import bpy from buttons_physics_common import point_cache_ui from buttons_physics_common import effector_weights_ui from buttons_physics_common import basic_force_field_settings_ui from buttons_physics_common import basic_force_field_falloff_ui def particle_panel_enabled(psys): return psys.point_cache.baked==False and psys.edited==False def particle_panel_poll(context): psys = context.particle_system if psys==None: return False if psys.settings==None: return False return psys.settings.type in ('EMITTER', 'REACTOR', 'HAIR') class ParticleButtonsPanel(bpy.types.Panel): __space_type__ = 'PROPERTIES' __region_type__ = 'WINDOW' __context__ = "particle" def poll(self, context): return particle_panel_poll(context) class PARTICLE_PT_particles(ParticleButtonsPanel): __show_header__ = False def poll(self, context): return (context.particle_system or context.object) def draw(self, context): layout = self.layout ob = context.object psys = context.particle_system if ob: row = layout.row() row.template_list(ob, "particle_systems", ob, "active_particle_system_index", rows=2) col = row.column(align=True) col.itemO("object.particle_system_add", icon='ICON_ZOOMIN', text="") col.itemO("object.particle_system_remove", icon='ICON_ZOOMOUT', text="") if psys and not psys.settings: split = layout.split(percentage=0.32) col = split.column() col.itemL(text="Name:") col.itemL(text="Settings:") col = split.column() col.itemR(psys, "name", text="") col.template_ID(psys, "settings", new="particle.new") elif psys: part = psys.settings split = layout.split(percentage=0.32) col = split.column() col.itemL(text="Name:") if part.type in ('EMITTER', 'REACTOR', 'HAIR'): col.itemL(text="Settings:") col.itemL(text="Type:") col = split.column() col.itemR(psys, "name", text="") if part.type in ('EMITTER', 'REACTOR', 'HAIR'): col.template_ID(psys, "settings", new="particle.new") #row = layout.row() #row.itemL(text="Viewport") #row.itemL(text="Render") if part: if part.type not in ('EMITTER', 'REACTOR', 'HAIR'): layout.itemL(text="No settings for fluid particles") return row=col.row() row.enabled = particle_panel_enabled(psys) row.itemR(part, "type", text="") row.itemR(psys, "seed") split = layout.split(percentage=0.65) if part.type=='HAIR': if psys.edited==True: split.itemO("particle.edited_clear", text="Free Edit") else: split.itemL(text="") row = split.row() row.enabled = particle_panel_enabled(psys) row.itemR(part, "hair_step") if psys.edited==True: if psys.global_hair: layout.itemO("particle.connect_hair") layout.itemL(text="Hair is disconnected.") else: layout.itemO("particle.disconnect_hair") layout.itemL(text="") elif part.type=='REACTOR': split.enabled = particle_panel_enabled(psys) split.itemR(psys, "reactor_target_object") split.itemR(psys, "reactor_target_particle_system", text="Particle System") class PARTICLE_PT_emission(ParticleButtonsPanel): __label__ = "Emission" def poll(self, context): if particle_panel_poll(context): return not context.particle_system.point_cache.external else: return False def draw(self, context): layout = self.layout psys = context.particle_system part = psys.settings layout.enabled = particle_panel_enabled(psys) and not psys.multiple_caches row = layout.row() row.itemR(part, "amount") split = layout.split() col = split.column(align=True) col.itemR(part, "start") col.itemR(part, "end") col = split.column(align=True) col.itemR(part, "lifetime") col.itemR(part, "random_lifetime", slider=True) layout.row().itemL(text="Emit From:") row = layout.row() row.itemR(part, "emit_from", expand=True) row = layout.row() row.itemR(part, "trand") if part.distribution!