blender/release/scripts/ui/properties_particle.py
Janne Karhu c5871b8750 Fluid physics for particles by Raul Fernandez Hernandez (Farsthary) and Stephen Swhitehorn:
This patch add SPH (Smoothed Particle Hydrodynamics)fluid dynamics to the
blender particle system. SPH is an boundless Lagrangian interpolation
technique to solve the fluid motion equations.
 
From liquids to sand, goo and gases could be simulated using the particle
system.
 
It features internal viscosity, a double density relaxation that accounts
for surface tension effects, static internal springs for plastic fluids,
and buoyancy for gases.

---------------------------------------

This is a commit of the core fluid physics. Raul will work on proper
documentation soon and more features such as surface extraction from
the particle point cloud and increasing stability by sub-frame calculations
later.
2010-04-04 12:29:06 +00:00

1078 lines
36 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from rna_prop_ui import PropertyPanel
from properties_physics_common import point_cache_ui
from properties_physics_common import effector_weights_ui
from properties_physics_common import basic_force_field_settings_ui
from properties_physics_common import basic_force_field_falloff_ui
def particle_panel_enabled(context, psys):
return (psys.point_cache.baked is False) and (not psys.edited) and (not context.particle_system_editable)
def particle_panel_poll(context):
psys = context.particle_system
if psys is None:
return False
if psys.settings is None:
return False
return psys.settings.type in ('EMITTER', 'REACTOR', 'HAIR')
class ParticleButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "particle"
def poll(self, context):
return particle_panel_poll(context)
class PARTICLE_PT_context_particles(ParticleButtonsPanel):
bl_label = ""
bl_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.operator("object.particle_system_add", icon='ZOOMIN', text="")
col.operator("object.particle_system_remove", icon='ZOOMOUT', text="")
if psys and not psys.settings:
split = layout.split(percentage=0.32)
col = split.column()
col.label(text="Name:")
col.label(text="Settings:")
col = split.column()
col.prop(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.label(text="Name:")
if part.type in ('EMITTER', 'REACTOR', 'HAIR'):
col.label(text="Settings:")
col.label(text="Type:")
col = split.column()
col.prop(psys, "name", text="")
if part.type in ('EMITTER', 'REACTOR', 'HAIR'):
col.template_ID(psys, "settings", new="particle.new")
#row = layout.row()
#row.label(text="Viewport")
#row.label(text="Render")
if part:
if part.type not in ('EMITTER', 'REACTOR', 'HAIR'):
layout.label(text="No settings for fluid particles")
return
row = col.row()
row.enabled = particle_panel_enabled(context, psys)
row.prop(part, "type", text="")
row.prop(psys, "seed")
split = layout.split(percentage=0.65)
if part.type == 'HAIR':
if psys.edited:
split.operator("particle.edited_clear", text="Free Edit")
else:
split.label(text="")
row = split.row()
row.enabled = particle_panel_enabled(context, psys)
row.prop(part, "hair_step")
if psys.edited:
if psys.global_hair:
layout.operator("particle.connect_hair")
layout.label(text="Hair is disconnected.")
