blender/release/scripts/ui/properties_particle.py
Janne Karhu 0a83817672 Small particle effectors update:
* Greetings from farsthary: particle rotation is now taken into account for particle effector direction.
** This gives all kinds of new possibilities as he shows in his blog http://farsthary.wordpress.com/2011/02/08/vortex-particle-simple-tut/.
**The only modification I made to his patch was to use the actual rotated particle direction as the effector direction as this defaults to the particle velocity vector, so no actual new options are needed.
* I also added an "effector amount" setting for particle effectors so that only a part of the particles can be considered as effectors. This makes it possible to create simple "farsthary vortexes" with only one particle system.
* Also some tiny reorganization of the falloff min/max values for a nicer ui.
2011-02-12 17:54:24 +00:00

1175 lines
42 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from rna_prop_ui import PropertyPanel
from properties_physics_common import point_cache_ui
from properties_physics_common import effector_weights_ui
from properties_physics_common import basic_force_field_settings_ui
from properties_physics_common import basic_force_field_falloff_ui
def particle_panel_enabled(context, psys):
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
if psys is None:
return False
if psys.settings is None:
return False
return psys.settings.is_fluid == False and (engine in cls.COMPAT_ENGINES)
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, bpy.types.Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
return (context.particle_system or context.object) and (engine in cls.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.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 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.is_fluid == False:
col.label(text="Settings:")
col.label(text="Type:")
col = split.column()
col.prop(psys, "name", text="")
if part.is_fluid == 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:
if part.is_fluid:
layout.label(text=str(part.count) + " fluid particles for this frame.")
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.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_edited:
if psys.is_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_emission(ParticleButtonsPanel, bpy.types.Panel):
bl_label = "Emission"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
psys = context.particle_system
if psys is None:
return False
if psys.settings is None:
return False
if psys.settings.is_fluid:
return False
if particle_panel_poll(PARTICLE_PT_emission, context):
return not context.particle_system.point_cache.use_external
return False
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.enabled = particle_panel_enabled(context, psys) and not psys.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.row().label(text="Emit From:")
row = layout.row()
row.prop(part, "emit_from", expand=True)
row = layout.row()
if part.distribution == 'GRID':
row.prop(part, "invert_grid")
else:
row.prop(part, "use_emit_random")
row.prop(part, "use_even_distribution")
if part.emit_from == 'FACE' or part.emit_from == 'VOLUME':
row = layout.row()
row.prop(part, "distribution", expand=True)
row = layout.row()
if part.distribution == 'JIT':
row.prop(part, "userjit", text="Particles/Face")
row.prop(part, "jitter_factor", text="Jittering Amount", slider=True)
elif part.distribution == 'GRID':
row.prop(part, "grid_resolution")
row.prop(part, "grid_random", text="Random", slider=True)
class PARTICLE_PT_hair_dynamics(ParticleButtonsPanel, bpy.types.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):
#cloth = context.cloth.collision_settings
#self.layout.active = cloth_panel_enabled(context.cloth)
#self.layout.prop(cloth, "use_collision", text="")
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
#part = psys.settings
cloth = psys.cloth.settings
layout.enabled = psys.use_hair_dynamics and psys.point_cache.is_baked == 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, bpy.types.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, bpy.types.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
if psys.settings.type == 'HAIR' and not psys.settings.use_advanced_hair:
return False
return psys.settings.physics_type != 'BOIDS' and not psys.point_cache.use_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_align_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, "factor_random")
#if part.type=='REACTOR':
# sub.prop(part, "reactor_factor")
# sub.prop(part, "reaction_shape", slider=True)
class PARTICLE_PT_rotation(ParticleButtonsPanel, bpy.types.Panel):
bl_label = "Rotation"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
if particle_panel_poll(PARTICLE_PT_rotation, context):
psys = context.particle_system
if psys.settings.type == 'HAIR' and not psys.settings.use_advanced_hair:
return False
return psys.settings.physics_type != 'BOIDS' and not psys.point_cache.use_external
else:
return False
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.enabled = particle_panel_enabled(context, psys)
split = layout.split()
split.label(text="Initial Rotation:")
split.prop(part, "use_dynamic_rotation")
split = layout.split()
