# ##### 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 ##### # import bpy from bpy.types import Panel from bl_ui.properties_physics_common import ( point_cache_ui, 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 (not rd.use_game_engine) and (context.smoke) class PHYSICS_PT_smoke(PhysicButtonsPanel, Panel): bl_label = "Smoke" 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() split.enabled = not domain.point_cache.is_baked 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 split = layout.split() col = split.column() col.prop(flow, "use_outflow") col.label(text="Particle System:") col.prop_search(flow, "particle_system", ob, "particle_systems", text="") sub = col.column() sub.active = not md.flow_settings.use_outflow sub.prop(flow, "initial_velocity", text="Initial Velocity") sub = sub.column() sub.active = flow.initial_velocity sub.prop(flow, "velocity_factor", text="Multiplier") sub = split.column() sub.active = not md.flow_settings.use_outflow sub.label(text="Initial Values:") sub.prop(flow, "use_absolute") sub.prop(flow, "density") sub.prop(flow, "temperature") elif md.smoke_type == 'COLLISION': coll = md.coll_settings split = layout.split() col = split.column() col.prop(coll, "collision_type") class PHYSICS_PT_smoke_groups(PhysicButtonsPanel, Panel): bl_label = "Smoke Groups" 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): layout = self.layout group = context.smoke.domain_settings split = layout.split() col = split.column() col.label(text="Flow Group:") col.prop(group, "fluid_group", text="") #col.label(text="Effector Group:") #col.prop(group, "effector_group", text="") col = split.column() col.label(text="Collision Group:") col.prop(group, "collision_group", text="") class PHYSICS_PT_smoke_highres(PhysicButtonsPanel, Panel): bl_label = "Smoke High Resolution" 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_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() split.enabled = not md.point_cache.is_baked col = split.column() col.label(text="Resolution:") col.prop(md, "amplify", text="Divisions") col.prop(md, "smooth_emitter") 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_cache(PhysicButtonsPanel, Panel): bl_label = "Smoke Cache" 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): layout = self.layout md = context.smoke.domain_settings cache = md.point_cache layout.label(text="Compression:") layout.prop(md, "point_cache_compress_type", expand=True) point_cache_ui(self, context, cache, (cache.is_baked is False), 'SMOKE') class PHYSICS_PT_smoke_field_weights(PhysicButtonsPanel, Panel): bl_label = "Smoke Field Weights" 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 effector_weights_ui(self, context, domain.effector_weights) if __name__ == "__main__": # only for live edit. bpy.utils.register_module(__name__)