blender/scripts/startup/bl_ui/properties_particle.py
Campbell Barton 56388dc8fe Cleanup: reduce right-shift in startup scripts
Also un-wrap lines that fit in the column width.
2024-04-30 12:46:05 +10:00

2347 lines
72 KiB
Python

# SPDX-FileCopyrightText: 2009-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import (
Menu,
Panel,
UIList,
)
from rna_prop_ui import PropertyPanel
from bpy.app.translations import (
contexts as i18n_contexts,
pgettext_iface as iface_,
pgettext_rpt as rpt_,
)
from bl_ui.utils import PresetPanel
from bl_ui.properties_physics_common import (
point_cache_ui,
effector_weights_ui,
basic_force_field_settings_ui,
basic_force_field_falloff_ui,
)
def particle_panel_enabled(context, psys):
if psys is None:
return True
phystype = psys.settings.physics_type
if psys.settings.type in {'EMITTER', 'REACTOR'} and phystype in {'NO', 'KEYED'}:
return True
else:
return (psys.point_cache.is_baked is False) and (not psys.is_edited) and (not context.particle_system_editable)
def particle_panel_poll(cls, context):
psys = context.particle_system
engine = context.engine
settings = 0
if psys:
settings = psys.settings
elif isinstance(context.space_data.pin_id, bpy.types.ParticleSettings):
settings = context.space_data.pin_id
if not settings:
return False
return (settings.is_fluid is False) and (engine in cls.COMPAT_ENGINES)
def particle_get_settings(context):
if context.particle_system:
return context.particle_system.settings
elif isinstance(context.space_data.pin_id, bpy.types.ParticleSettings):
return context.space_data.pin_id
return None
class PARTICLE_MT_context_menu(Menu):
bl_label = "Particle Specials"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
psys = context.particle_system
props = layout.operator(
"particle.copy_particle_systems",
text="Copy Active to Selected Objects",
icon='COPYDOWN',
)
props.use_active = True
props.remove_target_particles = False
props = layout.operator(
"particle.copy_particle_systems",
text="Copy All to Selected Objects",
)
props.use_active = False
props.remove_target_particles = True
if psys is not None and psys.settings.type == 'HAIR':
layout.operator("curves.convert_from_particle_system", text="Convert to Curves")
layout.separator()
layout.operator(
"particle.duplicate_particle_system",
icon='DUPLICATE',
)
class PARTICLE_PT_hair_dynamics_presets(PresetPanel, Panel):
bl_label = "Hair Dynamics Presets"
preset_subdir = "hair_dynamics"
preset_operator = "script.execute_preset"
preset_add_operator = "particle.hair_dynamics_preset_add"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
class ParticleButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "particle"
@classmethod
def poll(cls, context):
return particle_panel_poll(cls, context)
def find_modifier(ob, psys):
for md in ob.modifiers:
if md.type == 'PARTICLE_SYSTEM':
if md.particle_system == psys:
return md
return None
class PARTICLE_UL_particle_systems(UIList):
def draw_item(self, _context, layout, data, item, icon, _active_data, _active_propname, _index, _flt_flag):
ob = data
psys = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
md = find_modifier(ob, psys)
row = layout.row(align=True)
row.prop(psys, "name", text="", emboss=False, icon_value=icon)
if md:
row.prop(
md,
"show_viewport",
emboss=False,
icon_only=True,
)
row.prop(
md,
"show_render",
emboss=False,
icon_only=True,
)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class PARTICLE_PT_context_particles(ParticleButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
engine = context.engine
return (
(context.particle_system or context.object or context.space_data.pin_id) and
(engine in cls.COMPAT_ENGINES)
)
def draw(self, context):
layout = self.layout
ob = context.object
psys = context.particle_system
part = 0
if ob:
row = layout.row()
row.template_list("PARTICLE_UL_particle_systems", "particle_systems", ob, "particle_systems",
ob.particle_systems, "active_index", rows=3)
col = row.column(align=True)
col.operator("object.particle_system_add", icon='ADD', text="")
col.operator("object.particle_system_remove", icon='REMOVE', text="")
col.separator()
col.menu("PARTICLE_MT_context_menu", icon='DOWNARROW_HLT', text="")
if psys is None:
part = particle_get_settings(context)
if part is None:
return
layout.template_ID(context.space_data, "pin_id")
if part.is_fluid:
layout.label(text="Settings used for fluid")
return
layout.prop(part, "type", text="Type")
elif not psys.settings:
col.template_ID(psys, "settings", new="particle.new")
else:
part = psys.settings
col = layout.column()
if (part.is_fluid is False):
row = col.row()
row.enabled = particle_panel_enabled(context, psys)
row.template_ID(psys, "settings", new="particle.new")
if part.is_fluid:
layout.label(text=rpt_("{:d} fluid particles for this frame").format(part.count), translate=False)
return
row = layout.row()
row.enabled = particle_panel_enabled(context, psys)
row.prop(part, "type", expand=True)
if part:
split = layout.split()
if part.type == 'HAIR':
if psys is not None and psys.is_edited:
split.operator("particle.edited_clear", text="Delete Edit")
else:
row = split.row()
row.enabled = particle_panel_enabled(context, psys)
row.prop(part, "use_regrow_hair")
row.prop(part, "use_advanced_hair")
if psys is not None and psys.is_edited:
if psys.is_global_hair:
row = layout.row(align=True)
row.operator("particle.connect_hair").all = False
row.operator("particle.connect_hair", text="Connect All").all = True
else:
row = layout.row(align=True)
row.operator("particle.disconnect_hair").all = False
row.operator("particle.disconnect_hair", text="Disconnect All").all = True
elif psys is not None and part.type == 'REACTOR':
split.enabled = particle_panel_enabled(context, psys)
split.prop(psys, "reactor_target_object")
split.prop(psys, "reactor_target_particle_system", text="Particle System")
class PARTICLE_PT_emission(ParticleButtonsPanel, Panel):
bl_label = "Emission"
bl_translation_context = i18n_contexts.id_particlesettings
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
psys = context.particle_system
settings = particle_get_settings(context)
