blender/release/ui/buttons_particle.py
Janne Karhu 17a9b3e44c External cache
Particle point cache can now be loaded from external files.
- Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier.
- External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback.
- External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where:
	* "identifier" is a freely choseable name.
	* "frame" is the cached frame number.
		** Six digits padded with zeros!, for example "000024".
	* "index" can be used to tell caches with the same identifier apart.
		** Two digits starting from zero.
		** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1.
- Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members:
	* 3 floats: particle's location vector
	* 3 floats: particle's velocity vector (per second)
	* 4 floats: particle's rotation quaternion
	* 3 floats: particle's angular velocity vector (per second)
	* 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name)
- Cache files don't have to exist for each frame.
	* Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported).
- Cache file formats with extended (or reduced even) data members are in future plans for easier usage.
- Current code only does particles, don't yet know if it's applicable to cloth or sb.
- Known issue: endianness can't yet be handled in any way.

Other changes:

New hard limits for many particle parameters. Some examples:
- Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode.
	* Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system.
- Maximum amount of children: 100k children/particle (1T childparticles here we come :D)
- Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards)
- Path draw steps: 10 (power of 2 remember)
- Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00

903 lines
26 KiB
Python

import bpy
def particle_panel_enabled(psys):
return psys.point_cache.baked==False and psys.editable==False
def particle_panel_poll(context):
psys = context.particle_system
if psys==None: return False
if psys.settings==None: return False
return psys.settings.type in ('EMITTER', 'REACTOR', 'HAIR')
class ParticleButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "particle"
def poll(self, context):
return particle_panel_poll(context)
class PARTICLE_PT_particles(ParticleButtonsPanel):
__idname__= "PARTICLE_PT_particles"
__no_header__ = True
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")
col = row.column(align=True)
col.itemO("object.particle_system_add", icon="ICON_ZOOMIN", text="")
col.itemO("object.particle_system_remove", icon="ICON_ZOOMOUT", text="")
if psys:
part = psys.settings
split = layout.split(percentage=0.32)
col = split.column()
col.itemL(text="Name:")
if part.type in ('EMITTER', 'REACTOR', 'HAIR'):
col.itemL(text="Settings:")
col.itemL(text="Type:")
col = split.column()
col.itemR(psys, "name", text="")
if part.type in ('EMITTER', 'REACTOR', 'HAIR'):
col.template_ID(psys, "settings", new="particle.new")
#row = layout.row()
#row.itemL(text="Viewport")
#row.itemL(text="Render")
if part:
if part.type not in ('EMITTER', 'REACTOR', 'HAIR'):
layout.itemL(text="No settings for fluid particles")
return
row=col.row()
row.enabled = particle_panel_enabled(psys)
row.itemR(part, "type", text="")
row.itemR(psys, "seed")
split = layout.split(percentage=0.65)
if part.type=='HAIR':
if psys.editable==True:
split.itemO("particle.editable_set", text="Free Edit")
else:
split.itemO("particle.editable_set", text="Make Editable")
row = split.row()
row.enabled = particle_panel_enabled(psys)
row.itemR(part, "hair_step")
elif part.type=='REACTOR':
split.enabled = particle_panel_enabled(psys)
split.itemR(psys, "reactor_target_object")