='GRID': row.itemR(part, "even_distribution") if part.emit_from=='FACE' or part.emit_from=='VOLUME': row = layout.row() row.itemR(part, "distribution", expand=True) row = layout.row() if part.distribution=='JIT': row.itemR(part, "userjit", text="Particles/Face") row.itemR(part, "jitter_factor", text="Jittering Amount", slider=True) elif part.distribution=='GRID': row.itemR(part, "grid_resolution") class PARTICLE_PT_hair_dynamics(ParticleButtonsPanel): __label__ = "Hair dynamics" __default_closed__ = True def poll(self, context): psys = context.particle_system if psys==None: return False if psys.settings==None: return False return psys.settings.type == 'HAIR' def draw_header(self, context): #cloth = context.cloth.collision_settings #self.layout.active = cloth_panel_enabled(context.cloth) #self.layout.itemR(cloth, "enable_collision", text="") psys = context.particle_system self.layout.itemR(psys, "hair_dynamics", text="") def draw(self, context): layout = self.layout psys = context.particle_system part = psys.settings cloth = psys.cloth.settings layout.enabled = psys.hair_dynamics split = layout.split() col = split.column() col.itemL(text="Material:") sub = col.column(align=True) sub.itemR(cloth, "pin_stiffness", text="Stiffness") sub.itemR(cloth, "mass") sub.itemR(cloth, "bending_stiffness", text="Bending") sub.itemR(cloth, "internal_friction", slider="True") col = split.column() col.itemL(text="Damping:") sub = col.column(align=True) sub.itemR(cloth, "spring_damping", text="Spring") sub.itemR(cloth, "air_damping", text="Air") col.itemL(text="Quality:") col.itemR(cloth, "quality", text="Steps",slider=True) class PARTICLE_PT_cache(ParticleButtonsPanel): __label__ = "Cache" __default_closed__ = True def poll(self, context): psys = context.particle_system if psys==None: return False if psys.settings==None: return False phystype = psys.settings.physics_type if phystype == 'NO' or phystype == 'KEYED': return False return psys.settings.type in ('EMITTER', 'REACTOR') or (psys.settings.type == 'HAIR' and psys.hair_dynamics) def draw(self, context): layout = self.layout psys = context.particle_system point_cache_ui(self, psys.point_cache, particle_panel_enabled(psys), not psys.hair_dynamics, 0) class PARTICLE_PT_initial(ParticleButtonsPanel): __label__ = "Velocity" def poll(self, context): if particle_panel_poll(context): psys = context.particle_system return psys.settings.physics_type != 'BOIDS' and not psys.point_cache.external else: return False def draw(self, context): layout = self.layout psys = context.particle_system part = psys.settings layout.enabled = particle_panel_enabled(psys) layout.row().itemL(text="Direction:") split = layout.split() sub = split.column() sub.itemR(part, "normal_factor") if part.emit_from=='PARTICLE': sub.itemR(part, "particle_factor") else: sub.itemR(part, "object_factor", slider=True) sub.itemR(part, "random_factor") sub.itemR(part, "tangent_factor") sub.itemR(part, "tangent_phase", slider=True) sub = split.column() sub.itemL(text="TODO:") sub.itemL(text="Object aligned") sub.itemL(text="direction: X, Y, Z") if part.type=='REACTOR': sub.itemR(part, "reactor_factor") sub.itemR(part, "reaction_shape", slider=True) else: sub.itemL(text="") layout.row().itemL(text="Rotation:") split = layout.split() sub = split.column() sub.itemR(part, "rotation_mode", text="Axis") split = layout.split() sub = split.column() sub.itemR(part, "rotation_dynamic") sub.itemR(part, "random_rotation_factor", slider=True) sub = split.column() sub.itemR(part, "phase_factor", slider=True) sub.itemR(part, "random_phase_factor", text="Random", slider=True) layout.row().itemL(text="Angular velocity:") layout.row().itemR(part, "angular_velocity_mode", expand=True) split = layout.split() sub = split.column() sub.itemR(part, "angular_velocity_factor", text="") class PARTICLE_PT_physics(ParticleButtonsPanel): __label__ = "Physics" def poll(self, context): if particle_panel_poll(context): return not