if settings is None:
return False
if settings.is_fluid:
return False
if particle_panel_poll(PARTICLE_PT_emission, context):
return psys is None or not context.particle_system.point_cache.use_external
return False
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = particle_get_settings(context)
layout.use_property_split = True
layout.enabled = particle_panel_enabled(context, psys) and (psys is None or not psys.has_multiple_caches)
col = layout.column()
col.active = part.emit_from == 'VERT' or part.distribution != 'GRID'
col.prop(part, "count")
if psys is not None:
col.prop(psys, "seed")
if part.type == 'HAIR':
col.prop(part, "hair_length")
col.prop(part, "hair_step")
if part.type != 'HAIR':
col = layout.column()
sub = col.column(align=True)
sub.prop(part, "frame_start", text="Frame Start")
sub.prop(part, "frame_end", text="End")
col.prop(part, "lifetime")
col.prop(part, "lifetime_random", slider=True, text="Lifetime Randomness")
class PARTICLE_PT_emission_source(ParticleButtonsPanel, Panel):
bl_label = "Source"
bl_parent_id = "PARTICLE_PT_emission"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
part = particle_get_settings(context)
layout.use_property_split = True
col = layout.column()
col.prop(part, "emit_from")
col.prop(part, "use_modifier_stack")
if part.emit_from in {'FACE', 'VOLUME'}:
col.prop(part, "distribution")
if part.emit_from == 'VERT':
col.prop(part, "use_emit_random", text="Random Order")
elif part.distribution == 'GRID':
col.prop(part, "invert_grid")
col.prop(part, "hexagonal_grid")
else:
col.prop(part, "use_emit_random", text="Random Order")
col.prop(part, "use_even_distribution")
if part.emit_from in {'FACE', 'VOLUME'}:
if part.distribution == 'JIT':
col.prop(part, "userjit", text="Particles/Face")
col.prop(part, "jitter_factor", text="Jittering Amount", slider=True)
elif part.distribution == 'GRID':
col.prop(part, "grid_resolution")
col.prop(part, "grid_random", text="Random", slider=True)
class PARTICLE_PT_hair_dynamics(ParticleButtonsPanel, Panel):
bl_label = "Hair Dynamics"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
psys = context.particle_system
engine = context.engine
if psys is None:
return False
if psys.settings is None:
return False
return psys.settings.type == 'HAIR' and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
psys = context.particle_system
self.layout.prop(psys, "use_hair_dynamics", text="")
def draw_header_preset(self, context):
psys = context.particle_system
if not psys.cloth:
return
layout = self.layout
layout.enabled = psys.use_hair_dynamics and psys.point_cache.is_baked is False
PARTICLE_PT_hair_dynamics_presets.draw_panel_header(layout)
def draw(self, context):
layout = self.layout
psys = context.particle_system
if not psys.cloth:
layout.label(text="Hair dynamics disabled")
return
cloth_md = psys.cloth
cloth = cloth_md.settings
result = cloth_md.solver_result
layout.enabled = psys.use_hair_dynamics and psys.point_cache.is_baked is False
layout.use_property_split = True
layout.separator()
col = layout.column()
col.prop(cloth, "quality", text="Quality Steps", slider=True)
layout.separator()
col = layout.column()
col.prop(cloth, "pin_stiffness", text="Pin Goal Strength")
layout.separator()
if result:
box = layout.box()
if not result.status:
label = " "
icon = 'NONE'
elif result.status == {'SUCCESS'}:
label = "Success"
icon = 'NONE'
elif result.status - {'SUCCESS'} == {'NO_CONVERGENCE'}:
label = "No Convergence"
icon = 'ERROR'
else:
label = "ERROR"
icon = 'ERROR'
box.label(text=label, icon=icon)
box.label(
text=rpt_("Iterations: {:d} .. {:d} (avg. {:d})").format(
result.min_iterations, result.max_iterations, result.avg_iterations,
),
translate=False,
)
box.label(
text=rpt_("Error: {:.5f} .. {:.5f} (avg. {:.5f})").format(
result.min_error, result.max_error, result.avg_error,
),
translate=False,
)
class PARTICLE_PT_hair_dynamics_collision(ParticleButtonsPanel, Panel):
bl_label = "Collisions"
bl_parent_id = "PARTICLE_PT_hair_dynamics"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
return context.particle_system.cloth is not None
def draw(self, context):
layout = self.layout
psys = context.particle_system
cloth_md = psys.cloth
cloth_collision = cloth_md.collision_settings
layout.enabled = psys.use_hair_dynamics and psys.point_cache.is_baked is False
layout.use_property_split = True
col = layout.column()
col.prop(cloth_collision, "collision_quality", text="Quality")
layout.separator()
col = layout.column()
col.prop(cloth_collision, "distance_min", slider=True, text="Distance")
col.prop(cloth_collision, "impulse_clamp")
col.prop(cloth_collision, "collection")
class PARTICLE_PT_hair_dynamics_structure(ParticleButtonsPanel, Panel):
bl_label = "Structure"
bl_parent_id = "PARTICLE_PT_hair_dynamics"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
return context.particle_system.cloth is not None
def draw(self, context):
layout = self.layout
psys = context.particle_system
cloth_md = psys.cloth
cloth = cloth_md.settings
layout.enabled = psys.use_hair_dynamics and psys.point_cache.is_baked is False
layout.use_property_split = True
col = layout.column()
col.prop(cloth, "mass")
sub = col.column(align=True)
sub.prop(cloth, "bending_stiffness", text="Stiffness")
sub.prop(psys.settings, "bending_random", text="Random")
col.prop(cloth, "bending_damping", text="Damping")
# XXX has no noticeable effect with stiff hair structure springs
# col.prop(cloth, "spring_damping", text="Damping")
class PARTICLE_PT_hair_dynamics_volume(ParticleButtonsPanel, Panel):
bl_label = "Volume"
bl_parent_id = "PARTICLE_PT_hair_dynamics"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
return context.particle_system.cloth is not None
def draw(self, context):
layout = self.layout
psys = context.particle_system
cloth_md = psys.cloth
cloth = cloth_md.settings
layout.enabled = psys.use_hair_dynamics and psys.point_cache.is_baked is False
layout.use_property_split = True
col = layout.column()
col.prop(cloth, "air_damping", text="Air Drag")
col.prop(cloth, "internal_friction", slider=True)