split.itemR(psys, "reactor_target_particle_system", text="Particle System")
class PARTICLE_PT_emission(ParticleButtonsPanel):
__idname__= "PARTICLE_PT_emission"
__label__ = "Emission"
def poll(self, context):
if particle_panel_poll(context):
return not context.particle_system.point_cache.external
else:
return False
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.enabled = particle_panel_enabled(psys)
row = layout.row()
row.itemR(part, "amount")
split = layout.split()
col = split.column(align=True)
col.itemR(part, "start")
col.itemR(part, "end")
col = split.column(align=True)
col.itemR(part, "lifetime")
col.itemR(part, "random_lifetime", slider=True)
layout.row().itemL(text="Emit From:")
row = layout.row()
row.itemR(part, "emit_from", expand=True)
row = layout.row()
row.itemR(part, "trand")
if part.distribution!='GRID':
row.itemR(part, "even_distribution")
if part.emit_from=='FACE' or part.emit_from=='VOLUME':
row = layout.row()
row.itemR(part, "distribution", expand=True)
row = layout.row()
if part.distribution=='JIT':
row.itemR(part, "userjit", text="Particles/Face")
row.itemR(part, "jitter_factor", text="Jittering Amount", slider=True)
elif part.distribution=='GRID':
row.itemR(part, "grid_resolution")
class PARTICLE_PT_cache(ParticleButtonsPanel):
__idname__= "PARTICLE_PT_cache"
__label__ = "Cache"
__default_closed__ = True
def poll(self, context):
psys = context.particle_system
if psys==None: return False
if psys.settings==None: return False
phystype = psys.settings.physics_type
if phystype == 'NO' or phystype == 'KEYED':
return False
return psys.settings.type in ('EMITTER', 'REACTOR')
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
cache = psys.point_cache
row = layout.row()
row.itemL(text="File Name:")
row.itemR(cache, "external")
if cache.external:
split = layout.split(percentage=0.80)
split.itemR(cache, "name", text="")
split.itemR(cache, "index", text="")
layout.itemL(text="File Path:")
layout.itemR(cache, "filepath", text="")
layout.itemL(text=cache.info)
split = layout.split()
col = split.column(align=True)
col.itemR(part, "start")
col.itemR(part, "end")
col = split.column(align=True)
col.itemR(part, "lifetime")
col.itemR(part, "random_lifetime", slider=True)
else:
layout.itemR(cache, "name", text="")
row = layout.row()
if cache.baked == True:
row.itemO("ptcache.free_bake_particle_system", text="Free Bake")
else:
row.item_booleanO("ptcache.cache_particle_system", "bake", True, text="Bake")
subrow = row.row()
subrow.enabled = (cache.frames_skipped or cache.outdated) and particle_panel_enabled(psys)
subrow.itemO("ptcache.cache_particle_system", text="Calculate to Current Frame")
row = layout.row()
row.enabled = particle_panel_enabled(psys)
row.itemO("ptcache.bake_from_particles_cache", text="Current Cache to Bake")
row.itemR(cache, "step");
row = layout.row()
row.enabled = particle_panel_enabled(psys)
row.itemR(cache, "quick_cache")
row.itemR(cache, "disk_cache")
layout.itemL(text=cache.info)
layout.itemS()
row = layout.row()
row.item_booleanO("ptcache.bake_all", "bake", True, text="Bake All Dynamics")
row.itemO("ptcache.free_bake_all", text="Free All Bakes")
layout.itemO("ptcache.bake_all", text="Update All Dynamics to current frame")
# for particles these are figured out automatically
#row.itemR(cache, "start_frame")
#row.itemR(cache, "end_frame")
class PARTICLE_PT_initial(ParticleButtonsPanel):
__idname__= "PARTICLE_PT_initial"
__label__ = "Velocity"
def poll(self, context):
if particle_panel_poll(context):
psys = context.particle_system
return psys.settings.physics_type != 'BOIDS' and not psys.point_cache.external
else:
return False
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.enabled = particle_panel_enabled(psys)