else:
layout.operator("particle.disconnect_hair")
layout.label(text="")
elif 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_custom_props(ParticleButtonsPanel, PropertyPanel):
_context_path = "particle_system.settings"
class PARTICLE_PT_emission(ParticleButtonsPanel):
bl_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(context, psys) and not psys.multiple_caches
row = layout.row()
row.active = part.distribution != 'GRID'
row.prop(part, "amount")
if part.type != 'HAIR':
split = layout.split()
col = split.column(align=True)
col.prop(part, "start")
col.prop(part, "end")
col = split.column(align=True)
col.prop(part, "lifetime")
col.prop(part, "random_lifetime", slider=True)
layout.row().label(text="Emit From:")
row = layout.row()
row.prop(part, "emit_from", expand=True)
row = layout.row()
row.prop(part, "trand")
if part.distribution != 'GRID':
row.prop(part, "even_distribution")
if part.emit_from == 'FACE' or part.emit_from == 'VOLUME':
row = layout.row()
row.prop(part, "distribution", expand=True)
row = layout.row()
if part.distribution == 'JIT':
row.prop(part, "userjit", text="Particles/Face")
row.prop(part, "jitter_factor", text="Jittering Amount", slider=True)
elif part.distribution == 'GRID':
row.prop(part, "grid_resolution")
class PARTICLE_PT_hair_dynamics(ParticleButtonsPanel):
bl_label = "Hair dynamics"
bl_default_closed = True
def poll(self, context):
psys = context.particle_system
if psys is None:
return False
if psys.settings is 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.prop(cloth, "enable_collision", text="")
psys = context.particle_system
self.layout.prop(psys, "hair_dynamics", text="")
def draw(self, context):
layout = self.layout
psys = context.particle_system
if not psys.cloth:
return
#part = psys.settings
cloth = psys.cloth.settings
layout.enabled = psys.hair_dynamics
split = layout.split()
col = split.column()
col.label(text="Material:")
sub = col.column(align=True)
sub.prop(cloth, "pin_stiffness", text="Stiffness")
sub.prop(cloth, "mass")
sub.prop(cloth, "bending_stiffness", text="Bending")
sub.prop(cloth, "internal_friction", slider=True)
sub.prop(cloth, "collider_friction", slider=True)
col = split.column()
col.label(text="Damping:")
sub = col.column(align=True)
sub.prop(cloth, "spring_damping", text="Spring")
sub.prop(cloth, "air_damping", text="Air")
col.label(text="Quality:")
col.prop(cloth, "quality", text="Steps", slider=True)
class PARTICLE_PT_cache(ParticleButtonsPanel):
bl_label = "Cache"
bl_default_closed = True
def poll(self, context):
psys = context.particle_system
if psys is None:
return False
if psys.settings is 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):
psys = context.particle_system
point_cache_ui(self, context, psys.point_cache, particle_panel_enabled(context, psys), not psys.hair_dynamics, 0)
class PARTICLE_PT_velocity(ParticleButtonsPanel):
bl_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(context, psys)
split = layout.split()
sub = split.column()
sub.label(text="Emitter Geometry:")
sub.prop(part, "normal_factor")
subsub = sub.column(align=True)
subsub.prop(part, "tangent_factor")
subsub.prop(part, "tangent_phase", slider=True)
sub = split.column()
sub.label(text="Emitter Object")
sub.prop(part, "object_aligned_factor", text="")
layout.row().label(text="Other:")
split = layout.split()
sub = split.column()
if part.emit_from == 'PARTICLE':
sub.prop(part, "particle_factor")
else:
sub.prop(part, "object_factor", slider=True)
sub = split.column()
sub.prop(part, "random_factor")
#if part.type=='REACTOR':
# sub.prop(part, "reactor_factor")
# sub.prop(part, "reaction_shape", slider=True)
class PARTICLE_PT_rotation(ParticleButtonsPanel):
bl_label = "Rotation"