col.prop(cloth, "voxel_cell_size")
col.separator()
col.prop(cloth, "density_target", text="Density Target")
col.prop(cloth, "density_strength", slider=True, text="Density Strength")
class PARTICLE_PT_cache(ParticleButtonsPanel, Panel):
bl_label = "Cache"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
engine = context.engine
if engine not in cls.COMPAT_ENGINES:
return False
psys = context.particle_system
if psys is None:
return False
if psys.settings is None:
return False
if psys.settings.is_fluid:
return False
phystype = psys.settings.physics_type
if phystype in {'NO', 'KEYED'}:
return False
return (
psys.settings.type in {'EMITTER', 'REACTOR'} or (
(psys.settings.type == 'HAIR') and
(psys.use_hair_dynamics or psys.point_cache.is_baked)
)
)
def draw(self, context):
psys = context.particle_system
point_cache_ui(self, psys.point_cache, True, 'HAIR' if (psys.settings.type == 'HAIR') else 'PSYS')
class PARTICLE_PT_velocity(ParticleButtonsPanel, Panel):
bl_label = "Velocity"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
if particle_panel_poll(PARTICLE_PT_velocity, context):
psys = context.particle_system
settings = particle_get_settings(context)
if settings.type == 'HAIR' and not settings.use_advanced_hair:
return False
return settings.physics_type != 'BOIDS' and (psys is None or not psys.point_cache.use_external)
else:
return False
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = particle_get_settings(context)
layout.enabled = particle_panel_enabled(context, psys)
layout.use_property_split = True
col = layout.column()
col.prop(part, "normal_factor")
sub = col.column(align=True)
sub.prop(part, "tangent_factor", text="Tangent")
sub.prop(part, "tangent_phase", slider=True, text="Tangent Phase")
col.separator()
col.prop(part, "object_align_factor")
col.separator()
if part.emit_from == 'PARTICLE':
col.prop(part, "particle_factor")
else:
col.prop(part, "object_factor", slider=True)
col.prop(part, "factor_random", text="Randomize")
# if part.type=='REACTOR':
# sub.prop(part, "reactor_factor")
# sub.prop(part, "reaction_shape", slider=True)
class PARTICLE_PT_rotation(ParticleButtonsPanel, Panel):
bl_label = "Rotation"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
if particle_panel_poll(PARTICLE_PT_rotation, context):
psys = context.particle_system
settings = particle_get_settings(context)
if settings.type == 'HAIR' and not settings.use_advanced_hair:
return False
return settings.physics_type != 'BOIDS' and (psys is None or not psys.point_cache.use_external)
else:
return False
def draw_header(self, context):
psys = context.particle_system
if psys:
part = psys.settings
else:
part = context.space_data.pin_id
layout = self.layout
layout.prop(part, "use_rotations", text="")
layout.enabled = particle_panel_enabled(context, psys)
def draw(self, context):
layout = self.layout
psys = context.particle_system
if psys:
part = psys.settings
else:
part = context.space_data.pin_id
layout.enabled = particle_panel_enabled(context, psys) and part.use_rotations
layout.use_property_split = True
col = layout.column()
col.prop(part, "rotation_mode")
col.prop(part, "rotation_factor_random", slider=True, text="Randomize")
col.separator()
col.prop(part, "phase_factor", slider=True)
col.prop(part, "phase_factor_random", text="Randomize Phase", slider=True)
if part.type != 'HAIR':
col.prop(part, "use_dynamic_rotation")
class PARTICLE_PT_rotation_angular_velocity(ParticleButtonsPanel, Panel):
bl_label = "Angular Velocity"
bl_parent_id = "PARTICLE_PT_rotation"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
psys = context.particle_system
if psys:
part = psys.settings
else:
part = context.space_data.pin_id
layout.enabled = particle_panel_enabled(context, psys) and part.use_rotations
layout.use_property_split = True
col = layout.column()
col.prop(part, "angular_velocity_mode", text="Axis")
sub = col.column(align=True)
sub.active = part.angular_velocity_mode != 'NONE'
sub.prop(part, "angular_velocity_factor", text="Amount")
class PARTICLE_PT_physics(ParticleButtonsPanel, Panel):
bl_label = "Physics"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
if particle_panel_poll(PARTICLE_PT_physics, context):
psys = context.particle_system
settings = particle_get_settings(context)
if settings.type == 'HAIR' and not settings.use_advanced_hair:
return False
return psys is None or not psys.point_cache.use_external
else:
return False
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
part = particle_get_settings(context)
layout.enabled = particle_panel_enabled(context, psys)
layout.prop(part, "physics_type")
col = layout.column()
if part.physics_type != 'NO':
col = col.column()
col.prop(part, "mass")
col.prop(part, "use_multiply_size_mass", text="Multiply Mass with Size")
if part.physics_type == 'FLUID':
fluid = part.fluid
col.separator()
col.prop(fluid, "solver")
col.prop(fluid, "stiffness", text="Stiffness")
col.prop(fluid, "linear_viscosity", text="Viscosity")
col.prop(fluid, "buoyancy", text="Buoyancy", slider=True)
elif part.physics_type == 'KEYED':
sub = col.column()
sub.active = not psys or not psys.use_keyed_timing
sub.prop(part, "keyed_loops", text="Loops")
if psys:
col.prop(psys, "use_keyed_timing", text="Use Timing")
class PARTICLE_PT_physics_fluid_advanced(ParticleButtonsPanel, Panel):
bl_label = "Advanced"
bl_parent_id = "PARTICLE_PT_physics"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.physics_type == 'FLUID'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
part = particle_get_settings(context)
fluid = part.fluid
col = layout.column()
if fluid.solver == 'DDR':
sub = col.column()
sub.prop(fluid, "repulsion", slider=fluid.use_factor_repulsion)
sub.prop(fluid, "use_factor_repulsion")
sub.prop(fluid, "stiff_viscosity", slider=fluid.use_factor_stiff_viscosity)
sub.prop(fluid, "use_factor_stiff_viscosity")
sub = col.column()
sub.prop(fluid, "fluid_radius", slider=fluid.use_factor_radius)
sub.prop(fluid, "use_factor_radius")
sub.prop(fluid, "rest_density", slider=fluid.use_factor_density)
sub.prop(fluid, "use_factor_density")
if fluid.solver == 'CLASSICAL':