layout.row().itemL(text="Direction:")
split = layout.split()
sub = split.column()
sub.itemR(part, "normal_factor")
if part.emit_from=='PARTICLE':
sub.itemR(part, "particle_factor")
else:
sub.itemR(part, "object_factor", slider=True)
sub.itemR(part, "random_factor")
sub.itemR(part, "tangent_factor")
sub.itemR(part, "tangent_phase", slider=True)
sub = split.column()
sub.itemL(text="TODO:")
sub.itemL(text="Object aligned")
sub.itemL(text="direction: X, Y, Z")
if part.type=='REACTOR':
sub.itemR(part, "reactor_factor")
sub.itemR(part, "reaction_shape", slider=True)
else:
sub.itemL(text="")
layout.row().itemL(text="Rotation:")
split = layout.split()
sub = split.column()
sub.itemR(part, "rotation_mode", text="Axis")
split = layout.split()
sub = split.column()
sub.itemR(part, "rotation_dynamic")
sub.itemR(part, "random_rotation_factor", slider=True)
sub = split.column()
sub.itemR(part, "phase_factor", slider=True)
sub.itemR(part, "random_phase_factor", text="Random", slider=True)
layout.row().itemL(text="Angular velocity:")
layout.row().itemR(part, "angular_velocity_mode", expand=True)
split = layout.split()
sub = split.column()
sub.itemR(part, "angular_velocity_factor", text="")
class PARTICLE_PT_physics(ParticleButtonsPanel):
__idname__= "PARTICLE_PT_physics"
__label__ = "Physics"
def poll(self, context):
if particle_panel_poll(context):
return not context.particle_system.point_cache.external
else:
return False
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.enabled = particle_panel_enabled(psys)
row = layout.row()
row.itemR(part, "physics_type", expand=True)
if part.physics_type != 'NO':
row = layout.row()
col = row.column(align=True)
col.itemR(part, "particle_size")
col.itemR(part, "random_size", slider=True)
col = row.column(align=True)
col.itemR(part, "mass")
col.itemR(part, "sizemass", text="Multiply mass with size")
if part.physics_type == 'NEWTON':
split = layout.split()
sub = split.column()
sub.itemL(text="Forces:")
sub.itemR(part, "brownian_factor")
sub.itemR(part, "drag_factor", slider=True)
sub.itemR(part, "damp_factor", slider=True)
sub.itemR(part, "integrator")
sub = split.column()
sub.itemR(part, "acceleration")
elif part.physics_type == 'KEYED':
split = layout.split()
sub = split.column()
row = layout.row()
col = row.column()
col.active = not psys.keyed_timing
col.itemR(part, "keyed_loops", text="Loops")
row.itemR(psys, "keyed_timing", text="Use Timing")
layout.itemL(text="Keys:")
elif part.physics_type=='BOIDS':
boids = part.boids
row = layout.row()
row.itemR(boids, "allow_flight")
row.itemR(boids, "allow_land")
row.itemR(boids, "allow_climb")
split = layout.split()
sub = split.column()
col = sub.column(align=True)
col.active = boids.allow_flight
col.itemR(boids, "air_max_speed")
col.itemR(boids, "air_min_speed", slider="True")
col.itemR(boids, "air_max_acc", slider="True")
col.itemR(boids, "air_max_ave", slider="True")
col.itemR(boids, "air_personal_space")
row = col.row()
row.active = (boids.allow_land or boids.allow_climb) and boids.allow_flight
row.itemR(boids, "landing_smoothness")
sub = split.column()
col = sub.column(align=True)
col.active = boids.allow_land or boids.allow_climb
col.itemR(boids, "land_max_speed")
col.itemR(boids, "land_jump_speed")
col.itemR(boids, "land_max_acc", slider="True")
col.itemR(boids, "land_max_ave", slider="True")
col.itemR(boids, "land_personal_space")
col.itemR(boids, "land_stick_force")
row = layout.row()
col = row.column(align=True)
col.itemL(text="Battle:")
col.itemR(boids, "health")
col.itemR(boids, "strength")
col.itemR(boids, "aggression")
col.itemR(boids, "accuracy")
col.itemR(boids, "range")
col = row.column()
col.itemL(text="Misc:")
col.itemR(part, "gravity")
