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blender-archive/release/scripts/startup/bl_ui/properties_physics_smoke.py
Bastien Montagne 8cff9c20ff Merge branch 'master' into blender2.8
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
2016-09-26 17:19:03 +02:00

384 lines
12 KiB
Python

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