# With the classical solver, it is possible to calculate the
# spacing between particles when the fluid is at rest. This
# makes it easier to set stable initial conditions.
particle_volume = part.mass / fluid.rest_density
spacing = pow(particle_volume, 1.0 / 3.0)
sub.label(text=iface_("Spacing: {:g}").format(spacing), translate=False)
class PARTICLE_PT_physics_fluid_springs(ParticleButtonsPanel, Panel):
bl_label = "Springs"
bl_parent_id = "PARTICLE_PT_physics"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
fluid = part.fluid
return part.physics_type == 'FLUID' and fluid.solver == 'DDR'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
part = particle_get_settings(context)
fluid = part.fluid
col = layout.column()
col.prop(fluid, "spring_force", text="Force")
class PARTICLE_PT_physics_fluid_springs_viscoelastic(ParticleButtonsPanel, Panel):
bl_label = "Viscoelastic Springs"
bl_parent_id = "PARTICLE_PT_physics_fluid_springs"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
fluid = part.fluid
return part.physics_type == 'FLUID' and fluid.solver == 'DDR'
def draw_header(self, context):
part = particle_get_settings(context)
fluid = part.fluid
self.layout.prop(fluid, "use_viscoelastic_springs", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
part = particle_get_settings(context)
fluid = part.fluid
col = layout.column()
col.active = fluid.use_viscoelastic_springs
col.prop(fluid, "yield_ratio", slider=True)
col.prop(fluid, "plasticity", slider=True)
col.separator()
col.prop(fluid, "use_initial_rest_length")
col.prop(fluid, "spring_frames", text="Frames")
class PARTICLE_PT_physics_fluid_springs_advanced(ParticleButtonsPanel, Panel):
bl_label = "Advanced"
bl_parent_id = "PARTICLE_PT_physics_fluid_springs"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
fluid = part.fluid
return part.physics_type == 'FLUID' and fluid.solver == 'DDR'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
part = particle_get_settings(context)
fluid = part.fluid
sub = layout.column()
sub.prop(fluid, "rest_length", slider=fluid.use_factor_rest_length)
sub.prop(fluid, "use_factor_rest_length")
class PARTICLE_PT_physics_boids_movement(ParticleButtonsPanel, Panel):
bl_label = "Movement"
bl_parent_id = "PARTICLE_PT_physics"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.physics_type == 'BOIDS'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
part = particle_get_settings(context)
boids = part.boids
col = layout.column()
col.prop(boids, "use_flight")
col.prop(boids, "use_land")
col.prop(boids, "use_climb")
col = layout.column()
col.active = boids.use_flight
sub = col.column()
sub.prop(boids, "air_speed_max")
sub.prop(boids, "air_speed_min", slider=True)
col.prop(boids, "air_acc_max", slider=True)
col.prop(boids, "air_ave_max", slider=True)
col.prop(boids, "air_personal_space")
row = col.row(align=True)
row.active = (boids.use_land or boids.use_climb) and boids.use_flight
row.prop(boids, "land_smooth")
layout.separator()
col = layout.column()
col.active = boids.use_land or boids.use_climb
col.prop(boids, "land_speed_max")
col.prop(boids, "land_jump_speed")
col.prop(boids, "land_acc_max", slider=True)
col.prop(boids, "land_ave_max", slider=True)
col.prop(boids, "land_personal_space")
col.prop(boids, "land_stick_force")
layout.separator()
layout.prop(part, "collision_collection")
class PARTICLE_PT_physics_boids_battle(ParticleButtonsPanel, Panel):
bl_label = "Battle"
bl_parent_id = "PARTICLE_PT_physics"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.physics_type == 'BOIDS'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
part = particle_get_settings(context)
boids = part.boids
col = layout.column()
col.prop(boids, "health")
col.prop(boids, "strength")
col.prop(boids, "aggression")
col.prop(boids, "accuracy")
col.prop(boids, "range")
class PARTICLE_PT_physics_boids_misc(ParticleButtonsPanel, Panel):
bl_label = "Misc"
bl_parent_id = "PARTICLE_PT_physics"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.physics_type == 'BOIDS'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
part = particle_get_settings(context)
boids = part.boids
col = layout.column()
col.prop(boids, "bank", slider=True)
col.prop(boids, "pitch", slider=True)
col.prop(boids, "height", slider=True)
class PARTICLE_PT_physics_relations(ParticleButtonsPanel, Panel):
bl_label = "Relations"
bl_parent_id = "PARTICLE_PT_physics"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
psys = context.particle_system
part = particle_get_settings(context)
return psys and part.physics_type in {'KEYED', 'BOIDS'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
part = particle_get_settings(context)
row = layout.row()
row.template_list(
"UI_UL_list", "particle_targets", psys, "targets",
psys, "active_particle_target_index", rows=4,
)
col = row.column()
sub = col.row()
subsub = sub.column(align=True)
subsub.operator("particle.new_target", icon='ADD', text="")
subsub.operator("particle.target_remove", icon='REMOVE', text="")
sub = col.row()
subsub = sub.column(align=True)
subsub.operator("particle.target_move_up", icon='TRIA_UP', text="")
subsub.operator("particle.target_move_down", icon='TRIA_DOWN', text="")
key = psys.active_particle_target
if key:
if part.physics_type == 'KEYED':
col = layout.column()
# doesn't work yet
# col.alert = key.valid
col.prop(key, "object")
col.prop(key, "system", text="System")
sub = col.column(align=True)
sub.active = psys.use_keyed_timing
sub.prop(key, "time")
sub.prop(key, "duration")
elif part.physics_type == 'BOIDS':
sub = layout.column()
# doesn't work yet
# sub.alert = key.valid
sub.prop(key, "object")
sub.prop(key, "system", text="System")
layout.prop(key, "alliance")
class PARTICLE_PT_physics_fluid_interaction(ParticleButtonsPanel, Panel):
bl_label = "Fluid Interaction"
bl_parent_id = "PARTICLE_PT_physics"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.physics_type == 'FLUID'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
row = layout.row()
row.template_list(
"UI_UL_list", "particle_targets", psys, "targets",
psys, "active_particle_target_index", rows=4,
)
col = row.column()
sub = col.row()
subsub = sub.column(align=True)
subsub.operator("particle.new_target", icon='ADD', text="")
subsub.operator("particle.target_remove", icon='REMOVE', text="")
sub = col.row()
subsub = sub.column(align=True)
subsub.operator("particle.target_move_up", icon='TRIA_UP', text="")
subsub.operator("particle.target_move_down", icon='TRIA_DOWN', text="")
key = psys.active_particle_target
if key:
sub = layout.column()
# doesn't work yet
# sub.alert = key.valid
sub.prop(key, "object")
sub.prop(key, "system", text="System")
class PARTICLE_PT_physics_deflection(ParticleButtonsPanel, Panel):
bl_label = "Deflection"
bl_parent_id = "PARTICLE_PT_physics"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.physics_type in {'NEWTON', 'FLUID'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
part = particle_get_settings(context)
layout.enabled = particle_panel_enabled(context, psys)
col = layout.column()
col.prop(part, "use_size_deflect")
col.prop(part, "use_die_on_collision")
col.prop(part, "collision_collection")
class PARTICLE_PT_physics_forces(ParticleButtonsPanel, Panel):
bl_label = "Forces"
bl_parent_id = "PARTICLE_PT_physics"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.physics_type in {'NEWTON', 'FLUID'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
part = particle_get_settings(context)
layout.enabled = particle_panel_enabled(context, psys)
col = layout.column()
col.prop(part, "brownian_factor")
col.prop(part, "drag_factor", slider=True)
col.prop(part, "damping", slider=True)
class PARTICLE_PT_physics_integration(ParticleButtonsPanel, Panel):
bl_label = "Integration"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "PARTICLE_PT_physics"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.physics_type in {'NEWTON', 'FLUID'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
part = particle_get_settings(context)
layout.enabled = particle_panel_enabled(context, psys)
col = layout.column()
col.prop(part, "integrator")
col.prop(part, "timestep")
col.prop(part, "subframes")
if part.physics_type == 'FLUID':
col.prop(part, "use_adaptive_subframes", text="Adaptive")
sub = col.row()
sub.enabled = part.use_adaptive_subframes
sub.prop(part, "courant_target", text="Threshold")
class PARTICLE_PT_boidbrain(ParticleButtonsPanel, Panel):
bl_label = "Boid Brain"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "PARTICLE_PT_physics"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
psys = context.particle_system
settings = particle_get_settings(context)
engine = context.engine
if settings is None:
return False
if psys is not None and psys.point_cache.use_external:
return False
return settings.physics_type == 'BOIDS' and engine in cls.COMPAT_ENGINES
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
boids = particle_get_settings(context).boids
layout.enabled = particle_panel_enabled(context, context.particle_system)