context.particle_system.point_cache.external else: return False def draw(self, context): layout = self.layout psys = context.particle_system part = psys.settings layout.enabled = particle_panel_enabled(psys) row = layout.row() row.itemR(part, "physics_type", expand=True) if part.physics_type != 'NO': row = layout.row() col = row.column(align=True) col.itemR(part, "particle_size") col.itemR(part, "random_size", slider=True) col = row.column(align=True) col.itemR(part, "mass") col.itemR(part, "sizemass", text="Multiply mass with size") if part.physics_type == 'NEWTON': split = layout.split() sub = split.column() sub.itemL(text="Forces:") sub.itemR(part, "brownian_factor") sub.itemR(part, "drag_factor", slider=True) sub.itemR(part, "damp_factor", slider=True) sub = split.column() sub.itemR(part, "size_deflect") sub.itemR(part, "die_on_collision") sub.itemR(part, "integrator") sub.itemR(part, "time_tweak") elif part.physics_type == 'KEYED': split = layout.split() sub = split.column() row = layout.row() col = row.column() col.active = not psys.keyed_timing col.itemR(part, "keyed_loops", text="Loops") row.itemR(psys, "keyed_timing", text="Use Timing") layout.itemL(text="Keys:") elif part.physics_type=='BOIDS': boids = part.boids row = layout.row() row.itemR(boids, "allow_flight") row.itemR(boids, "allow_land") row.itemR(boids, "allow_climb") split = layout.split() sub = split.column() col = sub.column(align=True) col.active = boids.allow_flight col.itemR(boids, "air_max_speed") col.itemR(boids, "air_min_speed", slider="True") col.itemR(boids, "air_max_acc", slider="True") col.itemR(boids, "air_max_ave", slider="True") col.itemR(boids, "air_personal_space") row = col.row() row.active = (boids.allow_land or boids.allow_climb) and boids.allow_flight row.itemR(boids, "landing_smoothness") sub = split.column() col = sub.column(align=True) col.active = boids.allow_land or boids.allow_climb col.itemR(boids, "land_max_speed") col.itemR(boids, "land_jump_speed") col.itemR(boids, "land_max_acc", slider="True") col.itemR(boids, "land_max_ave", slider="True") col.itemR(boids, "land_personal_space") col.itemR(boids, "land_stick_force") row = layout.row() col = row.column(align=True) col.itemL(text="Battle:") col.itemR(boids, "health") col.itemR(boids, "strength") col.itemR(boids, "aggression") col.itemR(boids, "accuracy") col.itemR(boids, "range") col = row.column() col.itemL(text="Misc:") col.itemR(boids, "banking", slider=True) col.itemR(boids, "height", slider=True) if part.physics_type=='KEYED' or part.physics_type=='BOIDS': if part.physics_type=='BOIDS': layout.itemL(text="Relations:") row = layout.row() row.template_list(psys, "targets", psys, "active_particle_target_index") col = row.column() subrow = col.row() subcol = subrow.column(align=True) subcol.itemO("particle.new_target", icon='ICON_ZOOMIN', text="") subcol.itemO("particle.remove_target", icon='ICON_ZOOMOUT', text="") subrow = col.row() subcol = subrow.column(align=True) subcol.itemO("particle.target_move_up", icon='VICON_MOVE_UP', text="") subcol.itemO("particle.target_move_down", icon='VICON_MOVE_DOWN', text="") key = psys.active_particle_target if key: row = layout.row() if part.physics_type=='KEYED': col = row.column() #doesn't work yet #col.red_alert = key.valid col.itemR(key, "object", text="") col.itemR(key, "system", text="System") col = row.column(); col.active = psys.keyed_timing col.itemR(key, "time") col.itemR(key, "duration") else: subrow = row.row() #doesn't work yet #subrow.red_alert = key.valid subrow.itemR(key, "object", text="") subrow.itemR(key, "system", text="System") layout.itemR(key, "mode", expand=True) class PARTICLE_PT_boidbrain(ParticleButtonsPanel): __label__ = "Boid Brain" def poll(self, context): psys = context.particle_system if psys==None: return False if