diff options
author | Campbell Barton <ideasman42@gmail.com> | 2011-03-21 15:35:49 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2011-03-21 15:35:49 +0300 |
commit | 2e6a02438e997f1024f3ba6c332314f09f01a3b4 (patch) | |
tree | 7b9427c972858a2b0950b0328bb500f11294161b /release/scripts/startup/bl_ui/properties_particle.py | |
parent | 28d39473fc65543cbf3adc44964d4a9703d3076a (diff) |
move script directories for internal blender scripts.
ui/ --> startup/bl_ui
op/ --> startup/bl_operators
scripts/startup/ is now the only auto-loading script dir which gives some speedup for blender loading too.
~/.blender/2.56/scripts/startup works for auto-loading scripts too.
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_particle.py')
-rw-r--r-- | release/scripts/startup/bl_ui/properties_particle.py | 1213 |
1 files changed, 1213 insertions, 0 deletions
diff --git a/release/scripts/startup/bl_ui/properties_particle.py b/release/scripts/startup/bl_ui/properties_particle.py new file mode 100644 index 00000000000..9c678bd96b2 --- /dev/null +++ b/release/scripts/startup/bl_ui/properties_particle.py @@ -0,0 +1,1213 @@ +# ##### 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 bl_ui.properties_physics_common import ( + point_cache_ui, + effector_weights_ui, + basic_force_field_settings_ui, + basic_force_field_falloff_ui, + ) + + +def particle_panel_enabled(context, psys): + if psys == 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, 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 or context.space_data.pin_id) and (engine in cls.COMPAT_ENGINES) + + def draw(self, context): + layout = self.layout + + 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 == None: + part = particle_get_settings(context) + + if part == 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=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") + + if part: + split = layout.split(percentage=0.65) + if part.type == 'HAIR': + if psys != 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 != None and 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 psys != 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, bpy.types.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 == 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 == 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, 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 + + 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 + settings = particle_get_settings(context) + + if settings.type == 'HAIR' and not settings.use_advanced_hair: + return False + return settings.physics_type != 'BOIDS' and (psys == 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, 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 + settings = particle_get_settings(context) + + if settings.type == 'HAIR' and not settings.use_advanced_hair: + return False + return settings.physics_type != 'BOIDS' and (psys == None or not psys.point_cache.use_external) + else: + return False + + 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) + + row = layout.row() + row.label(text="Initial Rotation:") + row.prop(part, "use_dynamic_rotation") + + 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) + + col = layout.column() + col.label(text="Angular Velocity:") + col.row().prop(part, "angular_velocity_mode", expand=True) + + if part.angular_velocity_mode != 'NONE': + col.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 + settings = particle_get_settings(context) + + if settings.type == 'HAIR' and not settings.use_advanced_hair: + return False + return psys == 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") + col.prop(part, "subframes") + + 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="Buoancy", 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, bpy.types.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 != 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, 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() + + 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") + col.prop(part, "use_global_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_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_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': + 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") + + 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 uv's:") + split.prop(part, "billboard_uv_split", text="Number of splits") + 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, 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 = 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: + 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, 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 = 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, 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 = 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, bpy.types.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, bpy.types.Panel): + bl_label = "Vertexgroups" + bl_options = {'DEFAULT_CLOSED'} + COMPAT_ENGINES = {'BLENDER_RENDER'} + + @classmethod + def poll(cls, context): + if context.particle_system == 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, bpy.types.Panel): + COMPAT_ENGINES = {'BLENDER_RENDER'} + _context_path = "particle_system.settings" + _property_type = bpy.types.ParticleSettings |