col.itemR(boids, "banking", slider=True)
col.itemR(boids, "height", slider=True)
if part.physics_type=='NEWTON':
sub.itemR(part, "size_deflect")
sub.itemR(part, "die_on_collision")
sub.itemR(part, "sticky")
elif part.physics_type=='KEYED' or part.physics_type=='BOIDS':
if part.physics_type=='BOIDS':
layout.itemL(text="Relations:")
row = layout.row()
row.template_list(psys, "targets", psys, "active_particle_target_index")
col = row.column()
subrow = col.row()
subcol = subrow.column(align=True)
subcol.itemO("particle.new_target", icon="ICON_ZOOMIN", text="")
subcol.itemO("particle.remove_target", icon="ICON_ZOOMOUT", text="")
subrow = col.row()
subcol = subrow.column(align=True)
subcol.itemO("particle.target_move_up", icon="VICON_MOVE_UP", text="")
subcol.itemO("particle.target_move_down", icon="VICON_MOVE_DOWN", text="")
key = psys.active_particle_target
if key:
row = layout.row()
if part.physics_type=='KEYED':
col = row.column()
#doesn't work yet
#col.red_alert = key.valid
col.itemR(key, "object", text="")
col.itemR(key, "system", text="System")
col = row.column();
col.active = psys.keyed_timing
col.itemR(key, "time")
col.itemR(key, "duration")
else:
subrow = row.row()
#doesn't work yet
#subrow.red_alert = key.valid
subrow.itemR(key, "object", text="")
subrow.itemR(key, "system", text="System")
layout.itemR(key, "mode", expand=True)
class PARTICLE_PT_boidbrain(ParticleButtonsPanel):
__idname__ = "PARTICLE_PT_boidbrain"
__label__ = "Boid Brain"
def poll(self, context):
psys = context.particle_system
if psys==None: return False
if psys.settings==None: return False
if psys.point_cache.external: return False
return psys.settings.physics_type=='BOIDS'
def draw(self, context):
boids = context.particle_system.settings.boids
layout = self.layout
layout.enabled = particle_panel_enabled(psys)
# Currently boids can only use the first state so these are commented out for now.
#row = layout.row()
#row.template_list(boids, "states", boids, "active_boid_state_index", compact="True")
#col = row.row()
#subrow = col.row(align=True)
#subrow.itemO("boid.boidstate_add", icon="ICON_ZOOMIN", text="")
#subrow.itemO("boid.boidstate_del", icon="ICON_ZOOMOUT", text="")
#subrow = row.row(align=True)
#subrow.itemO("boid.boidstate_move_up", icon="VICON_MOVE_UP", text="")
#subrow.itemO("boid.boidstate_move_down", icon="VICON_MOVE_DOWN", text="")
state = boids.active_boid_state
#layout.itemR(state, "name", text="State name")
row = layout.row()
row.itemR(state, "ruleset_type")
if state.ruleset_type=='FUZZY':
row.itemR(state, "rule_fuzziness", slider=True)
else:
row.itemL(text="")
row = layout.row()
row.template_list(state, "rules", state, "active_boid_rule_index")
col = row.column()
subrow = col.row()
subcol = subrow.column(align=True)
subcol.item_menu_enumO("boid.boidrule_add", "type", icon="ICON_ZOOMIN", text="")
subcol.itemO("boid.boidrule_del", icon="ICON_ZOOMOUT", text="")
subrow = col.row()
subcol = subrow.column(align=True)
subcol.itemO("boid.boidrule_move_up", icon="VICON_MOVE_UP", text="")
subcol.itemO("boid.boidrule_move_down", icon="VICON_MOVE_DOWN", text="")
rule = state.active_boid_rule
if rule:
row = layout.row()
row.itemR(rule, "name", text="")
#somebody make nice icons for boids here please! -jahka
row.itemR(rule, "in_air", icon="VICON_MOVE_UP", text="")
row.itemR(rule, "on_land", icon="VICON_MOVE_DOWN", text="")
row = layout.row()
if rule.type == 'GOAL':
row.itemR(rule, "object")
row = layout.row()
row.itemR(rule, "predict")
elif rule.type == 'AVOID':
row.itemR(rule, "object")
row = layout.row()
row.itemR(rule, "predict")
row.itemR(rule, "fear_factor")
elif rule.type == 'FOLLOW_PATH':
row.itemL(text="Not yet functional.")