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(context, psys)
split = layout.split()
split.label(text="Initial Rotation:")
split.prop(part, "rotation_dynamic")
split = layout.split()
sub = split.column(align=True)
sub.prop(part, "rotation_mode", text="")
sub.prop(part, "random_rotation_factor", slider=True, text="Random")
sub = split.column(align=True)
sub.prop(part, "phase_factor", slider=True)
sub.prop(part, "random_phase_factor", text="Random", slider=True)
layout.row().label(text="Angular Velocity:")
layout.row().prop(part, "angular_velocity_mode", expand=True)
split = layout.split()
sub = split.column()
if part.angular_velocity_mode != 'NONE':
sub.prop(part, "angular_velocity_factor", text="")
class PARTICLE_PT_physics(ParticleButtonsPanel):
bl_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(context, psys)
row = layout.row()
row.prop(part, "physics_type", expand=True)
if part.physics_type != 'NO':
row = layout.row()
col = row.column(align=True)
col.prop(part, "particle_size")
col.prop(part, "random_size", slider=True)
col = row.column(align=True)
col.prop(part, "mass")
col.prop(part, "sizemass", text="Multiply mass with size")
if part.physics_type == 'NEWTON':
split = layout.split()
sub = split.column()
sub.label(text="Forces:")
sub.prop(part, "brownian_factor")
sub.prop(part, "drag_factor", slider=True)
sub.prop(part, "damp_factor", slider=True)
sub = split.column()
sub.prop(part, "size_deflect")
sub.prop(part, "die_on_collision")
sub.prop(part, "integrator")
sub.prop(part, "time_tweak")
elif part.physics_type == 'FLUID':
fluid = part.fluid
split = layout.split()
sub = split.column()
sub.label(text="Forces:")
sub.prop(part, "brownian_factor")
sub.prop(part, "drag_factor", slider=True)
sub.prop(part, "damp_factor", slider=True)
sub = split.column()
sub.prop(part, "size_deflect")
sub.prop(part, "die_on_collision")
sub.prop(part, "integrator")
sub.prop(part, "time_tweak")
split = layout.split()
sub = split.column()
sub.label(text="Fluid Interaction:")
sub.prop(fluid, "fluid_radius", slider=True)
sub.prop(fluid, "stiffness_k")
sub.prop(fluid, "stiffness_knear")
sub.prop(fluid, "rest_density")
sub.label(text="Viscosity:")
sub.prop(fluid, "viscosity_omega", text="Linear")
sub.prop(fluid, "viscosity_beta", text="Square")
sub = split.column()
sub.label(text="Springs:")
sub.prop(fluid, "spring_k", text="Force", slider=True)
sub.prop(fluid, "rest_length", slider=True)
layout.label(text="Multiple fluids interactions:")
sub.label(text="Buoyancy:")
sub.prop(fluid, "buoyancy", slider=True)
elif part.physics_type == 'KEYED':
split = layout.split()
sub = split.column()
row = layout.row()
col = row.column()
col.active = not psys.keyed_timing
col.prop(part, "keyed_loops", text="Loops")
row.prop(psys, "keyed_timing", text="Use Timing")
layout.label(text="Keys:")
elif part.physics_type == 'BOIDS':
boids = part.boids
row = layout.row()
row.prop(boids, "allow_flight")
row.prop(boids, "allow_land")
row.prop(boids, "allow_climb")
split = layout.split()
sub = split.column()
col = sub.column(align=True)
col.active = boids.allow_flight
col.prop(boids, "air_max_speed")
col.prop(boids, "air_min_speed", slider=True)
col.prop(boids, "air_max_acc", slider=True)
col.prop(boids, "air_max_ave", slider=True)
col.prop(boids, "air_personal_space")
row = col.row()
row.active = (boids.allow_land or boids.allow_climb) and boids.allow_flight
row.prop(boids, "landing_smoothness")
sub = split.column()
col = sub.column(align=True)
col.active = boids.allow_land or boids.allow_climb
col.prop(boids, "land_max_speed")
col.prop(boids, "land_jump_speed")
col.prop(boids, "land_max_acc", slider=True)
col.prop(boids, "land_max_ave", slider=True)
col.prop(boids, "land_personal_space")
