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import bpy
from buttons_particle import point_cache_ui
class PhysicButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__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_smoke(PhysicButtonsPanel):
__label__ = "Smoke"
def draw(self, context):
layout = self.layout
md = context.smoke
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="")
else:
# add modifier
split.item_enumO("object.modifier_add", "type", 'SMOKE', text="Add")
split.itemL()
if md:
layout.itemR(md, "smoke_type", expand=True)
if md.smoke_type == 'TYPE_DOMAIN':
domain = md.domain_settings
split = layout.split()
col = split.column()
col.itemL(text="Resolution:")
col.itemR(domain, "maxres", text="Divisions")
col = split.column()
col.itemL(text="Behavior:")
col.itemR(domain, "alpha")
col.itemR(domain, "beta")
col.itemR(domain, "dissolve_smoke", text="Dissolve")
sub = col.column()
sub.active = domain.dissolve_smoke
sub.itemR(domain, "dissolve_speed", text="Time")
sub.itemR(domain, "dissolve_smoke_log", text="Slow")
elif md.smoke_type == 'TYPE_FLOW':
flow = md.flow_settings
split = layout.split()
col = split.column()
col.itemR(flow, "outflow")
col.itemL(text="Particle System:")
col.item_pointerR(flow, "psys", ob, "particle_systems", text="")
if md.flow_settings.outflow:
col = split.column()
else:
col = split.column()
col.itemL(text="Behavior:")
col.itemR(flow, "temperature")
col.itemR(flow, "density")
#elif md.smoke_type == 'TYPE_COLL':
# layout.itemS()
class PHYSICS_PT_smoke_groups(PhysicButtonsPanel):
__label__ = "Smoke Groups"
__default_closed__ = True
def poll(self, context):
md = context.smoke
return md and (md.smoke_type == 'TYPE_DOMAIN')
def draw(self, context):
layout = self.layout
group = context.smoke.domain_settings
split = layout.split()
col = split.column()
col.itemL(text="Flow Group:")
col.itemR(group, "fluid_group", text="")
#col.itemL(text="Effector Group:")
#col.itemR(group, "eff_group", text="")
col = split.column()
col.itemL(text="Collision Group:")
col.itemR(group, "coll_group", text="")
class PHYSICS_PT_smoke_cache(PhysicButtonsPanel):
__label__ = "Smoke Cache"
__default_closed__ = True
def poll(self, context):
md = context.smoke
return md and (md.smoke_type == 'TYPE_DOMAIN')
def draw(self, context):
layout = self.layout
md = context.smoke.domain_settings
cache = md.point_cache_low
point_cache_ui(self, cache, cache.baked==False, 0, 1)
class PHYSICS_PT_smoke_highres(PhysicButtonsPanel):
__label__ = "Smoke High Resolution"
__default_closed__ = True
def poll(self, context):
md = context.smoke
return md and (md.smoke_type == 'TYPE_DOMAIN')
def draw_header(self, context):
high = context.smoke.domain_settings
self.layout.itemR(high, "highres", text="")
def draw(self, context):
layout = self.layout
md = context.smoke.domain_settings
split = layout.split()
col = split.column()
col.itemL(text="Resolution:")
col.itemR(md, "amplify", text="Divisions")
col = split.column()
col.itemL(text="Noise Method:")
col.row().itemR(md, "noise_type", text="")
col.itemR(md, "strength")
col.itemR(md, "viewhighres")
class PHYSICS_PT_smoke_cache_highres(PhysicButtonsPanel):
__label__ = "Smoke High Resolution Cache"
__default_closed__ = True
def poll(self, context):
md = context.smoke
return md and (md.smoke_type == 'TYPE_DOMAIN') and md.domain_settings.highres
def draw(self, context):
layout = self.layout
md = context.smoke.domain_settings
cache = md.point_cache_high
point_cache_ui(self, cache, cache.baked==False, 0, 1)
bpy.types.register(PHYSICS_PT_smoke)
bpy.types.register(PHYSICS_PT_smoke_cache)
bpy.types.register(PHYSICS_PT_smoke_highres)
bpy.types.register(PHYSICS_PT_smoke_groups)
bpy.types.register(PHYSICS_PT_smoke_cache_highres)
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