# Currently boids can only use the first state so these are commented out for now.
# row = layout.row()
# row.template_list("UI_UL_list", "particle_boids", boids, "states",
# boids, "active_boid_state_index", compact="True")
# col = row.row()
# sub = col.row(align=True)
# sub.operator("boid.state_add", icon='ADD', text="")
# sub.operator("boid.state_del", icon='REMOVE', text="")
# sub = row.row(align=True)
# sub.operator("boid.state_move_up", icon='TRIA_UP', text="")
# sub.operator("boid.state_move_down", icon='TRIA_DOWN', text="")
state = boids.active_boid_state
# layout.prop(state, "name", text="State name")
row = layout.row()
row.template_list(
"UI_UL_list", "particle_boids_rules", state,
"rules", state, "active_boid_rule_index", rows=4,
)
col = row.column()
sub = col.row()
subsub = sub.column(align=True)
subsub.operator_menu_enum("boid.rule_add", "type", icon='ADD', text="")
subsub.operator("boid.rule_del", icon='REMOVE', text="")
sub = col.row()
subsub = sub.column(align=True)
subsub.operator("boid.rule_move_up", icon='TRIA_UP', text="")
subsub.operator("boid.rule_move_down", icon='TRIA_DOWN', text="")
layout.prop(state, "ruleset_type")
if state.ruleset_type == 'FUZZY':
layout.prop(state, "rule_fuzzy", slider=True)
rule = state.active_boid_rule
if rule:
col = layout.column(align=True)
col.prop(rule, "use_in_air")
col.prop(rule, "use_on_land")
col = layout.column()
if rule.type == 'GOAL':
col.prop(rule, "object")
col.prop(rule, "use_predict")
elif rule.type == 'AVOID':
col.prop(rule, "object")
col.prop(rule, "use_predict")
col.prop(rule, "fear_factor")
elif rule.type == 'FOLLOW_PATH':
col.label(text="Not yet functional")
elif rule.type == 'AVOID_COLLISION':
col.prop(rule, "use_avoid")
col.prop(rule, "use_avoid_collision")
col.prop(rule, "look_ahead")
elif rule.type == 'FOLLOW_LEADER':
col.prop(rule, "object")
col.prop(rule, "distance")
col.prop(rule, "use_line")
sub = col.row()
sub.active = rule.use_line
sub.prop(rule, "queue_count")
elif rule.type == 'AVERAGE_SPEED':
col.prop(rule, "speed", slider=True)
col.prop(rule, "wander", slider=True)
col.prop(rule, "level", slider=True)
elif rule.type == 'FIGHT':
col.prop(rule, "distance")
col.prop(rule, "flee_distance")
class PARTICLE_PT_render(ParticleButtonsPanel, Panel):
bl_label = "Render"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
settings = particle_get_settings(context)
engine = context.engine
if settings is None:
return False
return engine in cls.COMPAT_ENGINES
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
part = particle_get_settings(context)
layout.prop(part, "render_type", text="Render As")
if (
part.type == 'EMITTER' or
part.type in {'FLIP', 'SPRAY', 'BUBBLE', 'FOAM', 'TRACER',
'SPRAYFOAM', 'SPRAYBUBBLE', 'FOAMBUBBLE', 'SPRAYFOAMBUBBLE'} or
(part.render_type in {'OBJECT', 'COLLECTION'} and part.type == 'HAIR')
):
if part.render_type != 'NONE':
col = layout.column(align=True)
col.prop(part, "particle_size", text="Scale")
col.prop(part, "size_random", slider=True, text="Scale Randomness")
if psys:
col = layout.column()
if part.render_type not in {'OBJECT', 'COLLECTION', 'NONE'}:
# col.enabled = False
col.prop(part, "material_slot", text="Material")
col.prop(psys, "parent", text="Coordinate System")
if context.object:
layout.separator()
layout.prop(context.object, "show_instancer_for_render", text="Show Emitter")
class PARTICLE_PT_render_extra(ParticleButtonsPanel, Panel):
bl_label = "Extra"
bl_parent_id = "PARTICLE_PT_render"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.render_type != 'NONE'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
part = particle_get_settings(context)
col = layout.column()
col = layout.column()
col.prop(part, "use_parent_particles", text="Parent Particles")
col.prop(part, "show_unborn", text="Unborn")
col.prop(part, "use_dead", text="Dead")
class PARTICLE_PT_render_path(ParticleButtonsPanel, Panel):
bl_label = "Path"
bl_parent_id = "PARTICLE_PT_render"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.render_type == 'PATH'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
part = particle_get_settings(context)
col = layout.column()
col.prop(part, "use_hair_bspline")
col.prop(part, "render_step", text="Steps")
class PARTICLE_PT_render_path_timing(ParticleButtonsPanel, Panel):
bl_label = "Timing"
bl_parent_id = "PARTICLE_PT_render"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.render_type == 'PATH'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
part = particle_get_settings(context)
col = layout.column()
col.prop(part, "use_absolute_path_time")
if part.type == 'HAIR' or psys.point_cache.is_baked:
col.prop(part, "path_start", text="Start", slider=not part.use_absolute_path_time)
col.prop(part, "path_end", text="End", slider=not part.use_absolute_path_time)
col.prop(part, "length_random", text="Random", slider=True)
class PARTICLE_PT_render_object(ParticleButtonsPanel, Panel):
bl_label = "Object"
bl_parent_id = "PARTICLE_PT_render"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.render_type == 'OBJECT'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
part = particle_get_settings(context)
col = layout.column()
col.prop(part, "instance_object", text="Instance Object")
sub = col.column()
sub.prop(part, "use_global_instance", text="Global Coordinates")
sub.prop(part, "use_rotation_instance", text="Object Rotation")
sub.prop(part, "use_scale_instance", text="Object Scale")
class PARTICLE_PT_render_collection(ParticleButtonsPanel, Panel):
bl_label = "Collection"
bl_parent_id = "PARTICLE_PT_render"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.render_type == 'COLLECTION'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
part = particle_get_settings(context)
col = layout.column()
col.prop(part, "instance_collection", text="Instance Collection")
col.prop(part, "use_whole_collection")
sub = col.column()