col.prop(boids, "land_stick_force")
row = layout.row()
col = row.column(align=True)
col.label(text="Battle:")
col.prop(boids, "health")
col.prop(boids, "strength")
col.prop(boids, "aggression")
col.prop(boids, "accuracy")
col.prop(boids, "range")
col = row.column()
col.label(text="Misc:")
col.prop(boids, "banking", slider=True)
col.prop(boids, "height", slider=True)
if part.physics_type == 'KEYED' or part.physics_type == 'BOIDS' or part.physics_type == 'FLUID':
if part.physics_type == 'BOIDS':
layout.label(text="Relations:")
row = layout.row()
row.template_list(psys, "targets", psys, "active_particle_target_index")
col = row.column()
sub = col.row()
subsub = sub.column(align=True)
subsub.operator("particle.new_target", icon='ZOOMIN', text="")
subsub.operator("particle.target_remove", icon='ZOOMOUT', text="")
sub = col.row()
subsub = sub.column(align=True)
subsub.operator("particle.target_move_up", icon='MOVE_UP_VEC', text="")
subsub.operator("particle.target_move_down", icon='MOVE_DOWN_VEC', 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.prop(key, "object", text="")
col.prop(key, "system", text="System")
col = row.column()
col.active = psys.keyed_timing
col.prop(key, "time")
col.prop(key, "duration")
elif part.physics_type == 'BOIDS':
sub = row.row()
#doesn't work yet
#sub.red_alert = key.valid
sub.prop(key, "object", text="")
sub.prop(key, "system", text="System")
layout.prop(key, "mode", expand=True)
elif part.physics_type == 'FLUID':
sub = row.row()
#doesn't work yet
#sub.red_alert = key.valid
sub.prop(key, "object", text="")
sub.prop(key, "system", text="System")
class PARTICLE_PT_boidbrain(ParticleButtonsPanel):
bl_label = "Boid Brain"
def poll(self, context):
psys = context.particle_system
if psys is None:
return False
if psys.settings is None:
return False
if psys.point_cache.external:
return False
return psys.settings.physics_type == 'BOIDS'
def draw(self, context):
layout = self.layout
boids = context.particle_system.settings.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(boids, "states", boids, "active_boid_state_index", compact="True")
#col = row.row()
#sub = col.row(align=True)
#sub.operator("boid.state_add", icon='ZOOMIN', text="")
#sub.operator("boid.state_del", icon='ZOOMOUT', text="")
#sub = row.row(align=True)
#sub.operator("boid.state_move_up", icon='MOVE_UP_VEC', text="")
#sub.operator("boid.state_move_down", icon='MOVE_DOWN_VEC', text="")
state = boids.active_boid_state
#layout.prop(state, "name", text="State name")
row = layout.row()
row.prop(state, "ruleset_type")
if state.ruleset_type == 'FUZZY':
row.prop(state, "rule_fuzziness", slider=True)
else:
row.label(text="")
row = layout.row()
row.template_list(state, "rules", state, "active_boid_rule_index")
col = row.column()
sub = col.row()
subsub = sub.column(align=True)
subsub.operator_menu_enum("boid.rule_add", "type", icon='ZOOMIN', text="")
subsub.operator("boid.rule_del", icon='ZOOMOUT', text="")
sub = col.row()
subsub = sub.column(align=True)
subsub.operator("boid.rule_move_up", icon='MOVE_UP_VEC', text="")
subsub.operator("boid.rule_move_down", icon='MOVE_DOWN_VEC', text="")
rule = state.active_boid_rule
if rule:
row = layout.row()
row.prop(rule, "name", text="")
#somebody make nice icons for boids here please! -jahka
row.prop(rule, "in_air", icon='MOVE_UP_VEC', text="")
row.prop(rule, "on_land", icon='MOVE_DOWN_VEC', text="")
row = layout.row()
if rule.type == 'GOAL':
row.prop(rule, "object")
row = layout.row()
row.prop(rule, "predict")
elif rule.type == 'AVOID':
row.prop(rule, "object")
row = layout.row()
row.prop(rule, "predict")
row.prop(rule, "fear_factor")
elif rule.type == 'FOLLOW_PATH':
row.label(text="Not yet functional.")
