blender/release/scripts/ui/buttons_particle.py
Janne Karhu bff893a420 Unified effector functionality for particles, cloth and softbody
* Unified scene wide gravity (currently in scene buttons) 
  instead of each simulation having it's own gravity.
* Weight parameters for all effectors and an effector group 
  setting.
* Every effector can use noise.
* Most effectors have "shapes" point, plane, surface, every point.
	- "Point" is most like the old effectors and uses the 
	  effector location as the effector point.
	- "Plane" uses the closest point on effectors local xy-plane 
	  as the effector point.
	- "Surface" uses the closest point on an effector object's 
	  surface as the effector point.
	- "Every Point" uses every point in a mesh effector object 
	  as an effector point.
	- The falloff is calculated from this point, so for example 
	  with "surface" shape and "use only negative z axis" it's 
	  possible to apply force only "inside" the effector object.
* Spherical effector is now renamed as "force" as it's no longer 
  just spherical.
* New effector parameter "flow", which makes the effector act as 
  surrounding air velocity, so the resulting force is 
  proportional to the velocity difference of the point and "air 
  velocity". For example a wind field with flow=1.0 results in 
  proper non-accelerating wind.
* New effector fields "turbulence", which creates nice random 
  flow paths, and "drag", which slows the points down.
* Much improved vortex field.
* Effectors can now effect particle rotation as well as location.
* Use full, or only positive/negative z-axis to apply force 
  (note. the z-axis is the surface normal in the case of 
  effector shape "surface")
* New "force field" submenu in add menu, which adds an empty 
  with the chosen effector (curve object for corve guides).
* Other dynamics should be quite easy to add to the effector 
  system too if wanted.
* "Unified" doesn't mean that force fields give the exact same results for 
  particles, softbody & cloth, since their final effect depends on many external 
  factors, like for example the surface area of the effected faces.

Code changes
* Subversion bump for correct handling of global gravity.
* Separate ui py file for common dynamics stuff.
* Particle settings updating is flushed with it's id through 
  DAG_id_flush_update(..).
  
Known issues
* Curve guides don't yet have all ui buttons in place, but they 
  should work none the less.
* Hair dynamics don't yet respect force fields.

Other changes
* Particle emission defaults now to frames 1-200 with life of 50 
  frames to fill the whole default timeline.
* Many particles drawing related crashes fixed.
* Sometimes particles didn't update on first frame properly.
* Hair with object/group visualization didn't work properly.
* Memory leaks with PointCacheID lists (Genscher, remember to 
  free pidlists after use :).
2009-09-30 22:10:14 +00:00

910 lines
26 KiB
Python

import bpy
from buttons_physics_common import point_cache_ui
from buttons_physics_common import effector_weights_ui
from buttons_physics_common import basic_force_field_settings_ui
from buttons_physics_common import basic_force_field_falloff_ui
def particle_panel_enabled(psys):
return psys.point_cache.baked==False and psys.edited==False
def particle_panel_poll(context):
psys = context.particle_system
if psys==None: return False
if psys.settings==None: return False
return psys.settings.type in ('EMITTER', 'REACTOR', 'HAIR')
class ParticleButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "particle"
def poll(self, context):
return particle_panel_poll(context)
class PARTICLE_PT_particles(ParticleButtonsPanel):
__show_header__ = False
def poll(self, context):
return (context.particle_system or context.object)
def draw(self, context):
layout = self.layout
ob = context.object
psys = context.particle_system
if ob:
row = layout.row()
row.template_list(ob, "particle_systems", ob, "active_particle_system_index", rows=2)
col = row.column(align=True)
col.itemO("object.particle_system_add", icon='ICON_ZOOMIN', text="")
col.itemO("object.particle_system_remove", icon='ICON_ZOOMOUT', text="")
if psys and not psys.settings:
split = layout.split(percentage=0.32)
col = split.column()
col.itemL(text="Name:")
col.itemL(text="Settings:")
col = split.column()
col.itemR(psys, "name", text="")
col.template_ID(psys, "settings", new="particle.new")
elif psys:
part = psys.settings
split = layout.split(percentage=0.32)
col = split.column()
col.itemL(text="Name:")
if part.type in ('EMITTER', 'REACTOR', 'HAIR'):
col.itemL(text="Settings:")
col.itemL(text="Type:")
col = split.column()
col.itemR(psys, "name", text="")
if part.type in ('EMITTER', 'REACTOR', 'HAIR'):
col.template_ID(psys, "settings", new="particle.new")
#row = layout.row()
#row.itemL(text="Viewport")
#row.itemL(text="Render")
if part:
if part.type not in ('EMITTER', 'REACTOR', 'HAIR'):
layout.itemL(text="No settings for fluid particles")
return
row=col.row()
row.enabled = particle_panel_enabled(psys)
row.itemR(part, "type", text="")
row.itemR(psys, "seed")
split = layout.split(percentage=0.65)
if part.type=='HAIR':
if psys.edited==True:
split.itemO("particle.edited_clear", text="Free Edit")
else:
split.itemL(text="")
row = split.row()
row.enabled = particle_panel_enabled(psys)
row.itemR(part, "hair_step")
if psys.edited==True:
if psys.global_hair:
layout.itemO("particle.connect_hair")
layout.itemL(text="Hair is disconnected.")
