import bpy class PhysicButtonsPanel(bpy.types.Panel): __space_type__ = "BUTTONS_WINDOW" __region_type__ = "WINDOW" __context__ = "physics" def poll(self, context): ob = context.object rd = context.scene.render_data return (ob and ob.type == 'MESH') and (not rd.use_game_engine) class PHYSICS_PT_fluid(PhysicButtonsPanel): __label__ = "Fluid" def draw(self, context): layout = self.layout md = context.fluid ob = context.object split = layout.split() split.operator_context = 'EXEC_DEFAULT' if md: # remove modifier + settings split.set_context_pointer("modifier", md) split.itemO("object.modifier_remove", text="Remove") row = split.row(align=True) row.itemR(md, "render", text="") row.itemR(md, "realtime", text="") fluid = md.settings else: # add modifier split.item_enumO("object.modifier_add", "type", 'FLUID_SIMULATION', text="Add") split.itemL() fluid = None if fluid: layout.itemR(fluid, "type") if fluid.type == 'DOMAIN': layout.itemO("fluid.bake", text="BAKE") split = layout.split() col = split.column() col.itemL(text="Resolution:") col.itemR(fluid, "resolution", text="Final") col.itemL(text="Render Display:") col.itemR(fluid, "render_display_mode", text="") col.itemL(text="Time:") sub = col.column(align=True) sub.itemR(fluid, "start_time", text="Start") sub.itemR(fluid, "end_time", text="End") col = split.column() col.itemL(text="Required Memory: " + fluid.memory_estimate) col.itemR(fluid, "preview_resolution", text="Preview") col.itemL(text="Viewport Display:") col.itemR(fluid, "viewport_display_mode", text="") col.itemL() col.itemR(fluid, "generate_speed_vectors") col.itemR(fluid, "reverse_frames") layout.itemR(fluid, "path", text="") elif fluid.type == 'FLUID': split = layout.split() col = split.column() col.itemL(text="Volume Initialization:") col.itemR(fluid, "volume_initialization", text="") col.itemR(fluid, "export_animated_mesh") col = split.column() col.itemL(text="Initial Velocity:") col.itemR(fluid, "initial_velocity", text="") elif fluid.type == 'OBSTACLE': split = layout.split() col = split.column() col.itemL(text="Volume Initialization:") col.itemR(fluid, "volume_initialization", text="") col.itemR(fluid, "export_animated_mesh") col = split.column() col.itemL(text="Slip Type:") col.itemR(fluid, "slip_type", text="") if fluid.slip_type == 'PARTIALSLIP': col.itemR(fluid, "partial_slip_amount", slider=True, text="Amount") col.itemL(text="Impact:") col.itemR(fluid, "impact_factor", text="Factor") elif fluid.type == 'INFLOW': split = layout.split() col = split.column() col.itemL(text="Volume Initialization:") col.itemR(fluid, "volume_initialization", text="") col.itemR(fluid, "export_animated_mesh") col.itemR(fluid, "local_coordinates") col = split.column() col.itemL(text="Inflow Velocity:") col.itemR(fluid, "inflow_velocity", text="") elif fluid.type == 'OUTFLOW': split = layout.split() col = split.column() col.itemL(text="Volume Initialization:") col.itemR(fluid, "volume_initialization", text="") col.itemR(fluid, "export_animated_mesh") split.column() elif fluid.type == 'PARTICLE': split = layout.split(percentage=0.5) col = split.column() col.itemL(text="Influence:") col.itemR(fluid, "particle_influence", text="Size") col.itemR(fluid, "alpha_influence", text="Alpha") col = split.column() col.itemL(text="Type:") col.itemR(fluid, "drops") col.itemR(fluid, "floats") col = split.column() col.itemL() col.itemR(fluid, "tracer") layout.itemR(fluid, "path", text="") elif fluid.type == 'CONTROL': split = layout.split() col = split.column() col.itemL(text="") col.itemR(fluid, "quality", slider=True) col.itemR(fluid, "reverse_frames") col = split.column() col.itemL(text="Time:") sub = col.column(align=True) sub.itemR(fluid, "start_time", text="Start") sub.itemR(fluid, "end_time", text="End") split = layout.split() col = split.column() col.itemL(text="Attraction Force:") sub = col.column(align=True) sub.itemR(fluid, "attraction_strength", text="Strength") sub.itemR(fluid, "attraction_radius", text="Radius") col = split.column() col.itemL(text="Velocity Force:") sub = col.column(align=True) sub.itemR(fluid, "velocity_strength", text="Strength") sub.itemR(fluid, "velocity_radius", text="Radius") class PHYSICS_PT_domain_gravity(PhysicButtonsPanel): __label__ = "Domain World" __default_closed__ = True def poll(self, context): md = context.fluid if md: settings = md.settings if settings: return (settings.type == 'DOMAIN') return False def draw(self, context): layout = self.layout fluid = context.fluid.settings split = layout.split() col = split.column() col.itemL(text="Gravity:") col.itemR(fluid, "gravity", text="") col.itemL(text="Real World Size:") col.itemR(fluid, "real_world_size", text="Metres") col = split.column() col.itemL(text="Viscosity Presets:") sub = col.column(align=True) sub.itemR(fluid, "viscosity_preset", text="") if fluid.viscosity_preset == 'MANUAL': sub.itemR(fluid, "viscosity_base", text="Base") sub.itemR(fluid, "viscosity_exponent", text="Exponent", slider=True) else: sub.itemL() sub.itemL() col.itemL(text="Optimization:") sub = col.column(align=True) sub.itemR(fluid, "grid_levels", slider=True) sub.itemR(fluid, "compressibility", slider=True) class PHYSICS_PT_domain_boundary(PhysicButtonsPanel): __label__ = "Domain Boundary" __default_closed__ = True def poll(self, context): md = context.fluid if md: settings = md.settings if settings: return (settings.type == 'DOMAIN') return False def draw(self, context): layout = self.layout fluid = context.fluid.settings split = layout.split() col = split.column() col.itemL(text="Slip Type:") sub = col.column(align=True) sub.itemR(fluid, "slip_type", text="") if fluid.slip_type == 'PARTIALSLIP': sub.itemR(fluid, "partial_slip_amount", slider=True, text="Amount") col = split.column() col.itemL(text="Surface:") sub = col.column(align=True) sub.itemR(fluid, "surface_smoothing", text="Smoothing") sub.itemR(fluid, "surface_subdivisions", text="Subdivisions") class PHYSICS_PT_domain_particles(PhysicButtonsPanel): __label__ = "Domain Particles" __default_closed__ = True def poll(self, context): md = context.fluid if md: settings = md.settings if settings: return (settings.type == 'DOMAIN') return False def draw(self, context): layout = self.layout fluid = context.fluid.settings col = layout.column(align=True) col.itemR(fluid, "tracer_particles") col.itemR(fluid, "generate_particles") bpy.types.register(PHYSICS_PT_fluid) bpy.types.register(PHYSICS_PT_domain_gravity) bpy.types.register(PHYSICS_PT_domain_boundary) bpy.types.register(PHYSICS_PT_domain_particles)