elif rule.type == 'AVOID_COLLISION':
row.prop(rule, "boids")
row.prop(rule, "deflectors")
row.prop(rule, "look_ahead")
elif rule.type == 'FOLLOW_LEADER':
row.prop(rule, "object", text="")
row.prop(rule, "distance")
row = layout.row()
row.prop(rule, "line")
sub = row.row()
sub.active = rule.line
sub.prop(rule, "queue_size")
elif rule.type == 'AVERAGE_SPEED':
row.prop(rule, "speed", slider=True)
row.prop(rule, "wander", slider=True)
row.prop(rule, "level", slider=True)
elif rule.type == 'FIGHT':
row.prop(rule, "distance")
row.prop(rule, "flee_distance")
class PARTICLE_PT_render(ParticleButtonsPanel):
bl_label = "Render"
def poll(self, context):
psys = context.particle_system
if psys is None:
return False
if psys.settings is None:
return False
return True
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
row = layout.row()
row.prop(part, "material")
row.prop(psys, "parent")
split = layout.split()
sub = split.column()
sub.prop(part, "emitter")
sub.prop(part, "parent")
sub = split.column()
sub.prop(part, "unborn")
sub.prop(part, "died")
row = layout.row()
row.prop(part, "ren_as", expand=True)
split = layout.split()
sub = split.column()
if part.ren_as == 'LINE':
sub.prop(part, "line_length_tail")
sub.prop(part, "line_length_head")
sub = split.column()
sub.prop(part, "velocity_length")
elif part.ren_as == 'PATH':
if part.type != 'HAIR' and part.physics_type != 'KEYED' and (psys.point_cache.baked is False):
box = layout.box()
box.label(text="Baked or keyed particles needed for correct rendering.")
return
sub.prop(part, "render_strand")
subsub = sub.column()
subsub.active = (part.render_strand is False)
subsub.prop(part, "render_adaptive")
subsub = sub.column()
subsub.active = part.render_adaptive or part.render_strand == True
subsub.prop(part, "adaptive_angle")
subsub = sub.column()
subsub.active = (part.render_adaptive is True and part.render_strand is False)
subsub.prop(part, "adaptive_pix")
sub.prop(part, "hair_bspline")
sub.prop(part, "render_step", text="Steps")
sub = split.column()
sub.label(text="Timing:")
sub.prop(part, "abs_path_time")
sub.prop(part, "path_start", text="Start", slider=not part.abs_path_time)
sub.prop(part, "path_end", text="End", slider=not part.abs_path_time)
sub.prop(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.prop(part, "enable_simplify")
if part.enable_simplify == True:
row = layout.row()
row.prop(part, "simplify_refsize")
row.prop(part, "simplify_rate")
row.prop(part, "simplify_transition")
row = layout.row()
row.prop(part, "viewport")
sub = row.row()
sub.active = part.viewport == True
sub.prop(part, "simplify_viewport")
elif part.ren_as == 'OBJECT':
sub.prop(part, "dupli_object")
sub.prop(part, "use_global_dupli")
elif part.ren_as == 'GROUP':
sub.prop(part, "dupli_group")
split = layout.split()
sub = split.column()
sub.prop(part, "whole_group")
subsub = sub.column()
subsub.active = (part.whole_group is False)
subsub.prop(part, "use_group_count")
sub = split.column()
subsub = sub.column()
subsub.active = (part.whole_group is False)
subsub.prop(part, "use_global_dupli")
subsub.prop(part, "rand_group")
if part.use_group_count and not part.whole_group:
row = layout.row()
row.template_list(part, "dupliweights", part, "active_dupliweight_index")
col = row.column()
sub = col.row()
subsub = sub.column(align=True)
subsub.operator("particle.dupliob_copy", icon='ZOOMIN', text="")
subsub.operator("particle.dupliob_remove", icon='ZOOMOUT', text="")
subsub.operator("particle.dupliob_move_up", icon='MOVE_UP_VEC', text="")
subsub.operator("particle.dupliob_move_down", icon='MOVE_DOWN_VEC', text="")
weight = part.active_dupliweight
if weight:
row = layout.row()
row.prop(weight, "count")
elif part.ren_as == 'BILLBOARD':
sub.label(text="Align:")
row = layout.row()
row.prop(part, "billboard_align", expand=True)
row.prop(part, "billboard_lock", text="Lock")
row = layout.row()
row.prop(part, "billboard_object")
row = layout.row()
col = row.column(align=True)
col.label(text="Tilt:")
col.prop(part, "billboard_tilt", text="Angle", slider=True)
col.prop(part, "billboard_random_tilt", slider=True)
col = row.column()
col.prop(part, "billboard_offset")
row = layout.row()
row.prop(psys, "billboard_normal_uv")
row = layout.row()
row.prop(psys, "billboard_time_index_uv")
row = layout.row()
row.label(text="Split uv's:")
row.prop(part, "billboard_uv_split", text="Number of splits")
row = layout.row()
row.prop(psys, "billboard_split_uv")
row = layout.row()
row.label(text="Animate:")
row.prop(part, "billboard_animation", expand=True)
row.label(text="Offset:")
row.prop(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.prop(part, "trail_count")
if part.trail_count > 1:
col.prop(part, "abs_path_time", text="Length in frames")
col = row.column()
col.prop(part, "path_end", text="Length", slider=not part.abs_path_time)
col.prop(part, "random_length", text="Random", slider=True)
else:
col = row.column()
col.label(text="")
class PARTICLE_PT_draw(ParticleButtonsPanel):
bl_label = "Display"
bl_default_closed = True
def poll(self, context):
psys = context.particle_system
if psys is None:
return False
if psys.settings is None:
return False
return True
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
row = layout.row()
row.prop(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 is False:
box = layout.box()
box.label(text="Baked or keyed particles needed for correct drawing.")