sub = split.column(align=True)
sub.prop(part, "rotation_mode", text="")
sub.prop(part, "rotation_factor_random", slider=True, text="Random")
sub = split.column(align=True)
sub.prop(part, "phase_factor", slider=True)
sub.prop(part, "phase_factor_random", text="Random", slider=True)
layout.row().label(text="Angular Velocity:")
layout.row().prop(part, "angular_velocity_mode", expand=True)
split = layout.split()
sub = split.column()
if part.angular_velocity_mode != 'NONE':
sub.prop(part, "angular_velocity_factor", text="")
class PARTICLE_PT_physics(ParticleButtonsPanel, bpy.types.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
if psys.settings.type == 'HAIR' and not psys.settings.use_advanced_hair:
return False
return not psys.point_cache.use_external
else:
return False
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
layout.enabled = particle_panel_enabled(context, psys)
row = layout.row()
row.prop(part, "physics_type", expand=True)
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 == '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, "damping", 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, "use_size_deflect")
sub.prop(part, "use_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, "damping", 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, "use_size_deflect")
sub.prop(part, "use_die_on_collision")
split = layout.split()
sub = split.column()
sub.label(text="Fluid Interaction:")
sub.prop(fluid, "fluid_radius")
sub.prop(fluid, "repulsion_force")
subsub = sub.column(align=True)
subsub.prop(fluid, "rest_density")
subsub.prop(fluid, "density_force", text="Force")
sub.label(text="Viscosity:")
subsub = sub.column(align=True)
subsub.prop(fluid, "linear_viscosity", text="Linear")
subsub.prop(fluid, "square_viscosity", text="Square")
sub = split.column()
sub.label(text="Springs:")
sub.prop(fluid, "spring_force", text="Force")
#Hidden to make ui a bit lighter, can be unhidden for a bit more control
#sub.prop(fluid, "rest_length", slider=True)
sub.prop(fluid, "use_viscoelastic_springs")
subsub = sub.column(align=True)
subsub.active = fluid.use_viscoelastic_springs
subsub.prop(fluid, "yield_ratio", slider=True)
subsub.prop(fluid, "plasticity", slider=True)
subsub.prop(fluid, "use_initial_rest_length")
sub.label(text="Buoyancy:")
sub.prop(fluid, "buoyancy", text="Strength", slider=True)
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")
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 part.physics_type == 'KEYED' or part.physics_type == 'BOIDS' or part.physics_type == '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(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, bpy.types.Panel):
bl_label = "Boid Brain"
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.point_cache.use_external:
return False
return psys.settings.physics_type == 'BOIDS' and engine in cls.COMPAT_ENGINES
def draw(self, context):
layout = self.layout
boids = context.particle_system.settings.boids
layout.enabled = particle_panel_enabled(context, context.particle_system)
# Currently boids can only use the first state so these are commented out for now.
#row = layout.row()
#row.template_list(boids, "states", boids, "active_boid_state_index", compact="True")
#col = row.row()
#sub = col.row(align=True)
#sub.operator("boid.state_add", icon='ZOOMIN', text="")
#sub.operator("boid.state_del", icon='ZOOMOUT', text="")
#sub = row.row(align=True)
#sub.operator("boid.state_move_up", icon='MOVE_UP_VEC', text="")
#sub.operator("boid.state_move_down", icon='MOVE_DOWN_VEC', text="")
state = boids.active_boid_state
#layout.prop(state, "name", text="State name")
row = layout.row()
row.prop(state, "ruleset_type")
if state.ruleset_type == 'FUZZY':
row.prop(state, "rule_fuzzy", slider=True)
else:
row.label(text="")
row = layout.row()
row.template_list(state, "rules", state, "active_boid_rule_index")
col = row.column()
sub = col.row()
subsub = sub.column(align=True)
subsub.operator_menu_enum("boid.rule_add", "type", icon='ZOOMIN', text="")
subsub.operator("boid.rule_del", icon='ZOOMOUT', text="")
sub = col.row()
subsub = sub.column(align=True)
subsub.operator("boid.rule_move_up", icon='MOVE_UP_VEC', text="")
subsub.operator("boid.rule_move_down", icon='MOVE_DOWN_VEC', text="")
rule = state.active_boid_rule
if rule:
row = layout.row()
row.prop(rule, "name", text="")
#somebody make nice icons for boids here please! -jahka
row.prop(rule, "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, bpy.types.Panel):
bl_label = "Render"
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 engine in cls.COMPAT_ENGINES
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
row = layout.row()
row.prop(part, "material")
row.prop(psys, "parent")
split = layout.split()
sub = split.column()
sub.prop(part, "use_render_emitter")
sub.prop(part, "use_parent_particles")
sub = split.column()
sub.prop(part, "show_unborn")
sub.prop(part, "use_dead")
row = layout.row()
row.prop(part, "render_type", expand=True)
split = layout.split()
sub = split.column()
if part.render_type == 'LINE':
sub.prop(part, "line_length_tail")
sub.prop(part, "line_length_head")
sub = split.column()
sub.prop(part, "use_velocity_length")
elif part.render_type == 'PATH':
sub.prop(part, "use_strand_primitive")