elif rule.type == 'AVOID_COLLISION':
row.itemR(rule, "boids")
row.itemR(rule, "deflectors")
row.itemR(rule, "look_ahead")
elif rule.type == 'FOLLOW_LEADER':
row.itemR(rule, "object", text="")
row.itemR(rule, "distance")
row = layout.row()
row.itemR(rule, "line")
subrow = row.row()
subrow.active = rule.line
subrow.itemR(rule, "queue_size")
elif rule.type == 'AVERAGE_SPEED':
row.itemR(rule, "speed", slider=True)
row.itemR(rule, "wander", slider=True)
row.itemR(rule, "level", slider=True)
elif rule.type == 'FIGHT':
row.itemR(rule, "distance")
row.itemR(rule, "flee_distance")
class PARTICLE_PT_render(ParticleButtonsPanel):
__idname__= "PARTICLE_PT_render"
__label__ = "Render"
def poll(self, context):
psys = context.particle_system
if psys==None: return False
if psys.settings==None: return False
return True;
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
row = layout.row()
row.itemR(part, "material")
row.itemR(psys, "parent");
split = layout.split()
sub = split.column()
sub.itemR(part, "emitter");
sub.itemR(part, "parent");
sub = split.column()
sub.itemR(part, "unborn");
sub.itemR(part, "died");
row = layout.row()
row.itemR(part, "ren_as", expand=True)
split = layout.split()
sub = split.column()
if part.ren_as == 'LINE':
sub.itemR(part, "line_length_tail")
sub.itemR(part, "line_length_head")
sub = split.column()
sub.itemR(part, "velocity_length")
elif part.ren_as == 'PATH':
if (part.type!='HAIR' and part.physics_type!='KEYED' and psys.point_cache.baked==False):
box = layout.box()
box.itemL(text="Baked or keyed particles needed for correct rendering.")
return
sub.itemR(part, "render_strand")
colsub = sub.column()
colsub.active = part.render_strand == False
colsub.itemR(part, "render_adaptive")
colsub = sub.column()
colsub.active = part.render_adaptive or part.render_strand == True
colsub.itemR(part, "adaptive_angle")
colsub = sub.column()
colsub.active = part.render_adaptive == True and part.render_strand == False
colsub.itemR(part, "adaptive_pix")
sub.itemR(part, "hair_bspline")
sub.itemR(part, "render_step", text="Steps")
sub = split.column()
sub.itemL(text="Timing:")
sub.itemR(part, "abs_path_time")
sub.itemR(part, "path_start", text="Start", slider= not part.abs_path_time)
sub.itemR(part, "path_end", text="End", slider= not part.abs_path_time)
sub.itemR(part, "random_length", text="Random", slider=True)
row = layout.row()
col = row.column()
if part.type=='HAIR' and part.render_strand==True and part.child_type=='FACES':
layout.itemR(part, "enable_simplify")
if part.enable_simplify==True:
row = layout.row()
row.itemR(part, "simplify_refsize")
row.itemR(part, "simplify_rate")
row.itemR(part, "simplify_transition")
row = layout.row()
row.itemR(part, "viewport")
subrow = row.row()
subrow.active = part.viewport==True
subrow.itemR(part, "simplify_viewport")
elif part.ren_as == 'OBJECT':
sub.itemR(part, "dupli_object")
elif part.ren_as == 'GROUP':
sub.itemR(part, "dupli_group")
split = layout.split()
sub = split.column()
sub.itemR(part, "whole_group")
sub = split.column()
colsub = sub.column()
colsub.active = part.whole_group == False
colsub.itemR(part, "rand_group")
elif part.ren_as == 'BILLBOARD':
sub.itemL(text="Align:")
row = layout.row()
row.itemR(part, "billboard_align", expand=True)
row.itemR(part, "billboard_lock", text="Lock")
row = layout.row()
row.itemR(part, "billboard_object")
row = layout.row()
col = row.column(align=True)
col.itemL(text="Tilt:")
col.itemR(part, "billboard_tilt", text="Angle", slider=True)