else:
layout.itemO("particle.disconnect_hair")
layout.itemL(text="")
elif part.type=='REACTOR':
split.enabled = particle_panel_enabled(psys)
split.itemR(psys, "reactor_target_object")
split.itemR(psys, "reactor_target_particle_system", text="Particle System")
class PARTICLE_PT_emission(ParticleButtonsPanel):
__label__ = "Emission"
def poll(self, context):
if particle_panel_poll(context):
return not context.particle_system.point_cache.external
else:
return False
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.enabled = particle_panel_enabled(psys) and not psys.multiple_caches
row = layout.row()
row.itemR(part, "amount")
split = layout.split()
col = split.column(align=True)
col.itemR(part, "start")
col.itemR(part, "end")
col = split.column(align=True)
col.itemR(part, "lifetime")
col.itemR(part, "random_lifetime", slider=True)
layout.row().itemL(text="Emit From:")
row = layout.row()
row.itemR(part, "emit_from", expand=True)
row = layout.row()
row.itemR(part, "trand")
if part.distribution!='GRID':
row.itemR(part, "even_distribution")
if part.emit_from=='FACE' or part.emit_from=='VOLUME':
row = layout.row()
row.itemR(part, "distribution", expand=True)
row = layout.row()
if part.distribution=='JIT':
row.itemR(part, "userjit", text="Particles/Face")
row.itemR(part, "jitter_factor", text="Jittering Amount", slider=True)
elif part.distribution=='GRID':
row.itemR(part, "grid_resolution")
class PARTICLE_PT_hair_dynamics(ParticleButtonsPanel):
__label__ = "Hair dynamics"
__default_closed__ = True
def poll(self, context):
psys = context.particle_system
if psys==None: return False
if psys.settings==None: return False
return psys.settings.type == 'HAIR'
def draw_header(self, context):
#cloth = context.cloth.collision_settings
#self.layout.active = cloth_panel_enabled(context.cloth)
#self.layout.itemR(cloth, "enable_collision", text="")
psys = context.particle_system
self.layout.itemR(psys, "hair_dynamics", text="")
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
cloth = psys.cloth.settings
layout.enabled = psys.hair_dynamics
split = layout.split()
col = split.column()
col.itemL(text="Material:")
sub = col.column(align=True)
sub.itemR(cloth, "pin_stiffness", text="Stiffness")
sub.itemR(cloth, "mass")
sub.itemR(cloth, "bending_stiffness", text="Bending")
sub.itemR(cloth, "internal_friction", slider="True")
col = split.column()
col.itemL(text="Damping:")
sub = col.column(align=True)
sub.itemR(cloth, "spring_damping", text="Spring")
sub.itemR(cloth, "air_damping", text="Air")
col.itemL(text="Quality:")
col.itemR(cloth, "quality", text="Steps",slider=True)
class PARTICLE_PT_cache(ParticleButtonsPanel):
__label__ = "Cache"
__default_closed__ = True
def poll(self, context):
psys = context.particle_system
if psys==None: return False
if psys.settings==None: return False
phystype = psys.settings.physics_type
if phystype == 'NO' or phystype == 'KEYED':
return False
return psys.settings.type in ('EMITTER', 'REACTOR') or (psys.settings.type == 'HAIR' and psys.hair_dynamics)
def draw(self, context):
layout = self.layout
psys = context.particle_system
point_cache_ui(self, psys.point_cache, particle_panel_enabled(psys), not psys.hair_dynamics, 0)
class PARTICLE_PT_initial(ParticleButtonsPanel):
__label__ = "Velocity"
def poll(self, context):
if particle_panel_poll(context):
psys = context.particle_system
return psys.settings.physics_type != 'BOIDS' and not psys.point_cache.external
else:
return False
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.enabled = particle_panel_enabled(psys)
layout.row().itemL(text="Direction:")
