2025-12-01
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The FLIP Fluids Material Library Blend files and containing materials in this directory
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and subdirectories are licensed under the MIT License:
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--------------------------------------------------------------------------------
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MIT License
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Copyright (C) 2025 Ryan L. Guy & Dennis Fassbaender
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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--------------------------------------------------------------------------------
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# Blender FLIP Fluids Add-on
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# Copyright (C) 2025 Ryan L. Guy & Dennis Fassbaender
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (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, see <http://www.gnu.org/licenses/>.
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if "bpy" in locals():
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import importlib
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reloadable_modules = [
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'material_library'
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]
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for module_name in reloadable_modules:
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if module_name in locals():
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importlib.reload(locals()[module_name])
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import bpy
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from . import (
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material_library
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)
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def load_post():
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material_library.load_post()
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def scene_update_post(scene):
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material_library.scene_update_post(scene)
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def register():
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material_library.register()
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def unregister():
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material_library.unregister()
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# Blender FLIP Fluids Add-on
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# Copyright (C) 2025 Ryan L. Guy & Dennis Fassbaender
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (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, see <http://www.gnu.org/licenses/>.
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import bpy, os, hashlib
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from bpy.props import (
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PointerProperty
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)
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from ..objects import flip_fluid_material_library
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from ..utils import version_compatibility_utils as vcu
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def get_surface_material_enums_ui(scene=None, context=None):
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bpy.context.scene.flip_fluid_material_library.check_icons_initialized()
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enums = []
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enums += __get_material_library_enums_by_type('MATERIAL_TYPE_SURFACE')
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enums += __get_material_library_enums_by_type('MATERIAL_TYPE_ALL')
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enums += __get_non_material_library_enums_by_type()
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enums += [__get_none_material_enum()]
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enums.reverse()
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return enums
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def get_fluid_particles_material_enums_ui(scene=None, context=None):
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bpy.context.scene.flip_fluid_material_library.check_icons_initialized()
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enums = []
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enums += __get_material_library_enums_by_type('MATERIAL_TYPE_SURFACE')
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enums += __get_material_library_enums_by_type('MATERIAL_TYPE_WHITEWATER')
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enums += __get_material_library_enums_by_type('MATERIAL_TYPE_ALL')
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enums += __get_non_material_library_enums_by_type()
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enums += [__get_none_material_enum()]
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enums.reverse()
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return enums
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def get_whitewater_material_enums_ui(scene=None, context=None):
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bpy.context.scene.flip_fluid_material_library.check_icons_initialized()
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enums = []
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enums += __get_material_library_enums_by_type('MATERIAL_TYPE_WHITEWATER')
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enums += __get_material_library_enums_by_type('MATERIAL_TYPE_ALL')
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enums += __get_non_material_library_enums_by_type()
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enums += [__get_none_material_enum()]
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enums.reverse()
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return enums
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def get_material_import_enums_ui(scene = None, context = None):
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bpy.context.scene.flip_fluid_material_library.check_icons_initialized()
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enums = []
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enums += __get_material_library_enums_by_type('MATERIAL_TYPE_SURFACE')
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enums += __get_material_library_enums_by_type('MATERIAL_TYPE_WHITEWATER')
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enums += __get_material_library_enums_by_type('MATERIAL_TYPE_ALL')
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enums += [__get_all_materials_enum()]
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enums.reverse()
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return enums
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def import_material(material_name):
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return bpy.context.scene.flip_fluid_material_library.import_material(material_name)
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def import_material_copy(material_name):
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return bpy.context.scene.flip_fluid_material_library.import_material_copy(material_name)
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def is_material_imported(material_name):
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return bpy.context.scene.flip_fluid_material_library.is_material_imported(material_name)
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def is_material_library_available():
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library = bpy.context.scene.flip_fluid_material_library
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return len(library.material_list) > 0
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def __get_material_library_enums_by_type(material_type):
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library = bpy.context.scene.flip_fluid_material_library
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enums = []
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for mdata in library.material_list:
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if mdata.type == material_type:
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enums.append(mdata.get_ui_enum())
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return enums
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def __get_non_material_library_enums_by_type():
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enums = []
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for m in bpy.data.materials:
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if not m.flip_fluid_material_library.is_library_material:
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if vcu.is_blender_30():
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# material preview can be None in Blender 3.0. Use the preview_ensure function
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# to make sure the preview is loaded
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m.preview_ensure()
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e = (m.name, m.name, "", m.preview.icon_id, __get_non_material_library_material_hash(m))
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enums.append(e)
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return enums
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def __get_non_material_library_material_hash(material):
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return int(hashlib.sha1(material.name.encode('utf-8')).hexdigest(), 16) % int(1e6)
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def __get_none_material_enum():
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return ("MATERIAL_NONE", "None", "", 0, 0)
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def __get_all_materials_enum():
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return ("ALL_MATERIALS", "All Materials", "Import all materials", 0, 0)
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def load_post():
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library_path = os.path.join(os.path.abspath(os.path.dirname(__file__)), "material_library")
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bpy.context.scene.flip_fluid_material_library.load_post()
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bpy.context.scene.flip_fluid_material_library.initialize(library_path)
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def scene_update_post(scene):
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bpy.context.scene.flip_fluid_material_library.scene_update_post(scene)
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def register():
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bpy.types.Scene.flip_fluid_material_library = PointerProperty(
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name="Flip Fluid Material Library",
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description="",
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type=flip_fluid_material_library.FLIPFluidMaterialLibrary,
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)
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def unregister():
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del bpy.types.Scene.flip_fluid_material_library
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