blender/release/scripts/startup/bl_ui/properties_particle.py
Janne Karhu 709ca0ece9 "Fix" for [#30098] Particle rotation wrong / explode modifier
- The main problem was that in order to be accurate all particle
  rotations have to be calculated incrementally so the only working
  solution is to store rotations to the point cache (previously
  this was only done for dynamic rotations). This can nearly double
  the point cache size so it's not ideal to have this as a default
  as in many cases you don't care about particle rotations.
- Particle rotation panel now has a new "enable" checkbox that
  enables rotation calculations and the storing of rotations to
  point cache.
- Old files will have rotations enabled via do_versions so that in
  the worst case old files will only get bigger point caches, but no
  sudden loss of particle rotations.
2012-03-18 21:33:00 +00:00

1252 lines
44 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 bpy.types import Panel
from rna_prop_ui import PropertyPanel
from .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 == 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(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 == 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.is_fluid:
layout.label(text="{} fluid particles for this frame".format(str(part.count)))
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 == 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.prop(part, "use_dynamic_rotation")
if part.use_dynamic_rotation:
layout.label(text="Initial Rotation Axis:")
else:
layout.label(text="Rotation Axis:")
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':
col = layout.column()
if part.use_dynamic_rotation:
col.label(text="Initial Angular Velocity:")
else:
col.label(text="Angular Velocity:")
sub = col.row(align=True)
sub.prop(part, "angular_velocity_mode", text="")
subsub = sub.column()
subsub.active = part.angular_velocity_mode != 'NONE'
subsub.prop(part, "angular_velocity_factor", text="")
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()
if part.adaptive_subframes:
sub.prop(part, "courant_target", text="Threshold")
else:
sub.prop(part, "subframes")
sub.prop(part, "adaptive_subframes", text="")
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()
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:")
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.factor_density)
sub.prop(fluid, "factor_density", text="")
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(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(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, 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 == 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")
col.prop(part, "path_start", text="Start", slider=not part.use_absolute_path_time)
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 == 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':
col.prop(part, "dupli_object")
sub = col.row()
sub.prop(part, "use_global_dupli")
sub.prop(part, "use_rotation_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")
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':
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 == 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(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)
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
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, 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__)