split = layout.split()
sub = split.column()
sub.itemR(part, "normal_factor")
if part.emit_from=='PARTICLE':
sub.itemR(part, "particle_factor")
else:
sub.itemR(part, "object_factor", slider=True)
sub.itemR(part, "random_factor")
sub.itemR(part, "tangent_factor")
sub.itemR(part, "tangent_phase", slider=True)
sub = split.column()
sub.itemL(text="TODO:")
sub.itemL(text="Object aligned")
sub.itemL(text="direction: X, Y, Z")
if part.type=='REACTOR':
sub.itemR(part, "reactor_factor")
sub.itemR(part, "reaction_shape", slider=True)
else:
sub.itemL(text="")
layout.row().itemL(text="Rotation:")
split = layout.split()
sub = split.column()
sub.itemR(part, "rotation_mode", text="Axis")
split = layout.split()
sub = split.column()
sub.itemR(part, "rotation_dynamic")
sub.itemR(part, "random_rotation_factor", slider=True)
sub = split.column()
sub.itemR(part, "phase_factor", slider=True)
sub.itemR(part, "random_phase_factor", text="Random", slider=True)
layout.row().itemL(text="Angular velocity:")
layout.row().itemR(part, "angular_velocity_mode", expand=True)
split = layout.split()
sub = split.column()
sub.itemR(part, "angular_velocity_factor", text="")
class PARTICLE_PT_physics(ParticleButtonsPanel):
__label__ = "Physics"
def poll(self, context):
if particle_panel_poll(context):
return not context.particle_system.point_cache.external
else:
return False
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.enabled = particle_panel_enabled(psys)
row = layout.row()
row.itemR(part, "physics_type", expand=True)
if part.physics_type != 'NO':
row = layout.row()
col = row.column(align=True)
col.itemR(part, "particle_size")
col.itemR(part, "random_size", slider=True)
col = row.column(align=True)
col.itemR(part, "mass")
col.itemR(part, "sizemass", text="Multiply mass with size")
if part.physics_type == 'NEWTON':
split = layout.split()
sub = split.column()
sub.itemL(text="Forces:")
sub.itemR(part, "brownian_factor")
sub.itemR(part, "drag_factor", slider=True)
sub.itemR(part, "damp_factor", slider=True)
sub = split.column()
sub.itemR(part, "size_deflect")
sub.itemR(part, "die_on_collision")
sub.itemR(part, "integrator")
sub.itemR(part, "time_tweak")
elif part.physics_type == 'KEYED':
split = layout.split()
sub = split.column()
row = layout.row()
col = row.column()
col.active = not psys.keyed_timing
col.itemR(part, "keyed_loops", text="Loops")
row.itemR(psys, "keyed_timing", text="Use Timing")
layout.itemL(text="Keys:")
elif part.physics_type=='BOIDS':
boids = part.boids
row = layout.row()
row.itemR(boids, "allow_flight")
row.itemR(boids, "allow_land")
row.itemR(boids, "allow_climb")
split = layout.split()
sub = split.column()
col = sub.column(align=True)
col.active = boids.allow_flight
col.itemR(boids, "air_max_speed")
col.itemR(boids, "air_min_speed", slider="True")
col.itemR(boids, "air_max_acc", slider="True")
col.itemR(boids, "air_max_ave", slider="True")
col.itemR(boids, "air_personal_space")
row = col.row()
row.active = (boids.allow_land or boids.allow_climb) and boids.allow_flight
row.itemR(boids, "landing_smoothness")
sub = split.column()
col = sub.column(align=True)
col.active = boids.allow_land or boids.allow_climb
col.itemR(boids, "land_max_speed")
col.itemR(boids, "land_jump_speed")
col.itemR(boids, "land_max_acc", slider="True")
col.itemR(boids, "land_max_ave", slider="True")
col.itemR(boids, "land_personal_space")
col.itemR(boids, "land_stick_force")
row = layout.row()
col = row.column(align=True)
col.itemL(text="Battle:")
col.itemR(boids, "health")
col.itemR(boids, "strength")
col.itemR(boids, "aggression")
col.itemR(boids, "accuracy")