col.itemR(part, "billboard_random_tilt", slider=True)
col = row.column()
col.itemR(part, "billboard_offset")
row = layout.row()
row.itemR(psys, "billboard_normal_uv")
row = layout.row()
row.itemR(psys, "billboard_time_index_uv")
row = layout.row()
row.itemL(text="Split uv's:")
row.itemR(part, "billboard_uv_split", text="Number of splits")
row = layout.row()
row.itemR(psys, "billboard_split_uv")
row = layout.row()
row.itemL(text="Animate:")
row.itemR(part, "billboard_animation", expand=True)
row.itemL(text="Offset:")
row.itemR(part, "billboard_split_offset", expand=True)
if part.ren_as == 'HALO' or part.ren_as == 'LINE' or part.ren_as=='BILLBOARD':
row = layout.row()
col = row.column()
col.itemR(part, "trail_count")
if part.trail_count > 1:
col.itemR(part, "abs_path_time", text="Length in frames")
col = row.column()
col.itemR(part, "path_end", text="Length", slider=not part.abs_path_time)
col.itemR(part, "random_length", text="Random", slider=True)
else:
col = row.column()
col.itemL(text="")
class PARTICLE_PT_draw(ParticleButtonsPanel):
__idname__= "PARTICLE_PT_draw"
__label__ = "Display"
__default_closed__ = True
def poll(self, context):
psys = context.particle_system
if psys==None: return False
if psys.settings==None: return False
return True;
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
row = layout.row()
row.itemR(part, "draw_as", expand=True)
if part.draw_as=='NONE' or (part.ren_as=='NONE' and part.draw_as=='RENDER'):
return
path = (part.ren_as=='PATH' and part.draw_as=='RENDER') or part.draw_as=='PATH'
if path and part.type!='HAIR' and part.physics_type!='KEYED' and psys.point_cache.baked==False:
box = layout.box()
box.itemL(text="Baked or keyed particles needed for correct drawing.")
return
row = layout.row()
row.itemR(part, "display", slider=True)
if part.draw_as!='RENDER' or part.ren_as=='HALO':
row.itemR(part, "draw_size")
else:
row.itemL(text="")
row = layout.row()
col = row.column()
col.itemR(part, "show_size")
col.itemR(part, "velocity")
col.itemR(part, "num")
if part.physics_type == 'BOIDS':
col.itemR(part, "draw_health")
col = row.column()
col.itemR(part, "material_color", text="Use material color")
if (path):
box = col.box()
box.itemR(part, "draw_step")
else:
subcol = col.column()
subcol.active = part.material_color==False
#subcol.itemL(text="color")
#subcol.itemL(text="Override material color")
class PARTICLE_PT_children(ParticleButtonsPanel):
__idname__= "PARTICLE_PT_children"
__label__ = "Children"
__default_closed__ = True
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.row().itemR(part, "child_type", expand=True)
if part.child_type=='NONE':
return
row = layout.row()
col = row.column(align=True)
col.itemR(part, "child_nbr", text="Display")
col.itemR(part, "rendered_child_nbr", text="Render")
col = row.column(align=True)
if part.child_type=='FACES':
col.itemR(part, "virtual_parents", slider=True)
else:
col.itemR(part, "child_radius", text="Radius")
col.itemR(part, "child_roundness", text="Roundness", slider=True)
col = row.column(align=True)
col.itemR(part, "child_size", text="Size")
col.itemR(part, "child_random_size", text="Random")
layout.row().itemL(text="Effects:")
row = layout.row()
col = row.column(align=True)
col.itemR(part, "clump_factor", slider=True)
col.itemR(part, "clumppow", slider=True)
col = row.column(align=True)
col.itemR(part, "rough_endpoint")
col.itemR(part, "rough_end_shape")
row = layout.row()
col = row.column(align=True)
