector_draw_type")
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col.prop(domain, "vector_scale")
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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