return
row = layout.row()
row.prop(part, "display", slider=True)
if part.draw_as != 'RENDER' or part.ren_as == 'HALO':
row.prop(part, "draw_size")
else:
row.label(text="")
row = layout.row()
col = row.column()
col.prop(part, "show_size")
col.prop(part, "velocity")
col.prop(part, "num")
if part.physics_type == 'BOIDS':
col.prop(part, "draw_health")
col = row.column()
col.prop(part, "material_color", text="Use material color")
if (path):
col.prop(part, "draw_step")
else:
sub = col.column()
sub.active = (part.material_color is False)
#sub.label(text="color")
#sub.label(text="Override material color")
class PARTICLE_PT_children(ParticleButtonsPanel):
bl_label = "Children"
bl_default_closed = True
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.row().prop(part, "child_type", expand=True)
if part.child_type == 'NONE':
return
row = layout.row()
col = row.column(align=True)
col.prop(part, "child_nbr", text="Display")
col.prop(part, "rendered_child_nbr", text="Render")
col = row.column(align=True)
if part.child_type == 'FACES':
col.prop(part, "virtual_parents", slider=True)
else:
col.prop(part, "child_radius", text="Radius")
col.prop(part, "child_roundness", text="Roundness", slider=True)
col = row.column(align=True)
col.prop(part, "child_size", text="Size")
col.prop(part, "child_random_size", text="Random")
layout.row().label(text="Effects:")
row = layout.row()
col = row.column(align=True)
col.prop(part, "clump_factor", slider=True)
col.prop(part, "clumppow", slider=True)
col = row.column(align=True)
col.prop(part, "rough_endpoint")
col.prop(part, "rough_end_shape")
row = layout.row()
col = row.column(align=True)
col.prop(part, "rough1")
col.prop(part, "rough1_size")
col = row.column(align=True)
col.prop(part, "rough2")
col.prop(part, "rough2_size")
col.prop(part, "rough2_thres", slider=True)
row = layout.row()
col = row.column(align=True)
col.prop(part, "child_length", slider=True)
col.prop(part, "child_length_thres", slider=True)
col = row.column(align=True)
col.label(text="Space reserved for")
col.label(text="hair parting controls")
layout.row().label(text="Kink:")
layout.row().prop(part, "kink", expand=True)
split = layout.split()
col = split.column()
col.prop(part, "kink_amplitude")
col.prop(part, "kink_frequency")
col = split.column()
col.prop(part, "kink_shape", slider=True)
class PARTICLE_PT_field_weights(ParticleButtonsPanel):
bl_label = "Field Weights"
bl_default_closed = True
def draw(self, context):
part = context.particle_system.settings
effector_weights_ui(self, context, part.effector_weights)
if part.type == 'HAIR':
self.layout.prop(part.effector_weights, "do_growing_hair")
class PARTICLE_PT_force_fields(ParticleButtonsPanel):
bl_label = "Force Field Settings"
bl_default_closed = True
def draw(self, context):
layout = self.layout
part = context.particle_system.settings
layout.prop(part, "self_effect")
split = layout.split(percentage=0.2)
split.label(text="Type 1:")
split.prop(part.force_field_1, "type", text="")
basic_force_field_settings_ui(self, context, part.force_field_1)
basic_force_field_falloff_ui(self, context, part.force_field_1)
if part.force_field_1.type != 'NONE':
layout.label(text="")
split = layout.split(percentage=0.2)
split.label(text="Type 2:")
split.prop(part.force_field_2, "type", text="")
basic_force_field_settings_ui(self, context, part.force_field_2)
basic_force_field_falloff_ui(self, context, part.force_field_2)
class PARTICLE_PT_vertexgroups(ParticleButtonsPanel):
bl_label = "Vertexgroups"
bl_default_closed = True
def draw(self, context):