sub.active = (part.use_whole_collection is False)
sub.prop(part, "use_collection_pick_random")
sub.prop(part, "use_global_instance", text="Global Coordinates")
sub.prop(part, "use_rotation_instance", text="Object Rotation")
sub.prop(part, "use_scale_instance", text="Object Scale")
class PARTICLE_PT_render_collection_use_count(ParticleButtonsPanel, Panel):
bl_label = "Use Count"
bl_parent_id = "PARTICLE_PT_render_collection"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.render_type == 'COLLECTION'
def draw_header(self, context):
layout = self.layout
part = particle_get_settings(context)
layout.active = not part.use_whole_collection
layout.prop(part, "use_collection_count", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
part = particle_get_settings(context)
col = layout.column()
layout.active = part.use_collection_count and not part.use_whole_collection
row = layout.row()
row.template_list(
"UI_UL_list", "particle_instance_weights", part, "instance_weights",
part, "active_instanceweight_index",
)
col = row.column()
sub = col.row()
subsub = sub.column(align=True)
subsub.operator("particle.dupliob_copy", icon='ADD', text="")
subsub.operator("particle.dupliob_remove", icon='REMOVE', text="")
subsub.operator("particle.dupliob_move_up", icon='TRIA_UP', text="")
subsub.operator("particle.dupliob_move_down", icon='TRIA_DOWN', text="")
subsub.separator()
subsub.operator("particle.dupliob_refresh", icon='FILE_REFRESH', text="")
weight = part.active_instanceweight
if weight:
row = layout.row()
row.prop(weight, "count")
class PARTICLE_PT_draw(ParticleButtonsPanel, Panel):
bl_label = "Viewport Display"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
settings = particle_get_settings(context)
engine = context.engine
if settings is None:
return False
return engine in cls.COMPAT_ENGINES
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
part = particle_get_settings(context)
layout.prop(part, "display_method", text="Display As")
if part.display_method == 'NONE' or (part.render_type == 'NONE' and part.display_method == 'RENDER'):
return
path = (part.render_type == 'PATH' and part.display_method == 'RENDER') or part.display_method == 'PATH'
layout.separator()
col = layout.column()
col.prop(part, "display_color", text="Color")
if part.display_color in {'VELOCITY', 'ACCELERATION'}:
col.prop(part, "color_maximum", text="Fade Distance")
col = layout.column()
if path:
col.prop(part, "display_step", text="Strand Steps")
col.prop(part, "display_percentage", slider=True, text="Amount")
if part.display_method != 'RENDER' or part.render_type == 'HALO':
col.prop(part, "display_size", text="Size")
if part.display_percentage != 100 and psys is not None:
if part.type == 'HAIR':
if psys.use_hair_dynamics and psys.point_cache.is_baked is False:
layout.row().label(text="Display percentage makes dynamics inaccurate without baking")
else:
phystype = part.physics_type
if phystype != 'NO' and phystype != 'KEYED' and psys.point_cache.is_baked is False:
layout.row().label(text="Display percentage makes dynamics inaccurate without baking")
else:
layout.separator()
if context.object:
layout.separator()
layout.prop(context.object, "show_instancer_for_viewport", text="Show Emitter")
class PARTICLE_PT_children(ParticleButtonsPanel, Panel):
bl_label = "Children"
bl_translation_context = i18n_contexts.id_particlesettings
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
return particle_panel_poll(cls, context)
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = particle_get_settings(context)
layout.row().prop(part, "child_type", expand=True)
layout.use_property_split = True
if part.child_type == 'NONE':
return
col = layout.column()
sub = col.column(align=True)
sub.prop(part, "child_percent", text="Display Amount")
sub.prop(part, "rendered_child_count", text="Render Amount")
col.separator()
col.prop(part, "child_length", slider=True)
col.prop(part, "child_length_threshold", slider=True)
if psys:
col.prop(psys, "child_seed", text="Seed")
col.separator()
if part.child_type == 'INTERPOLATED':
col.prop(part, "virtual_parents", slider=True)
col.prop(part, "create_long_hair_children")
else:
col.separator()
sub = col.column(align=True)
sub.prop(part, "child_size", text="Size")
sub.prop(part, "child_size_random", text="Randomize Size", slider=True)
if part.child_type == 'SIMPLE':
col.separator()
col.prop(part, "child_radius", text="Radius")
col.prop(part, "child_roundness", text="Roundness", slider=True)
class PARTICLE_PT_children_parting(ParticleButtonsPanel, Panel):
bl_label = "Parting"
bl_parent_id = "PARTICLE_PT_children"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.child_type == 'INTERPOLATED'
def draw(self, context):
layout = self.layout
part = particle_get_settings(context)
is_virtual = part.virtual_parents > 0.0
layout.use_property_split = True
if is_virtual:
layout.label(text="Parting not available with virtual parents")
col = layout.column()
col.active = not is_virtual
col.prop(part, "child_parting_factor", text="Parting", slider=True)
sub = col.column(align=True)
sub.prop(part, "child_parting_min", text="Min")
sub.prop(part, "child_parting_max", text="Max")
class PARTICLE_PT_children_clumping(ParticleButtonsPanel, Panel):
bl_label = "Clumping"
bl_parent_id = "PARTICLE_PT_children"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.child_type != 'NONE'
def draw(self, context):
layout = self.layout
part = particle_get_settings(context)
layout.use_property_split = True
col = layout.column()
sub = col.column()
sub.prop(part, "use_clump_curve")
if part.use_clump_curve:
sub.template_curve_mapping(part, "clump_curve")
else:
sub.prop(part, "clump_factor", slider=True)
sub.prop(part, "clump_shape", slider=True)
if part.child_type == 'SIMPLE':
col.prop(part, "twist")
col.prop(part, "use_twist_curve")
if part.use_twist_curve:
col.template_curve_mapping(part, "twist_curve")