col.itemR(boids, "range")
col = row.column()
col.itemL(text="Misc:")
col.itemR(boids, "banking", slider=True)
col.itemR(boids, "height", slider=True)
if part.physics_type=='KEYED' or part.physics_type=='BOIDS':
if part.physics_type=='BOIDS':
layout.itemL(text="Relations:")
row = layout.row()
row.template_list(psys, "targets", psys, "active_particle_target_index")
col = row.column()
subrow = col.row()
subcol = subrow.column(align=True)
subcol.itemO("particle.new_target", icon='ICON_ZOOMIN', text="")
subcol.itemO("particle.remove_target", icon='ICON_ZOOMOUT', text="")
subrow = col.row()
subcol = subrow.column(align=True)
subcol.itemO("particle.target_move_up", icon='VICON_MOVE_UP', text="")
subcol.itemO("particle.target_move_down", icon='VICON_MOVE_DOWN', text="")
key = psys.active_particle_target
if key:
row = layout.row()
if part.physics_type=='KEYED':
col = row.column()
#doesn't work yet
#col.red_alert = key.valid
col.itemR(key, "object", text="")
col.itemR(key, "system", text="System")
col = row.column();
col.active = psys.keyed_timing
col.itemR(key, "time")
col.itemR(key, "duration")
else:
subrow = row.row()
#doesn't work yet
#subrow.red_alert = key.valid
subrow.itemR(key, "object", text="")
subrow.itemR(key, "system", text="System")
layout.itemR(key, "mode", expand=True)
class PARTICLE_PT_boidbrain(ParticleButtonsPanel):
__label__ = "Boid Brain"
def poll(self, context):
psys = context.particle_system
if psys==None: return False
if psys.settings==None: return False
if psys.point_cache.external: return False
return psys.settings.physics_type=='BOIDS'
def draw(self, context):
boids = context.particle_system.settings.boids
layout = self.layout
layout.enabled = particle_panel_enabled(context.particle_system)
# Currently boids can only use the first state so these are commented out for now.
#row = layout.row()
#row.template_list(boids, "states", boids, "active_boid_state_index", compact="True")
#col = row.row()
#subrow = col.row(align=True)
#subrow.itemO("boid.state_add", icon='ICON_ZOOMIN', text="")
#subrow.itemO("boid.state_del", icon='ICON_ZOOMOUT', text="")
#subrow = row.row(align=True)
#subrow.itemO("boid.state_move_up", icon='VICON_MOVE_UP', text="")
#subrow.itemO("boid.state_move_down", icon='VICON_MOVE_DOWN', text="")
state = boids.active_boid_state
#layout.itemR(state, "name", text="State name")
row = layout.row()
row.itemR(state, "ruleset_type")
if state.ruleset_type=='FUZZY':
row.itemR(state, "rule_fuzziness", slider=True)
else:
row.itemL(text="")
row = layout.row()
row.template_list(state, "rules", state, "active_boid_rule_index")
col = row.column()
subrow = col.row()
subcol = subrow.column(align=True)
subcol.item_menu_enumO("boid.rule_add", "type", icon='ICON_ZOOMIN', text="")
subcol.itemO("boid.rule_del", icon='ICON_ZOOMOUT', text="")
subrow = col.row()
subcol = subrow.column(align=True)
subcol.itemO("boid.rule_move_up", icon='VICON_MOVE_UP', text="")
subcol.itemO("boid.rule_move_down", icon='VICON_MOVE_DOWN', text="")
rule = state.active_boid_rule
if rule:
row = layout.row()
row.itemR(rule, "name", text="")
#somebody make nice icons for boids here please! -jahka
row.itemR(rule, "in_air", icon='VICON_MOVE_UP', text="")
row.itemR(rule, "on_land", icon='VICON_MOVE_DOWN', text="")
row = layout.row()
if rule.type == 'GOAL':
row.itemR(rule, "object")
row = layout.row()
row.itemR(rule, "predict")
elif rule.type == 'AVOID':
row.itemR(rule, "object")
row = layout.row()
row.itemR(rule, "predict")
row.itemR(rule, "fear_factor")
elif rule.type == 'FOLLOW_PATH':
row.itemL(text="Not yet functional.")