col.itemR(part, "rough1")
col.itemR(part, "rough1_size")
col = row.column(align=True)
col.itemR(part, "rough2")
col.itemR(part, "rough2_size")
col.itemR(part, "rough2_thres", slider=True)
row = layout.row()
col = row.column(align=True)
col.itemR(part, "child_length", slider=True)
col.itemR(part, "child_length_thres", slider=True)
col = row.column(align=True)
col.itemL(text="Space reserved for")
col.itemL(text="hair parting controls")
layout.row().itemL(text="Kink:")
layout.row().itemR(part, "kink", expand=True)
split = layout.split()
sub = split.column()
sub.itemR(part, "kink_amplitude")
sub.itemR(part, "kink_frequency")
sub = split.column()
sub.itemR(part, "kink_shape", slider=True)
class PARTICLE_PT_effectors(ParticleButtonsPanel):
__idname__= "PARTICLE_PT_effectors"
__label__ = "Effectors"
__default_closed__ = True
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.itemR(part, "effector_group")
layout.itemR(part, "eweight_all", slider=True)
layout.itemS()
layout.itemR(part, "eweight_spherical", slider=True)
layout.itemR(part, "eweight_vortex", slider=True)
layout.itemR(part, "eweight_magnetic", slider=True)
layout.itemR(part, "eweight_wind", slider=True)
layout.itemR(part, "eweight_curveguide", slider=True)
layout.itemR(part, "eweight_texture", slider=True)
layout.itemR(part, "eweight_harmonic", slider=True)
layout.itemR(part, "eweight_charge", slider=True)
layout.itemR(part, "eweight_lennardjones", slider=True)
class PARTICLE_PT_vertexgroups(ParticleButtonsPanel):
__idname__= "PARTICLE_PT_vertexgroups"
__label__ = "Vertexgroups"
__default_closed__ = True
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.itemL(text="Nothing here yet.")
#row = layout.row()
#row.itemL(text="Vertex Group")
#row.itemL(text="Negate")
#row = layout.row()
#row.itemR(psys, "vertex_group_density")
#row.itemR(psys, "vertex_group_density_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_velocity")
#row.itemR(psys, "vertex_group_velocity_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_length")
#row.itemR(psys, "vertex_group_length_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_clump")
#row.itemR(psys, "vertex_group_clump_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_kink")
#row.itemR(psys, "vertex_group_kink_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_roughness1")
#row.itemR(psys, "vertex_group_roughness1_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_roughness2")
#row.itemR(psys, "vertex_group_roughness2_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_roughness_end")
#row.itemR(psys, "vertex_group_roughness_end_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_size")
#row.itemR(psys, "vertex_group_size_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_tangent")
#row.itemR(psys, "vertex_group_tangent_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_rotation")
#row.itemR(psys, "vertex_group_rotation_negate", text="")
#row = layout.row()
#row.itemR(psys, "vertex_group_field")
#row.itemR(psys, "vertex_group_field_negate", text="")
bpy.types.register(PARTICLE_PT_particles)
bpy.types.register(PARTICLE_PT_cache)
bpy.types.register(PARTICLE_PT_emission)
bpy.types.register(PARTICLE_PT_initial)
bpy.types.register(PARTICLE_PT_physics)
bpy.types.register(PARTICLE_PT_boidbrain)
bpy.types.register(PARTICLE_PT_render)
bpy.types.register(PARTICLE_PT_draw)
bpy.types.register(PARTICLE_PT_children)
bpy.types.register(PARTICLE_PT_effectors)
bpy.types.register(PARTICLE_PT_vertexgroups)