class PARTICLE_PT_children_clumping_noise(ParticleButtonsPanel, Panel):
bl_label = "Clump Noise"
bl_parent_id = "PARTICLE_PT_children_clumping"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw_header(self, context):
part = particle_get_settings(context)
self.layout.prop(part, "use_clump_noise", text="")
def draw(self, context):
layout = self.layout
part = particle_get_settings(context)
layout.use_property_split = True
layout.enabled = part.use_clump_noise
layout.prop(part, "clump_noise_size")
class PARTICLE_PT_children_roughness(ParticleButtonsPanel, Panel):
bl_label = "Roughness"
bl_translation_context = i18n_contexts.id_particlesettings
bl_parent_id = "PARTICLE_PT_children"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.child_type != 'NONE'
def draw(self, context):
layout = self.layout
part = particle_get_settings(context)
layout.use_property_split = True
col = layout.column()
col.prop(part, "use_roughness_curve")
if part.use_roughness_curve:
sub = col.column()
sub.template_curve_mapping(part, "roughness_curve")
sub.prop(part, "roughness_1", text="Roughness", text_ctxt=i18n_contexts.id_particlesettings)
sub.prop(part, "roughness_1_size", text="Size")
else:
sub = col.column(align=True)
sub.prop(part, "roughness_1", text="Uniform")
sub.prop(part, "roughness_1_size", text="Size")
sub = col.column(align=True)
sub.prop(part, "roughness_endpoint", text="Endpoint")
sub.prop(part, "roughness_end_shape")
sub = col.column(align=True)
sub.prop(part, "roughness_2", text="Random")
sub.prop(part, "roughness_2_size", text="Size")
sub.prop(part, "roughness_2_threshold", slider=True)
class PARTICLE_PT_children_kink(ParticleButtonsPanel, Panel):
bl_label = "Kink"
bl_parent_id = "PARTICLE_PT_children"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.child_type != 'NONE'
def draw(self, context):
layout = self.layout
part = particle_get_settings(context)
layout.use_property_split = True
col = layout.column()
col.prop(part, "kink", text="Kink Type")
col = layout.column()
col.active = part.kink != 'NO'
if part.kink == 'SPIRAL':
sub = col.column()
sub.prop(part, "kink_amplitude", text="Amplitude")
sub.prop(part, "kink_amplitude_random", text="Randomize Amplitude", slider=True)
col.separator()
sub = col.column()
sub.prop(part, "kink_axis")
sub.prop(part, "kink_axis_random", text="Randomize Axis", slider=True)
col.separator()
col.prop(part, "kink_frequency", text="Frequency")
col.prop(part, "kink_shape", text="Shape", slider=True)
col.prop(part, "kink_extra_steps", text="Steps")
elif part.kink in {'CURL', 'RADIAL', 'WAVE', 'BRAID', 'WAVE'}:
sub = col.column(align=True)
sub.prop(part, "kink_amplitude")
sub.prop(part, "kink_amplitude_clump", text="Clump", slider=True)
col.prop(part, "kink_flat", slider=True)
col.prop(part, "kink_frequency")
col.prop(part, "kink_shape", slider=True)
class PARTICLE_PT_field_weights(ParticleButtonsPanel, Panel):
bl_label = "Field Weights"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
return particle_panel_poll(cls, context)
def draw(self, context):
part = particle_get_settings(context)
effector_weights_ui(self, part.effector_weights, 'PSYS')
if part.type == 'HAIR':
row = self.layout.row()
row.prop(part.effector_weights, "apply_to_hair_growing")
row.prop(part, "apply_effector_to_children")
row = self.layout.row()
row.prop(part, "effect_hair", slider=True)
class PARTICLE_PT_force_fields(ParticleButtonsPanel, Panel):
bl_label = "Force Field Settings"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
part = particle_get_settings(context)
col = layout.column()
col.prop(part, "use_self_effect")
col.prop(part, "effector_amount", text="Effector Amount")
class PARTICLE_PT_force_fields_type1(ParticleButtonsPanel, Panel):
bl_label = "Type 1"
bl_parent_id = "PARTICLE_PT_force_fields"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
part = particle_get_settings(context)
if part.force_field_1:
col = layout.column()
col.prop(part.force_field_1, "type", text="Type 1")
basic_force_field_settings_ui(self, part.force_field_1)
class PARTICLE_PT_force_fields_type2(ParticleButtonsPanel, Panel):
bl_label = "Type 2"
bl_parent_id = "PARTICLE_PT_force_fields"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
part = particle_get_settings(context)
if part.force_field_2:
col = layout.column()
col.prop(part.force_field_2, "type", text="Type 2")
basic_force_field_settings_ui(self, part.force_field_2)
class PARTICLE_PT_force_fields_type1_falloff(ParticleButtonsPanel, Panel):
bl_label = "Falloff"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "PARTICLE_PT_force_fields_type1"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
part = particle_get_settings(context)
if part.force_field_1:
basic_force_field_falloff_ui(self, part.force_field_1)
class PARTICLE_PT_force_fields_type2_falloff(ParticleButtonsPanel, Panel):
bl_label = "Falloff"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "PARTICLE_PT_force_fields_type2"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
part = particle_get_settings(context)
if part.force_field_2:
basic_force_field_falloff_ui(self, part.force_field_2)
class PARTICLE_PT_vertexgroups(ParticleButtonsPanel, Panel):
bl_label = "Vertex Groups"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
if context.particle_system is None:
return False
return particle_panel_poll(cls, context)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
psys = context.particle_system
col = layout.column()
row = col.row(align=True)
sub = row.row(align=True)
sub.use_property_decorate = False
sub.prop_search(psys, "vertex_group_density", ob, "vertex_groups", text="Density")
row.prop(psys, "invert_vertex_group_density", text="", toggle=True, icon='ARROW_LEFTRIGHT')
row = col.row(align=True)
sub = row.row(align=True)
sub.use_property_decorate = False
sub.prop_search(psys, "vertex_group_length", ob, "vertex_groups", text="Length")