elif rule.type == 'AVOID_COLLISION':
row.itemR(rule, "boids")
row.itemR(rule, "deflectors")
row.itemR(rule, "look_ahead")
elif rule.type == 'FOLLOW_LEADER':
row.itemR(rule, "object", text="")
row.itemR(rule, "distance")
row = layout.row()
row.itemR(rule, "line")
subrow = row.row()
subrow.active = rule.line
subrow.itemR(rule, "queue_size")
elif rule.type == 'AVERAGE_SPEED':
row.itemR(rule, "speed", slider=True)
row.itemR(rule, "wander", slider=True)
row.itemR(rule, "level", slider=True)
elif rule.type == 'FIGHT':
row.itemR(rule, "distance")
row.itemR(rule, "flee_distance")
class PARTICLE_PT_render(ParticleButtonsPanel):
__label__ = "Render"
def poll(self, context):
psys = context.particle_system
if psys==None: return False
if psys.settings==None: return False
return True;
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
row = layout.row()
row.itemR(part, "material")
row.itemR(psys, "parent");
split = layout.split()
sub = split.column()
sub.itemR(part, "emitter");
sub.itemR(part, "parent");
sub = split.column()
sub.itemR(part, "unborn");
sub.itemR(part, "died");
row = layout.row()
row.itemR(part, "ren_as", expand=True)
split = layout.split()
sub = split.column()
if part.ren_as == 'LINE':
sub.itemR(part, "line_length_tail")
sub.itemR(part, "line_length_head")
sub = split.column()
sub.itemR(part, "velocity_length")
elif part.ren_as == 'PATH':
if (part.type!='HAIR' and part.physics_type!='KEYED' and psys.point_cache.baked==False):
box = layout.box()
box.itemL(text="Baked or keyed particles needed for correct rendering.")
return
sub.itemR(part, "render_strand")
colsub = sub.column()
colsub.active = part.render_strand == False
colsub.itemR(part, "render_adaptive")
colsub = sub.column()
colsub.active = part.render_adaptive or part.render_strand == True
colsub.itemR(part, "adaptive_angle")
colsub = sub.column()
colsub.active = part.render_adaptive == True and part.render_strand == False
colsub.itemR(part, "adaptive_pix")
sub.itemR(part, "hair_bspline")
sub.itemR(part, "render_step", text="Steps")
sub = split.column()
sub.itemL(text="Timing:")
sub.itemR(part, "abs_path_time")
sub.itemR(part, "path_start", text="Start", slider= not part.abs_path_time)
sub.itemR(part, "path_end", text="End", slider= not part.abs_path_time)
sub.itemR(part, "random_length", text="Random", slider=True)
row = layout.row()
col = row.column()
if part.type=='HAIR' and part.render_strand==True and part.child_type=='FACES':
layout.itemR(part, "enable_simplify")
if part.enable_simplify==True:
row = layout.row()
row.itemR(part, "simplify_refsize")
row.itemR(part, "simplify_rate")
row.itemR(part, "simplify_transition")
row = layout.row()
row.itemR(part, "viewport")
subrow = row.row()
subrow.active = part.viewport==True
subrow.itemR(part, "simplify_viewport")
elif part.ren_as == 'OBJECT':
sub.itemR(part, "dupli_object")
elif part.ren_as == 'GROUP':
sub.itemR(part, "dupli_group")
split = layout.split()
sub = split.column()
sub.itemR(part, "whole_group")
sub = split.column()
colsub = sub.column()
colsub.active = part.whole_group == False
colsub.itemR(part, "rand_group")
elif part.ren_as == 'BILLBOARD':
sub.itemL(text="Align:")
row = layout.row()
row.itemR(part, "billboard_align", expand=True)
row.itemR(part, "billboard_lock", text="Lock")
row = layout.row()
row.itemR(part, "billboard_object")
row = layout.row()
col = row.column(align=True)
col.itemL(text="Tilt:")
col.itemR(part, "billboard_tilt", text="Angle", slider=True)
col.itemR(part, "billboard_random_tilt", slider=True)
col = row.column()
col.itemR(part, "billboard_offset")
