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Diffstat (limited to 'release/scripts/startup/bl_ui/properties_particle.py')
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diff --git a/release/scripts/startup/bl_ui/properties_particle.py b/release/scripts/startup/bl_ui/properties_particle.py
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+++ b/release/scripts/startup/bl_ui/properties_particle.py
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+# ##### 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