row.prop(psys, "invert_vertex_group_length", text="", toggle=True, icon='ARROW_LEFTRIGHT')
row = col.row(align=True)
sub = row.row(align=True)
sub.use_property_decorate = False
sub.prop_search(psys, "vertex_group_clump", ob, "vertex_groups", text="Clump")
row.prop(psys, "invert_vertex_group_clump", text="", toggle=True, icon='ARROW_LEFTRIGHT')
row = col.row(align=True)
sub = row.row(align=True)
sub.use_property_decorate = False
sub.prop_search(psys, "vertex_group_kink", ob, "vertex_groups", text="Kink")
row.prop(psys, "invert_vertex_group_kink", text="", toggle=True, icon='ARROW_LEFTRIGHT')
row = col.row(align=True)
sub = row.row(align=True)
sub.use_property_decorate = False
sub.prop_search(psys, "vertex_group_roughness_1", ob, "vertex_groups", text="Roughness 1")
row.prop(psys, "invert_vertex_group_roughness_1", text="", toggle=True, icon='ARROW_LEFTRIGHT')
row = col.row(align=True)
sub = row.row(align=True)
sub.use_property_decorate = False
sub.prop_search(psys, "vertex_group_roughness_2", ob, "vertex_groups", text="Roughness 2")
row.prop(psys, "invert_vertex_group_roughness_2", text="", toggle=True, icon='ARROW_LEFTRIGHT')
row = col.row(align=True)
sub = row.row(align=True)
sub.use_property_decorate = False
sub.prop_search(psys, "vertex_group_roughness_end", ob, "vertex_groups", text="Roughness End")
row.prop(psys, "invert_vertex_group_roughness_end", text="", toggle=True, icon='ARROW_LEFTRIGHT')
row = col.row(align=True)
sub = row.row(align=True)
sub.use_property_decorate = False
sub.prop_search(psys, "vertex_group_twist", ob, "vertex_groups", text="Twist")
row.prop(psys, "invert_vertex_group_twist", text="", toggle=True, icon='ARROW_LEFTRIGHT')
# Commented out vertex groups don't work and are still waiting for better implementation
# row = layout.row()
# row.prop_search(psys, "vertex_group_velocity", ob, "vertex_groups", text="Velocity")
# row.prop(psys, "invert_vertex_group_velocity", text="")
# row = layout.row()
# row.prop_search(psys, "vertex_group_size", ob, "vertex_groups", text="Size")
# row.prop(psys, "invert_vertex_group_size", text="")
# row = layout.row()
# row.prop_search(psys, "vertex_group_tangent", ob, "vertex_groups", text="Tangent")
# row.prop(psys, "invert_vertex_group_tangent", text="")
# row = layout.row()
# row.prop_search(psys, "vertex_group_rotation", ob, "vertex_groups", text="Rotation")
# row.prop(psys, "invert_vertex_group_rotation", text="")
# row = layout.row()
# row.prop_search(psys, "vertex_group_field", ob, "vertex_groups", text="Field")
# row.prop(psys, "invert_vertex_group_field", text="")
class PARTICLE_PT_textures(ParticleButtonsPanel, Panel):
bl_label = "Textures"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
if context.particle_system is None:
return False
return particle_panel_poll(cls, context)
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
row = layout.row()
row.template_list("TEXTURE_UL_texslots", "", part, "texture_slots", part, "active_texture_index", rows=2)
col = row.column(align=True)
col.operator("texture.slot_move", text="", icon='TRIA_UP').type = 'UP'
col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN'
col.menu("TEXTURE_MT_context_menu", icon='DOWNARROW_HLT', text="")
if not part.active_texture:
layout.template_ID(part, "active_texture", new="texture.new")
else:
slot = part.texture_slots[part.active_texture_index]
layout.template_ID(slot, "texture", new="texture.new")
class PARTICLE_PT_hair_shape(ParticleButtonsPanel, Panel):
bl_label = "Hair Shape"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
psys = context.particle_system
if psys is None:
return False
return particle_panel_poll(cls, context) and psys.settings.type == 'HAIR'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
part = psys.settings
layout.prop(part, "shape", text="Strand Shape")
col = layout.column(align=True)
col.prop(part, "root_radius", text="Diameter Root")
col.prop(part, "tip_radius", text="Tip")
col = layout.column()
col.prop(part, "radius_scale")
col.prop(part, "use_close_tip")
class PARTICLE_PT_custom_props(ParticleButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
_context_path = "particle_system.settings"
_property_type = bpy.types.ParticleSettings
classes = (
PARTICLE_MT_context_menu,
PARTICLE_PT_hair_dynamics_presets,
PARTICLE_UL_particle_systems,
PARTICLE_PT_context_particles,
PARTICLE_PT_emission,
PARTICLE_PT_emission_source,
PARTICLE_PT_hair_dynamics,
PARTICLE_PT_hair_dynamics_collision,
PARTICLE_PT_hair_dynamics_structure,
PARTICLE_PT_hair_dynamics_volume,
PARTICLE_PT_cache,
PARTICLE_PT_velocity,
PARTICLE_PT_rotation,
PARTICLE_PT_rotation_angular_velocity,
PARTICLE_PT_physics,
PARTICLE_PT_physics_boids_movement,
PARTICLE_PT_physics_boids_battle,
PARTICLE_PT_physics_boids_misc,
PARTICLE_PT_physics_forces,
PARTICLE_PT_physics_deflection,
PARTICLE_PT_physics_integration,
PARTICLE_PT_physics_relations,
PARTICLE_PT_physics_fluid_springs,
PARTICLE_PT_physics_fluid_springs_viscoelastic,
PARTICLE_PT_physics_fluid_springs_advanced,
PARTICLE_PT_physics_fluid_advanced,
PARTICLE_PT_physics_fluid_interaction,
PARTICLE_PT_boidbrain,
PARTICLE_PT_render,
PARTICLE_PT_render_path,
PARTICLE_PT_render_path_timing,
PARTICLE_PT_render_object,
PARTICLE_PT_render_collection,
PARTICLE_PT_render_collection_use_count,
PARTICLE_PT_render_extra,
PARTICLE_PT_draw,
PARTICLE_PT_children,
PARTICLE_PT_children_parting,
PARTICLE_PT_children_clumping,
PARTICLE_PT_children_clumping_noise,
PARTICLE_PT_children_roughness,
PARTICLE_PT_children_kink,
PARTICLE_PT_hair_shape,
PARTICLE_PT_field_weights,
PARTICLE_PT_force_fields,
PARTICLE_PT_force_fields_type1,
PARTICLE_PT_force_fields_type1_falloff,
PARTICLE_PT_force_fields_type2,
PARTICLE_PT_force_fields_type2_falloff,
PARTICLE_PT_vertexgroups,
PARTICLE_PT_textures,
PARTICLE_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)