row = layout.row()
row.itemR(psys, "billboard_normal_uv")
row = layout.row()
row.itemR(psys, "billboard_time_index_uv")
row = layout.row()
row.itemL(text="Split uv's:")
row.itemR(part, "billboard_uv_split", text="Number of splits")
row = layout.row()
row.itemR(psys, "billboard_split_uv")
row = layout.row()
row.itemL(text="Animate:")
row.itemR(part, "billboard_animation", expand=True)
row.itemL(text="Offset:")
row.itemR(part, "billboard_split_offset", expand=True)
if part.ren_as == 'HALO' or part.ren_as == 'LINE' or part.ren_as=='BILLBOARD':
row = layout.row()
col = row.column()
col.itemR(part, "trail_count")
if part.trail_count > 1:
col.itemR(part, "abs_path_time", text="Length in frames")
col = row.column()
col.itemR(part, "path_end", text="Length", slider=not part.abs_path_time)
col.itemR(part, "random_length", text="Random", slider=True)
else:
col = row.column()
col.itemL(text="")
class PARTICLE_PT_draw(ParticleButtonsPanel):
__label__ = "Display"
__default_closed__ = True
def poll(self, context):
psys = context.particle_system
if psys==None: return False
if psys.settings==None: return False
return True;
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
row = layout.row()
row.itemR(part, "draw_as", expand=True)
if part.draw_as=='NONE' or (part.ren_as=='NONE' and part.draw_as=='RENDER'):
return
path = (part.ren_as=='PATH' and part.draw_as=='RENDER') or part.draw_as=='PATH'
if path and part.type!='HAIR' and part.physics_type!='KEYED' and psys.point_cache.baked==False:
box = layout.box()
box.itemL(text="Baked or keyed particles needed for correct drawing.")
return
row = layout.row()
row.itemR(part, "display", slider=True)
if part.draw_as!='RENDER' or part.ren_as=='HALO':
row.itemR(part, "draw_size")
else:
row.itemL(text="")
row = layout.row()
col = row.column()
col.itemR(part, "show_size")
col.itemR(part, "velocity")
col.itemR(part, "num")
if part.physics_type == 'BOIDS':
col.itemR(part, "draw_health")
col = row.column()
col.itemR(part, "material_color", text="Use material color")
if (path):
col.itemR(part, "draw_step")
else:
subcol = col.column()
subcol.active = part.material_color==False
#subcol.itemL(text="color")
#subcol.itemL(text="Override material color")
class PARTICLE_PT_children(ParticleButtonsPanel):
__label__ = "Children"
__default_closed__ = True
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.row().itemR(part, "child_type", expand=True)
if part.child_type=='NONE':
return
row = layout.row()
col = row.column(align=True)
col.itemR(part, "child_nbr", text="Display")
col.itemR(part, "rendered_child_nbr", text="Render")
col = row.column(align=True)
if part.child_type=='FACES':
col.itemR(part, "virtual_parents", slider=True)
else:
col.itemR(part, "child_radius", text="Radius")
col.itemR(part, "child_roundness", text="Roundness", slider=True)
col = row.column(align=True)
col.itemR(part, "child_size", text="Size")
col.itemR(part, "child_random_size", text="Random")
layout.row().itemL(text="Effects:")
row = layout.row()
col = row.column(align=True)
col.itemR(part, "clump_factor", slider=True)
col.itemR(part, "clumppow", slider=True)
col = row.column(align=True)
col.itemR(part, "rough_endpoint")
col.itemR(part, "rough_end_shape")
row = layout.row()
col = row.column(align=True)
col.itemR(part, "rough1")
col.itemR(part, "rough1_size")
col = row.column(align=True)
col.itemR(part, "rough2")
col.itemR(part, "rough2_size")
col.itemR(part, "rough2_thres", slider=True)
row = layout.row()
col = row.column(align=True)
col.itemR(part, "child_length", slider=True)
