# ##### 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 ##### # import bpy from bpy.types import Panel from rna_prop_ui import PropertyPanel from bpy.app.translations import pgettext_iface as iface_ from bl_ui.properties_physics_common import (point_cache_ui, effector_weights_ui, basic_force_field_settings_ui, basic_force_field_falloff_ui, ) def particle_panel_enabled(context, psys): if psys is None: return True phystype = psys.settings.physics_type if psys.settings.type in {'EMITTER', 'REACTOR'} and phystype in {'NO', 'KEYED'}: return True else: return (psys.point_cache.is_baked is False) and (not psys.is_edited) and (not context.particle_system_editable) def particle_panel_poll(cls, context): psys = context.particle_system engine = context.scene.render.engine settings = 0 if psys: settings = psys.settings elif isinstance(context.space_data.pin_id, bpy.types.ParticleSettings): settings = context.space_data.pin_id if not settings: return False return settings.is_fluid is False and (engine in cls.COMPAT_ENGINES) def particle_get_settings(context): if context.particle_system: return context.particle_system.settings elif isinstance(context.space_data.pin_id, bpy.types.ParticleSettings): return context.space_data.pin_id return None class ParticleButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "particle" @classmethod def poll(cls, context): return particle_panel_poll(cls, context) class PARTICLE_PT_context_particles(ParticleButtonsPanel, Panel): bl_label = "" bl_options = {'HIDE_HEADER'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): engine = context.scene.render.engine return (context.particle_system or context.object or context.space_data.pin_id) and (engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout if context.scene.render.engine == 'BLENDER_GAME': layout.label("Not available in the Game Engine") return ob = context.object psys = context.particle_system part = 0 if ob: row = layout.row() row.template_list("UI_UL_list", "particle_systems", ob, "particle_systems", ob.particle_systems, "active_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 is None: part = particle_get_settings(context) if part is None: return layout.template_ID(context.space_data, "pin_id") if part.is_fluid: layout.label(text="Settings used for fluid") return layout.prop(part, "type", text="Type") elif not psys.settings: 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") else: part = psys.settings split = layout.split(percentage=0.32) col = split.column() col.label(text="Name:") if part.is_fluid is False: col.label(text="Settings:") col.label(text="Type:") col = split.column() col.prop(psys, "name", text="") if part.is_fluid is False: row = col.row() row.enabled = particle_panel_enabled(context, psys) row.template_ID(psys, "settings", new="particle.new") #row = layout.row() #row.label(text="Viewport") #row.label(text="Render") if part.is_fluid: layout.label(text=iface_("%d fluid particles for this frame") % part.count, translate=False) return row = col.row() row.enabled = particle_panel_enabled(context, psys) row.prop(part, "type", text="") row.prop(psys, "seed") if part: split = layout.split(percentage=0.65) if part.type == 'HAIR': if psys is not None and psys.is_edited: split.operator("particle.edited_clear", text="Free Edit") else: row = split.row() row.enabled = particle_panel_enabled(context, psys) row.prop(part, "regrow_hair") row.prop(part, "use_advanced_hair") row = split.row() row.enabled = particle_panel_enabled(context, psys) row.prop(part, "hair_step") if psys is not None and psys.is_edited: if psys.is_global_hair: layout.operator("particle.connect_hair") else: layout.operator("particle.disconnect_hair") elif psys is not None and part.type == 'REACTOR': split.enabled = particle_panel_enabled(context, psys) split.prop(psys, "reactor_target_object") split.prop(psys, "reactor_target_particle_system", text="Particle System") class PARTICLE_PT_emission(ParticleButtonsPanel, Panel): bl_label = "Emission" COMPAT_ENGINES = {'BLENDER_RENDER'} @classmethod def poll(cls, context): psys = context.particle_system settings = particle_get_settings(context) if settings is None: return False if settings.is_fluid: return False if particle_panel_poll(PARTICLE_PT_emission, context): return psys is None or not context.particle_system.point_cache.use_external