blender/release/scripts/ui/properties_particle.py
Janne Karhu 6ec87e6095 Fix for [#22128] particle sizes and physics
* size wasn't updated at all for particles with keyed or no physics
2010-07-25 14:40:18 +00:00

1131 lines
38 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
narrowui = bpy.context.user_preferences.view.properties_width_check
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(panel, context):
psys = context.particle_system
engine = context.scene.render.engine
if psys is None:
return False
if psys.settings is None:
return False
return psys.settings.type in ('EMITTER', 'REACTOR', 'HAIR') and (engine in panel.COMPAT_ENGINES)
class ParticleButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "particle"
def poll(self, context):
return particle_panel_poll(self, context)
class PARTICLE_PT_context_particles(ParticleButtonsPanel):
bl_label = ""
bl_show_header = False
COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
engine = context.scene.render.engine
return (context.particle_system or context.object) and (engine in self.COMPAT_ENGINES)
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):
COMPAT_ENGINES = {'BLENDER_RENDER'}
_context_path = "particle_system.settings"
class PARTICLE_PT_emission(ParticleButtonsPanel):
bl_label = "Emission"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
if particle_panel_poll(self, 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
wide_ui = context.region.width > narrowui
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, "frame_start")
col.prop(part, "frame_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()
if wide_ui:
row.prop(part, "emit_from", expand=True)
else:
row.prop(part, "emit_from", text="")
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()
if wide_ui:
row.prop(part, "distribution", expand=True)
else:
row.prop(part, "distribution", text="")
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
COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
psys = context.particle_system
engine = context.scene.render.engine
if psys is None:
return False
if psys.settings is None:
return False
return psys.settings.type == 'HAIR' and (engine in self.COMPAT_ENGINES)
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
COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
psys = context.particle_system
engine = context.scene.render.engine
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)) and engine in self.COMPAT_ENGINES
def draw(self, context):
psys = context.particle_system
point_cache_ui(self, context, psys.point_cache, True, 'HAIR' if psys.hair_dynamics else 'PSYS')
class PARTICLE_PT_velocity(ParticleButtonsPanel):
bl_label = "Velocity"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
if particle_panel_poll(self, 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"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
if particle_panel_poll(self, 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
wide_ui = context.region.width > narrowui
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:")
if wide_ui:
layout.row().prop(part, "angular_velocity_mode", expand=True)
else:
layout.row().prop(part, "angular_velocity_mode", text="")
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"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
if particle_panel_poll(self, 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
wide_ui = context.region.width > narrowui
layout.enabled = particle_panel_enabled(context, psys)
row = layout.row()
if wide_ui:
row.prop(part, "physics_type", expand=True)
else:
row.prop(part, "physics_type", text="")
row = layout.row()
col = row.column(align=True)
col.prop(part, "particle_size")
col.prop(part, "random_size", slider=True)
if part.physics_type != 'NO':
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.label(text="Integration:")
sub.prop(part, "integrator", text="")
sub.prop(part, "time_tweak")
sub.prop(part, "subframes")
sub = layout.row()
sub.prop(part, "size_deflect")
sub.prop(part, "die_on_collision")
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.label(text="Integration:")
sub.prop(part, "integrator", text="")
sub.prop(part, "time_tweak")
sub.prop(part, "subframes")
sub = layout.row()
sub.prop(part, "size_deflect")
sub.prop(part, "die_on_collision")
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"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
psys = context.particle_system
engine = context.scene.render.engine
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' and engine in self.COMPAT_ENGINES
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"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
psys = context.particle_system
engine = context.scene.render.engine
if psys is None:
return False
if psys.settings is None:
return False
return engine in self.COMPAT_ENGINES
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
wide_ui = context.region.width > narrowui
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()
if wide_ui:
row.prop(part, "ren_as", expand=True)
else:
row.prop(part, "ren_as", text="")
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':
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()
if wide_ui:
row.prop(part, "billboard_align", expand=True)
else:
row.prop(part, "billboard_align", text="")
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", text="")
row.label(text="Offset:")
row.prop(part, "billboard_split_offset", text="")
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
COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
psys = context.particle_system
engine = context.scene.render.engine
if psys is None:
return False
if psys.settings is None:
return False
return engine in self.COMPAT_ENGINES
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
wide_ui = context.region.width > narrowui
row = layout.row()
if wide_ui:
row.prop(part, "draw_as", expand=True)
else:
row.prop(part, "draw_as", text="")
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'
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
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
wide_ui = context.region.width > narrowui
if wide_ui:
layout.row().prop(part, "child_type", expand=True)
else:
layout.row().prop(part, "child_type", text="")
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:")
if wide_ui:
layout.row().prop(part, "kink", expand=True)
else:
layout.row().prop(part, "kink", text="")
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
COMPAT_ENGINES = {'BLENDER_RENDER'}
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
COMPAT_ENGINES = {'BLENDER_RENDER'}
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
COMPAT_ENGINES = {'BLENDER_RENDER'}
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()