blender/release/scripts/ui/properties_particle.py

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# ##### 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,
2010-02-12 13:34:04 +00:00
# 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
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
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
2010-05-11 20:06:20 +00:00
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
2009-11-12 14:37:13 +00:00
#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")
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
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()
2009-11-12 14:37:13 +00:00
#sub = col.row(align=True)
#sub.operator("boid.state_add", icon='ZOOMIN', text="")
#sub.operator("boid.state_del", icon='ZOOMOUT', text="")
2009-11-12 14:37:13 +00:00
#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()
2009-11-12 14:37:13 +00:00
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")
2009-11-12 14:37:13 +00:00
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)
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
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")
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
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()