return False def draw(self, context): layout = self.layout psys = context.particle_system part = particle_get_settings(context) layout.enabled = particle_panel_enabled(context, psys) and (psys is None or not psys.has_multiple_caches) row = layout.row() row.active = part.distribution != 'GRID' row.prop(part, "count") if part.type == 'HAIR' and not part.use_advanced_hair: row.prop(part, "hair_length") return 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, "lifetime_random", slider=True) layout.label(text="Emit From:") layout.prop(part, "emit_from", expand=True) row = layout.row() if part.emit_from == 'VERT': row.prop(part, "use_emit_random") elif part.distribution == 'GRID': row.prop(part, "invert_grid") row.prop(part, "hexagonal_grid") else: row.prop(part, "use_emit_random") row.prop(part, "use_even_distribution") if part.emit_from == 'FACE' or part.emit_from == 'VOLUME': layout.prop(part, "distribution", expand=True) row = layout.row() if part.distribution == 'JIT': row.prop(part, "userjit", text="Particles/Face") row.prop(part, "jitter_factor", text="Jittering Amount", slider=True) elif part.distribution == 'GRID': row.prop(part, "grid_resolution") row.prop(part, "grid_random", text="Random", slider=True) class PARTICLE_PT_hair_dynamics(ParticleButtonsPanel, Panel): bl_label = "Hair dynamics" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} @classmethod def poll(cls, 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 cls.COMPAT_ENGINES) def draw_header(self, context): psys = context.particle_system self.layout.prop(psys, "use_hair_dynamics", text="") def draw(self, context): layout = self.layout psys = context.particle_system if not psys.cloth: return cloth = psys.cloth.settings layout.enabled = psys.use_hair_dynamics and psys.point_cache.is_baked is False 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, Panel): bl_label = "Cache" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} @classmethod def poll(cls, 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.settings.is_fluid: 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.use_hair_dynamics or psys.point_cache.is_baked))) and engine in cls.COMPAT_ENGINES def draw(self, context): psys = context.particle_system point_cache_ui(self, context, psys.point_cache, True, 'HAIR' if (psys.settings.type == 'HAIR') else 'PSYS') class PARTICLE_PT_velocity(ParticleButtonsPanel, Panel): bl_label = "Velocity" COMPAT_ENGINES = {'BLENDER_RENDER'} @classmethod def poll(cls, context): if particle_panel_poll(PARTICLE_PT_velocity, context): psys = context.particle_system settings = particle_get_settings(context) if settings.type == 'HAIR' and not settings.use_advanced_hair: return False return settings.physics_type != 'BOIDS' and (psys is None or not psys.point_cache.use_external) else: return False def draw(self, context): layout = self.layout psys = context.particle_system part = particle_get_settings(context) layout.enabled = particle_panel_enabled(context, psys) split = layout.split() col = split.column() col.label(text="Emitter Geometry:") col.prop(part, "normal_factor") sub = col.column(align=True) sub.prop(part, "tangent_factor") sub.prop(part, "tangent_phase", slider=True) col = split.column() col.label(text="Emitter Object:") col.prop(part, "object_align_factor", text="") layout.label(text="Other:") row = layout.row() if part.emit_from == 'PARTICLE': row.prop(part, "particle_factor") else: row.prop(part, "object_factor", slider=True) row.prop(part, "factor_random") #if part.type=='REACTOR': # sub.prop(part, "reactor_factor") # sub.prop(part, "reaction_shape", slider=True) class PARTICLE_PT_rotation(ParticleButtonsPanel, Panel): bl_label = "Rotation" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} @classmethod def poll(cls, context): if particle_panel_poll(PARTICLE_PT_rotation, context): psys = context.particle_system settings = particle_get_settings(context) if settings.type == 'HAIR' and not settings.use_advanced_hair: return False return settings.physics_type != 'BOIDS' and (psys is None or not psys.point_cache.use_external) else: return False def draw_header(self, context): psys = context.particle_system if psys: part = psys.settings else: part = context.space_data.pin_id self.layout.prop(part, "use_rotations", text="") def draw(self, context): layout = self.layout