blender/release/ui/buttons_particle.py
Janne Karhu b221c0e2e6 New point cache file format:
- HEADER (beginning of each file)
	* general header:
		+ 8 char: "BPHYSICS"
		+ 1 int: simulation type (same as PTCacheID->type)
	* custom header (same for sb, particles and cloth, but can be different for new dynamics)
		+ 1 int: totpoint (number of points)
		+ 1 int: data_types (bit flags for what the stored data is)
- DATA (directly after header)
	*totpoint times the data as specified in data_types flags

- simulation type
	soft body = 0, particles = 1, cloth = 2
- data types (more can be added easily when needed)
	data		flag		contains
	----------------------------------------
	index		(1<<0)		1 int	(index of current point)
	location	(1<<1)		3 float
	velocity	(1<<2)		3 float
	rotation	(1<<3)		4 float	(quaternion)
	avelocity 	(1<<4)		3 float	(used for particles)
	xconst		(1<<4)		3 float	(used for cloth)
	size		(1<<5)		1 float
	times		(1<<6)		3 float (birth, die & lifetime of particle)
	boids		(1<<7)		1 BoidData
	
Notes:
- Every frame is not nescessary since data is interpolated for the inbetween frames.
- For now every point is needed for every cached frame, the "index" data type is reserved for future usage.
- For loading external particle caches only "location" data is necessary, other needed values are determined from the given data.
- Non-dynamic data should be written into an info file if external usage is desired.
	* Info file is named as normal cache files, but with frame number 0;
	* "Non-dynamic" means data such as particle times.
	* Written automatically when baking to disk so basically a library of particle simulations should be possible.
- Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend.
- External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui.
	
Other changes:
- Multiple point caches per dynamics system.
	* In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used.
	* Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present.
- Generalization of point cache baking etc operator & rna code.
- Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00

900 lines
26 KiB
Python

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