col.itemR(part, "child_length_thres", slider=True)
col = row.column(align=True)
col.itemL(text="Space reserved for")
col.itemL(text="hair parting controls")
layout.row().itemL(text="Kink:")
layout.row().itemR(part, "kink", expand=True)
split = layout.split()
sub = split.column()
sub.itemR(part, "kink_amplitude")
sub.itemR(part, "kink_frequency")
sub = split.column()
sub.itemR(part, "kink_shape", slider=True)
class PARTICLE_PT_field_weights(ParticleButtonsPanel):
__label__ = "Field Weights"
__default_closed__ = True
def draw(self, context):
part = context.particle_system.settings
effector_weights_ui(self, part.effector_weights)
if part.type == 'HAIR':
self.layout.itemR(part.effector_weights, "do_growing_hair")
class PARTICLE_PT_force_fields(ParticleButtonsPanel):
__label__ = "Force Field Settings"
__default_closed__ = True
def draw(self, context):
layout = self.layout
part = context.particle_system.settings
layout.itemR(part, "self_effect")
split = layout.split(percentage=0.2)
split.itemL(text="Type 1:")
split.itemR(part.force_field_1, "type",text="")
basic_force_field_settings_ui(self, part.force_field_1)
basic_force_field_falloff_ui(self, part.force_field_1)
if part.force_field_1.type != 'NONE':
layout.itemL(text="")
split = layout.split(percentage=0.2)
split.itemL(text="Type 2:")
split.itemR(part.force_field_2, "type",text="")
basic_force_field_settings_ui(self, part.force_field_2)
basic_force_field_falloff_ui(self, part.force_field_2)
class PARTICLE_PT_vertexgroups(ParticleButtonsPanel):
__label__ = "Vertexgroups"
__default_closed__ = True
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.itemL(text="Nothing here yet.")
#row = layout.row()
#row.itemL(text="Vertex Group")
#row.itemL(text="Negate")
#row = layout.row()
#row.itemR(psys, "vertex_group_density")
#row.itemR(psys, "vertex_group_density_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_velocity")
#row.itemR(psys, "vertex_group_velocity_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_length")
#row.itemR(psys, "vertex_group_length_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_clump")
#row.itemR(psys, "vertex_group_clump_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_kink")
#row.itemR(psys, "vertex_group_kink_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_roughness1")
#row.itemR(psys, "vertex_group_roughness1_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_roughness2")
#row.itemR(psys, "vertex_group_roughness2_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_roughness_end")
#row.itemR(psys, "vertex_group_roughness_end_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_size")
#row.itemR(psys, "vertex_group_size_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_tangent")
#row.itemR(psys, "vertex_group_tangent_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_rotation")
#row.itemR(psys, "vertex_group_rotation_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_field")
#row.itemR(psys, "vertex_group_field_negate", text="")
bpy.types.register(PARTICLE_PT_particles)
bpy.types.register(PARTICLE_PT_hair_dynamics)
bpy.types.register(PARTICLE_PT_cache)
bpy.types.register(PARTICLE_PT_emission)
bpy.types.register(PARTICLE_PT_initial)
bpy.types.register(PARTICLE_PT_physics)
bpy.types.register(PARTICLE_PT_boidbrain)
bpy.types.register(PARTICLE_PT_render)
bpy.types.register(PARTICLE_PT_draw)
bpy.types.register(PARTICLE_PT_children)
bpy.types.register(PARTICLE_PT_field_weights)
bpy.types.register(PARTICLE_PT_force_fields)
bpy.types.register(PARTICLE_PT_vertexgroups)