psys = context.particle_system if psys: part = psys.settings else: part = context.space_data.pin_id layout.enabled = particle_panel_enabled(context, psys) and part.use_rotations layout.label(text="Initial Orientation:") split = layout.split() col = split.column(align=True) col.prop(part, "rotation_mode", text="") col.prop(part, "rotation_factor_random", slider=True, text="Random") col = split.column(align=True) col.prop(part, "phase_factor", slider=True) col.prop(part, "phase_factor_random", text="Random", slider=True) if part.type != 'HAIR': layout.label(text="Angular Velocity:") split = layout.split() col = split.column(align=True) col.prop(part, "angular_velocity_mode", text="") sub = col.column() sub.active = part.angular_velocity_mode != 'NONE' sub.prop(part, "angular_velocity_factor", text="") col = split.column() col.prop(part, "use_dynamic_rotation") class PARTICLE_PT_physics(ParticleButtonsPanel, Panel): bl_label = "Physics" COMPAT_ENGINES = {'BLENDER_RENDER'} @classmethod def poll(cls, context): if particle_panel_poll(PARTICLE_PT_physics, context): psys = context.particle_system settings = particle_get_settings(context) if settings.type == 'HAIR' and not settings.use_advanced_hair: return False return psys is None or not psys.point_cache.use_external else: return False def draw(self, context): layout = self.layout psys = context.particle_system part = particle_get_settings(context) layout.enabled = particle_panel_enabled(context, psys) layout.prop(part, "physics_type", expand=True) row = layout.row() col = row.column(align=True) col.prop(part, "particle_size") col.prop(part, "size_random", slider=True) if part.physics_type != 'NO': col = row.column(align=True) col.prop(part, "mass") col.prop(part, "use_multiply_size_mass", text="Multiply mass with size") if part.physics_type in {'NEWTON', 'FLUID'}: split = layout.split() col = split.column() col.label(text="Forces:") col.prop(part, "brownian_factor") col.prop(part, "drag_factor", slider=True) col.prop(part, "damping", slider=True) col = split.column() col.label(text="Integration:") col.prop(part, "integrator", text="") col.prop(part, "timestep") sub = col.row() sub.prop(part, "subframes") supports_courant = part.physics_type == 'FLUID' subsub = sub.row() subsub.enabled = supports_courant subsub.prop(part, "use_adaptive_subframes", text="") if supports_courant and part.use_adaptive_subframes: col.prop(part, "courant_target", text="Threshold") row = layout.row() row.prop(part, "use_size_deflect") row.prop(part, "use_die_on_collision") if part.physics_type == 'FLUID': fluid = part.fluid split = layout.split() sub = split.row() sub.prop(fluid, "solver", expand=True) split = layout.split() col = split.column() col.label(text="Fluid properties:") col.prop(fluid, "stiffness", text="Stiffness") col.prop(fluid, "linear_viscosity", text="Viscosity") col.prop(fluid, "buoyancy", text="Buoyancy", slider=True) col = split.column() col.label(text="Advanced:") if fluid.solver == 'DDR': sub = col.row() sub.prop(fluid, "repulsion", slider=fluid.factor_repulsion) sub.prop(fluid, "factor_repulsion", text="") sub = col.row() sub.prop(fluid, "stiff_viscosity", slider=fluid.factor_stiff_viscosity) sub.prop(fluid, "factor_stiff_viscosity", text="") sub = col.row() sub.prop(fluid, "fluid_radius", slider=fluid.factor_radius) sub.prop(fluid, "factor_radius", text="") sub = col.row() sub.prop(fluid, "rest_density", slider=fluid.use_factor_density) sub.prop(fluid, "use_factor_density", text="") if fluid.solver == 'CLASSICAL': # With the classical solver, it is possible to calculate the # spacing between particles when the fluid is at rest. This # makes it easier to set stable initial conditions. particle_volume = part.mass / fluid.rest_density spacing = pow(particle_volume, 1.0 / 3.0) sub = col.row() sub.label(text="Spacing: %g" % spacing) elif fluid.solver == 'DDR': split = layout.split() col = split.column() col.label(text="Springs:") col.prop(fluid, "spring_force", text="Force") col.prop(fluid, "use_viscoelastic_springs") sub = col.column(align=True) sub.active = fluid.use_viscoelastic_springs sub.prop(fluid, "yield_ratio", slider=True) sub.prop(fluid, "plasticity", slider=True) col = split.column() col.label(text="Advanced:") sub = col.row() sub.prop(fluid, "rest_length", slider=fluid.factor_rest_length) sub.prop(fluid, "factor_rest_length", text="") col.label(text="") sub = col.column() sub.active = fluid.use_viscoelastic_springs sub.prop(fluid, "use_initial_rest_length") sub.prop(fluid, "spring_frames", text="Frames") elif part.physics_type == 'KEYED': split = layout.split() sub = split.column() row = layout.row() col = row.column() col.active = not psys.use_keyed_timing col.prop(part, "keyed_loops", text="Loops") if psys: row.prop(psys, "use_keyed_timing", text="Use Timing") layout.label(text="Keys:") elif part.physics_type == 'BOIDS': boids = part.boids row = layout.row() row.prop(boids, "use_flight") row.prop(boids, "use_land") row.prop(boids, "use_climb") split = layout.split() sub = split.column() col = sub.column(align=True) col.active = boids.use_flight col.prop(boids, "air_speed_max") col.prop(boids, "air_speed_min", slider=True) col.prop(boids, "air_acc_max", slider=True) col.prop(boids, "air_ave_max", slider=True) col.prop(boids, "air_personal_space") row = col.row() row.active = (boids.use_land or boids.use_climb) and boids.use_flight row.prop(boids, "land_smooth") sub = split.column() col = sub.column(align=True) col.active = boids.use_land or boids.use_climb col.prop(boids, "land_speed_max") col.prop(boids, "land_jump_speed") col.prop(boids, "land_acc_max", slider=True) col.prop(boids, "land_ave_max", slider=True) col.prop(boids, "land_personal_space") col.prop(boids, "land_stick_force") 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, "bank", slider=True) col.prop(boids, "pitch", slider=True) col.prop(boids, "height", slider=True) if psys and part.physics_type in {'KEYED', 'BOIDS', 'FLUID'}: if part.physics_type == 'BOIDS': layout.label(text="Relations:") elif part.physics_type == 'FLUID': layout.label(text="Fluid interaction:") row = layout.row() row.template_list("UI_UL_list", "particle_targets", 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.alert = key.valid col.prop(key, "object", text="") col.prop(key, "system", text="System") col = row.column() col.active = psys.use_keyed_timing col.prop(key, "time") col.prop(key, "duration") elif part.physics_type == 'BOIDS': sub = row.row() #doesn't work yet #sub.alert = key.valid sub.prop(key, "object", text="") sub.prop(key, "system", text="System") layout.prop(key, "alliance", expand=True) elif part.physics_type == 'FLUID': sub = row.row() #doesn't work yet #sub.alert = key.valid sub.prop(key, "object", text="") sub.prop(key, "system", text="System") class PARTICLE_PT_boidbrain(ParticleButtonsPanel, Panel): bl_label = "Boid Brain" COMPAT_ENGINES = {'BLENDER_RENDER'} @classmethod def poll(cls, context): psys = context.particle_system settings = particle_get_settings(context) engine = context.scene.render.engine if settings is None: return False if psys is not None and psys.point_cache.use_external: return False return settings.physics_type == 'BOIDS' and engine in cls.COMPAT_ENGINES def draw(self, context): layout = self.layout boids = particle_get_settings(context).boids layout.enabled = particle_panel_enabled(context, context.particle_system) # Currently boids can only use the first state so these are commented out for now. #row = layout.row() #row.template_list("UI_UL_list", "particle_boids", boids, "states", # boids, "active_boid_state_index", compact="True") #col = row.row() #sub = col.row(align=True) #sub.operator("boid.state_add", icon='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_fuzzy", slider=True) else: row.label(text="") row = layout.row() row.template_list("UI_UL_list", "particle_boids_rules", 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, "use_in_air", icon='MOVE_UP_VEC', text="") row.prop(rule, "use_on_land", icon='MOVE_DOWN_VEC', text="") row = layout.row() if rule.type == 'GOAL': row.prop(rule, "object") row = layout.row() row.prop(rule, "use_predict") elif rule.type == 'AVOID': row.prop(rule, "object") row = layout.row() row.prop(rule, "use_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, "use_avoid") row.prop(rule, "use_avoid_collision") 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, "use_line") sub = row.row() sub.active = rule.line sub.prop(rule, "queue_count") 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, Panel): bl_label = "Render" COMPAT_ENGINES = {'BLENDER_RENDER'} @classmethod def poll(cls, context): settings = particle_get_settings(context) engine = context.scene.render.engine if settings is None: return False return engine in cls.COMPAT_ENGINES def draw(self, context): layout = self.layout psys = context.particle_system part = particle_get_settings(context) row = layout.row() row.prop(part, "material") if psys: row.prop(psys, "parent") split = layout.split() col = split.column() col.prop(part, "use_render_emitter") col.prop(part, "use_parent_particles") col = split.column() col.prop(part, "show_unborn") col.prop(part, "use_dead") layout.prop(part, "render_type", expand=True) split = layout.split() col = split.column() if part.render_type == 'LINE': col.prop(part, "line_length_tail") col.prop(part, "line_length_head") split.prop(part, "use_velocity_length") elif part.render_type == 'PATH': col.prop(part, "use_strand_primitive") sub = col.column() sub.active = (part.use_strand_primitive is False) sub.prop(part, "use_render_adaptive") sub = col.column() sub.active = part.use_render_adaptive or part.use_strand_primitive is True sub.prop(part, "adaptive_angle") sub = col.column() sub.active = (part.use_render_adaptive is True and part.use_strand_primitive is False) sub.prop(part, "adaptive_pixel") col.prop(part, "use_hair_bspline") col.prop(part, "render_step", text="Steps") col = split.column() col.label(text="Timing:") col.prop(part, "use_absolute_path_time") if part.type == 'HAIR' or psys.point_cache.is_baked: col.prop(part, "path_start", text="Start", slider=not part.use_absolute_path_time) else: col.prop(part, "trail_count") col.prop(part, "path_end", text="End", slider=not part.use_absolute_path_time) col.prop(part, "length_random", text="Random", slider=True) row = layout.row() col = row.column() if part.type == 'HAIR' and part.use_strand_primitive is True and part.child_type == 'INTERPOLATED': layout.prop(part, "use_simplify") if part.use_simplify is 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, "use_simplify_viewport") sub = row.row() sub.active = part.use_simplify_viewport is True sub.prop(part, "simplify_viewport") elif part.render_type == 'OBJECT': col.prop(part, "dupli_object") sub = col.row() sub.prop(part, "use_global_dupli") sub.prop(part, "use_rotation_dupli") sub.prop(part, "use_scale_dupli") elif part.render_type == 'GROUP': col.prop(part, "dupli_group") split = layout.split() col = split.column() col.prop(part, "use_whole_group") sub = col.column() sub.active = (part.use_whole_group is False) sub.prop(part, "use_group_pick_random") sub.prop(part, "use_group_count") col = split.column() sub = col.column() sub.active = (part.use_whole_group is False) sub.prop(part, "use_global_dupli") sub.prop(part, "use_rotation_dupli") sub.prop(part, "use_scale_dupli") if part.use_group_count and not part.use_whole_group: row = layout.row() row.template_list("UI_UL_list", "particle_dupli_weights", part, "dupli_weights", 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.render_type == 'BILLBOARD': ob = context.object col.label(text="Align:") row = layout.row() row.prop(part, "billboard_align", expand=True) row.prop(part, "lock_billboard", 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_tilt_random", text="Random", slider=True) col = row.column() col.prop(part, "billboard_offset") row = layout.row() col = row.column() col.prop(part, "billboard_size", text="Scale") if part.billboard_align == 'VEL': col = row.column(align=True) col.label("Velocity Scale:") col.prop(part, "billboard_velocity_head", text="Head") col.prop(part, "billboard_velocity_tail", text="Tail") if psys: col = layout.column() col.prop_search(psys, "billboard_normal_uv", ob.data, "uv_textures") col.prop_search(psys, "billboard_time_index_uv", ob.data, "uv_textures") split = layout.split(percentage=0.33) split.label(text="Split UVs:") split.prop(part, "billboard_uv_split", text="Number of splits") if psys: col = layout.column() col.active = part.billboard_uv_split > 1 col.prop_search(psys, "billboard_split_uv", ob.data, "uv_textures") row = col.row() row.label(text="Animate:") row.prop(part, "billboard_animation", text="") row.label(text="Offset:") row.prop(part, "billboard_offset_split", text="") if part.render_type == 'HALO' or part.render_type == 'LINE' or part.render_type == 'BILLBOARD': row = layout.row() col = row.column() col.prop(part, "trail_count") if part.trail_count > 1: col.prop(part, "use_absolute_path_time", text="Length in frames") col = row.column() col.prop(part, "path_end", text="Length", slider=not part.use_absolute_path_time) col.prop(part, "length_random", text="Random", slider=True) else: col = row.column() col.label(text="") if part.render_type in {'OBJECT', 'GROUP'} and not part.use_advanced_hair: row = layout.row(align=True) row.prop(part, "particle_size") row.prop(part, "size_random", slider=True) class PARTICLE_PT_draw(ParticleButtonsPanel, Panel): bl_label = "Display" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} @classmethod def poll(cls, context): settings = particle_get_settings(context) engine = context.scene.render.engine if settings is None: return False return engine in cls.COMPAT_ENGINES def draw(self, context): layout = self.layout psys = context.particle_system part = particle_get_settings(context) row = layout.row() row.prop(part, "draw_method", expand=True) if part.draw_method == 'NONE' or (part.render_type == 'NONE' and part.draw_method == 'RENDER'): return path = (part.render_type == 'PATH' and part.draw_method == 'RENDER') or part.draw_method == 'PATH' row = layout.row() row.prop(part, "draw_percentage", slider=True) if part.draw_method != 'RENDER' or part.render_type == 'HALO': row.prop(part, "draw_size") else: row.label(text="") if part.draw_percentage != 100 and psys is not None: if part.type == 'HAIR': if psys.use_hair_dynamics and psys.point_cache.is_baked is False: layout.row().label(text="Display percentage makes dynamics inaccurate without baking!") else: phystype = part.physics_type if phystype != 'NO' and phystype != 'KEYED' and psys.point_cache.is_baked is False: layout.row().label(text="Display percentage makes dynamics inaccurate without baking!") row = layout.row() col = row.column() col.prop(part, "show_size") col.prop(part, "show_velocity") col.prop(part, "show_number") if part.physics_type == 'BOIDS': col.prop(part, "show_health") col = row.column(align=True) col.label(text="Color:") col.prop(part, "draw_color", text="") sub = col.row() sub.active = (part.draw_color in {'VELOCITY', 'ACCELERATION'}) sub.prop(part, "color_maximum", text="Max") if path: col.prop(part, "draw_step") class PARTICLE_PT_children(ParticleButtonsPanel, Panel): bl_label = "Children" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} @classmethod def poll(cls, context): return particle_panel_poll(cls, context) def draw(self, context): layout = self.layout psys = context.particle_system part = particle_get_settings(context) layout.row().prop(part, "child_type", expand=True) 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_count", text="Render") if part.child_type == 'INTERPOLATED': col = row.column() if psys: col.prop(psys, "child_seed", text="Seed") col.prop(part, "virtual_parents", slider=True) col.prop(part, "create_long_hair_children") else: col = row.column(align=True) col.prop(part, "child_size", text="Size") col.prop(part, "child_size_random", text="Random") split = layout.split() col = split.column() col.label(text="Effects:") sub = col.column(align=True) sub.prop(part, "clump_factor", slider=True) sub.prop(part, "clump_shape", slider=True) sub = col.column(align=True) sub.prop(part, "child_length", slider=True) sub.prop(part, "child_length_threshold", slider=True) if part.child_type == 'SIMPLE': sub = col.column(align=True) sub.prop(part, "child_radius", text="Radius") sub.prop(part, "child_roundness", text="Roundness", slider=True) if psys: sub.prop(psys, "child_seed", text="Seed") elif part.virtual_parents > 0.0: sub = col.column(align=True) sub.label(text="Parting not") sub.label(text="available with") sub.label(text="virtual parents") else: sub = col.column(align=True) sub.prop(part, "child_parting_factor", text="Parting", slider=True) sub.prop(part, "child_parting_min", text="Min") sub.prop(part, "child_parting_max", text="Max") col = split.column() col.label(text="Roughness:") sub = col.column(align=True) sub.prop(part, "roughness_1", text="Uniform") sub.prop(part, "roughness_1_size", text="Size") sub = col.column(align=True) sub.prop(part, "roughness_endpoint", "Endpoint") sub.prop(part, "roughness_end_shape") sub = col.column(align=True) sub.prop(part, "roughness_2", text="Random") sub.prop(part, "roughness_2_size", text="Size") sub.prop(part, "roughness_2_threshold", slider=True) layout.row().label(text="Kink:") layout.row().prop(part, "kink", expand=True) split = layout.split() split.active = part.kink != 'NO' col = split.column() sub = col.column(align=True) sub.prop(part, "kink_amplitude") sub.prop(part, "kink_amplitude_clump", text="Clump", slider=True) col.prop(part, "kink_flat", slider=True) col = split.column() sub = col.column(align=True) sub.prop(part, "kink_frequency") sub.prop(part, "kink_shape", slider=True) class PARTICLE_PT_field_weights(ParticleButtonsPanel, Panel): bl_label = "Field Weights" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} @classmethod def poll(cls, context): return particle_panel_poll(cls, context) def draw(self, context): part = particle_get_settings(context) effector_weights_ui(self, context, part.effector_weights, 'PSYS') if part.type == 'HAIR': row = self.layout.row() row.prop(part.effector_weights, "apply_to_hair_growing") row.prop(part, "apply_effector_to_children") row = self.layout.row() row.prop(part, "effect_hair", slider=True) class PARTICLE_PT_force_fields(ParticleButtonsPanel, Panel): bl_label = "Force Field Settings" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout part = particle_get_settings(context) row = layout.row() row.prop(part, "use_self_effect") row.prop(part, "effector_amount", text="Amount") 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) if part.force_field_1.type != 'NONE': layout.label(text="Falloff:") 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) if part.force_field_2.type != 'NONE': layout.label(text="Falloff:") basic_force_field_falloff_ui(self, context, part.force_field_2) class PARTICLE_PT_vertexgroups(ParticleButtonsPanel, Panel): bl_label = "Vertex Groups" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} @classmethod def poll(cls, context): if context.particle_system is None: return False return particle_panel_poll(cls, context) def draw(self, context): layout = self.layout ob = context.object psys = context.particle_system split = layout.split(percentage=0.85) col = split.column() col.label(text="Vertex Group:") col.prop_search(psys, "vertex_group_density", ob, "vertex_groups", text="Density") col.prop_search(psys, "vertex_group_length", ob, "vertex_groups", text="Length") col.prop_search(psys, "vertex_group_clump", ob, "vertex_groups", text="Clump") col.prop_search(psys, "vertex_group_kink", ob, "vertex_groups", text="Kink") col.prop_search(psys, "vertex_group_roughness_1", ob, "vertex_groups", text="Roughness 1") col.prop_search(psys, "vertex_group_roughness_2", ob, "vertex_groups", text="Roughness 2") col.prop_search(psys, "vertex_group_roughness_end", ob, "vertex_groups", text="Roughness End") col = split.column() col.label(text="Negate:") col.alignment = 'RIGHT' col.prop(psys, "invert_vertex_group_density", text="") col.prop(psys, "invert_vertex_group_length", text="") col.prop(psys, "invert_vertex_group_clump", text="") col.prop(psys, "invert_vertex_group_kink", text="") col.prop(psys, "invert_vertex_group_roughness_1", text="") col.prop(psys, "invert_vertex_group_roughness_2", text="") col.prop(psys, "invert_vertex_group_roughness_end", text="") # Commented out vertex groups don't work and are still waiting for better implementation # row = layout.row() # row.prop_search(psys, "vertex_group_velocity", ob, "vertex_groups", text="Velocity") # row.prop(psys, "invert_vertex_group_velocity", text="") # row = layout.row() # row.prop_search(psys, "vertex_group_size", ob, "vertex_groups", text="Size") # row.prop(psys, "invert_vertex_group_size", text="") # row = layout.row() # row.prop_search(psys, "vertex_group_tangent", ob, "vertex_groups", text="Tangent") # row.prop(psys, "invert_vertex_group_tangent", text="") # row = layout.row() # row.prop_search(psys, "vertex_group_rotation", ob, "vertex_groups", text="Rotation") # row.prop(psys, "invert_vertex_group_rotation", text="") # row = layout.row() # row.prop_search(psys, "vertex_group_field", ob, "vertex_groups", text="Field") # row.prop(psys, "invert_vertex_group_field", text="") class PARTICLE_PT_custom_props(ParticleButtonsPanel, PropertyPanel, Panel): COMPAT_ENGINES = {'BLENDER_RENDER'} _context_path = "particle_system.settings" _property_type = bpy.types.ParticleSettings if __name__ == "__main__": # only for live edit. bpy.utils.register_module(__name__)