subsub = sub.column()
subsub.active = (part.use_strand_primitive is False)
subsub.prop(part, "use_render_adaptive")
subsub = sub.column()
subsub.active = part.use_render_adaptive or part.use_strand_primitive == True
subsub.prop(part, "adaptive_angle")
subsub = sub.column()
subsub.active = (part.use_render_adaptive is True and part.use_strand_primitive is False)
subsub.prop(part, "adaptive_pixel")
sub.prop(part, "use_hair_bspline")
sub.prop(part, "render_step", text="Steps")
sub = split.column()
sub.label(text="Timing:")
sub.prop(part, "use_absolute_path_time")
sub.prop(part, "path_start", text="Start", slider=not part.use_absolute_path_time)
sub.prop(part, "path_end", text="End", slider=not part.use_absolute_path_time)
sub.prop(part, "length_random", text="Random", slider=True)
row = layout.row()
col = row.column()
if part.type == 'HAIR' and part.use_strand_primitive == True and part.child_type == 'INTERPOLATED':
layout.prop(part, "use_simplify")
if part.use_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, "use_simplify_viewport")
sub = row.row()
sub.active = part.viewport == True
sub.prop(part, "simplify_viewport")
elif part.render_type == 'OBJECT':
sub.prop(part, "dupli_object")
sub.prop(part, "use_global_dupli")
elif part.render_type == 'GROUP':
sub.prop(part, "dupli_group")
split = layout.split()
sub = split.column()
sub.prop(part, "use_whole_group")
subsub = sub.column()
subsub.active = (part.use_whole_group is False)
subsub.prop(part, "use_group_count")
sub = split.column()
subsub = sub.column()
subsub.active = (part.use_whole_group is False)
subsub.prop(part, "use_global_dupli")
subsub.prop(part, "use_group_pick_random")
if part.use_group_count and not part.use_whole_group:
row = layout.row()
row.template_list(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':
sub.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", 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_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="")
class PARTICLE_PT_draw(ParticleButtonsPanel, bpy.types.Panel):
bl_label = "Display"
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 engine in cls.COMPAT_ENGINES
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
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:
if part.type == 'HAIR':
if psys.use_hair_dynamics and psys.point_cache.is_baked == 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 == 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()
col.prop(part, "show_material_color", text="Use material color")
if (path):
col.prop(part, "draw_step")
else:
sub = col.column()
sub.active = (part.show_material_color is False)
#sub.label(text="color")
#sub.label(text="Override material color")
class PARTICLE_PT_children(ParticleButtonsPanel, bpy.types.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 = psys.settings
layout.row().prop(part, "child_type", expand=True)
if part.child_type == 'NONE':
return
row = layout.row()
col = row.column(align=True)
col.prop(part, "child_nbr", text="Display")
col.prop(part, "rendered_child_count", text="Render")
if part.child_type == 'INTERPOLATED':
col = row.column()
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)
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, bpy.types.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 = context.particle_system.settings
effector_weights_ui(self, context, part.effector_weights)
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, bpy.types.Panel):
bl_label = "Force Field Settings"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
part = context.particle_system.settings
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, bpy.types.Panel):
bl_label = "Vertexgroups"
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
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_search(psys, "vertex_group_density", ob, "vertex_groups", text="Density")
row.prop(psys, "invert_vertex_group_density", 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_length", ob, "vertex_groups", text="Length")
row.prop(psys, "invert_vertex_group_length", text="")
row = layout.row()
row.prop_search(psys, "vertex_group_clump", ob, "vertex_groups", text="Clump")
row.prop(psys, "invert_vertex_group_clump", text="")
row = layout.row()
row.prop_search(psys, "vertex_group_kink", ob, "vertex_groups", text="Kink")
row.prop(psys, "invert_vertex_group_kink", text="")
row = layout.row()
row.prop_search(psys, "vertex_group_roughness_1", ob, "vertex_groups", text="Roughness 1")
row.prop(psys, "invert_vertex_group_roughness_1", text="")
row = layout.row()
row.prop_search(psys, "vertex_group_roughness_2", ob, "vertex_groups", text="Roughness 2")
row.prop(psys, "invert_vertex_group_roughness_2", text="")
row = layout.row()
row.prop_search(psys, "vertex_group_roughness_end", ob, "vertex_groups", text="Roughness End")
row.prop(psys, "invert_vertex_group_roughness_end", 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, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER'}
_context_path = "particle_system.settings"
_property_type = bpy.types.ParticleSettings
def register():
bpy.utils.register_module(__name__)
def unregister():
bpy.utils.unregister_module(__name__)
if __name__ == "__main__":
register()