layout = self.layout
ob = context.object
psys = context.particle_system
# part = psys.settings
# layout.label(text="Nothing here yet.")
row = layout.row()
row.label(text="Vertex Group")
row.label(text="Negate")
row = layout.row()
row.prop_object(psys, "vertex_group_density", ob, "vertex_groups", text="Density")
row.prop(psys, "vertex_group_density_negate", text="")
row = layout.row()
row.prop_object(psys, "vertex_group_velocity", ob, "vertex_groups", text="Velocity")
row.prop(psys, "vertex_group_velocity_negate", text="")
row = layout.row()
row.prop_object(psys, "vertex_group_length", ob, "vertex_groups", text="Length")
row.prop(psys, "vertex_group_length_negate", text="")
row = layout.row()
row.prop_object(psys, "vertex_group_clump", ob, "vertex_groups", text="Clump")
row.prop(psys, "vertex_group_clump_negate", text="")
row = layout.row()
row.prop_object(psys, "vertex_group_kink", ob, "vertex_groups", text="Kink")
row.prop(psys, "vertex_group_kink_negate", text="")
row = layout.row()
row.prop_object(psys, "vertex_group_roughness1", ob, "vertex_groups", text="Roughness 1")
row.prop(psys, "vertex_group_roughness1_negate", text="")
row = layout.row()
row.prop_object(psys, "vertex_group_roughness2", ob, "vertex_groups", text="Roughness 2")
row.prop(psys, "vertex_group_roughness2_negate", text="")
row = layout.row()
row.prop_object(psys, "vertex_group_roughness_end", ob, "vertex_groups", text="Roughness End")
row.prop(psys, "vertex_group_roughness_end_negate", text="")
row = layout.row()
row.prop_object(psys, "vertex_group_size", ob, "vertex_groups", text="Size")
row.prop(psys, "vertex_group_size_negate", text="")
row = layout.row()
row.prop_object(psys, "vertex_group_tangent", ob, "vertex_groups", text="Tangent")
row.prop(psys, "vertex_group_tangent_negate", text="")
row = layout.row()
row.prop_object(psys, "vertex_group_rotation", ob, "vertex_groups", text="Rotation")
row.prop(psys, "vertex_group_rotation_negate", text="")
row = layout.row()
row.prop_object(psys, "vertex_group_field", ob, "vertex_groups", text="Field")
row.prop(psys, "vertex_group_field_negate", text="")
classes = [
PARTICLE_PT_context_particles,
PARTICLE_PT_hair_dynamics,
PARTICLE_PT_cache,
PARTICLE_PT_emission,
PARTICLE_PT_velocity,
PARTICLE_PT_rotation,
PARTICLE_PT_physics,
PARTICLE_PT_boidbrain,
PARTICLE_PT_render,
PARTICLE_PT_draw,
PARTICLE_PT_children,
PARTICLE_PT_field_weights,
PARTICLE_PT_force_fields,
PARTICLE_PT_vertexgroups,
PARTICLE_PT_custom_props]
def register():
register = bpy.types.register
for cls in classes:
register(cls)
def unregister():
unregister = bpy.types.unregister
for cls in classes:
unregister(cls)
if __name__ == "__main__":
register()