psys.settings==None: return False if psys.point_cache.external: return False return psys.settings.physics_type=='BOIDS' def draw(self, context): boids = context.particle_system.settings.boids layout = self.layout layout.enabled = particle_panel_enabled(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() #subrow = col.row(align=True) #subrow.itemO("boid.state_add", icon='ICON_ZOOMIN', text="") #subrow.itemO("boid.state_del", icon='ICON_ZOOMOUT', text="") #subrow = row.row(align=True) #subrow.itemO("boid.state_move_up", icon='VICON_MOVE_UP', text="") #subrow.itemO("boid.state_move_down", icon='VICON_MOVE_DOWN', text="") state = boids.active_boid_state #layout.itemR(state, "name", text="State name") row = layout.row() row.itemR(state, "ruleset_type") if state.ruleset_type=='FUZZY': row.itemR(state, "rule_fuzziness", slider=True) else: row.itemL(text="") row = layout.row() row.template_list(state, "rules", state, "active_boid_rule_index") col = row.column() subrow = col.row() subcol = subrow.column(align=True) subcol.item_menu_enumO("boid.rule_add", "type", icon='ICON_ZOOMIN', text="") subcol.itemO("boid.rule_del", icon='ICON_ZOOMOUT', text="") subrow = col.row() subcol = subrow.column(align=True) subcol.itemO("boid.rule_move_up", icon='VICON_MOVE_UP', text="") subcol.itemO("boid.rule_move_down", icon='VICON_MOVE_DOWN', text="") rule = state.active_boid_rule if rule: row = layout.row() row.itemR(rule, "name", text="") #somebody make nice icons for boids here please! -jahka row.itemR(rule, "in_air", icon='VICON_MOVE_UP', text="") row.itemR(rule, "on_land", icon='VICON_MOVE_DOWN', text="") row = layout.row() if rule.type == 'GOAL': row.itemR(rule, "object") row = layout.row() row.itemR(rule, "predict") elif rule.type == 'AVOID': row.itemR(rule, "object") row = layout.row() row.itemR(rule, "predict") row.itemR(rule, "fear_factor") elif rule.type == 'FOLLOW_PATH': row.itemL(text="Not yet functional.") elif rule.type == 'AVOID_COLLISION': row.itemR(rule, "boids") row.itemR(rule, "deflectors") row.itemR(rule, "look_ahead") elif rule.type == 'FOLLOW_LEADER': row.itemR(rule, "object", text="") row.itemR(rule, "distance") row = layout.row() row.itemR(rule, "line") subrow = row.row() subrow.active = rule.line subrow.itemR(rule, "queue_size") elif rule.type == 'AVERAGE_SPEED': row.itemR(rule, "speed", slider=True) row.itemR(rule, "wander", slider=True) row.itemR(rule, "level", slider=True) elif rule.type == 'FIGHT': row.itemR(rule, "distance") row.itemR(rule, "flee_distance") class PARTICLE_PT_render(ParticleButtonsPanel): __label__ = "Render" def poll(self, context): psys = context.particle_system if psys==None: return False if psys.settings==None: return False return True; def draw(self, context): layout = self.layout psys = context.particle_system part = psys.settings row = layout.row() row.itemR(part, "material") row.itemR(psys, "parent"); split = layout.split() sub = split.column() sub.itemR(part, "emitter"); sub.itemR(part, "parent"); sub = split.column() sub.itemR(part, "unborn"); sub.itemR(part, "died"); row = layout.row() row.itemR(part, "ren_as", expand=True) split = layout.split() sub = split.column() if part.ren_as == 'LINE': sub.itemR(part, "line_length_tail") sub.itemR(part, "line_length_head") sub = split.column() sub.itemR(part, "velocity_length") elif part.ren_as == 'PATH': if (part.type!='HAIR' and part.physics_type!='KEYED' and psys.point_cache.baked==False): box = layout.box() box.itemL(text="Baked or keyed particles needed for correct rendering.") return sub.itemR(part, "render_strand") colsub = sub.column() colsub.active = part.render_strand == False colsub.itemR(part, "render_adaptive") colsub = sub.column() colsub.active = part.render_adaptive or part.render_strand == True colsub.itemR(part, "adaptive_angle") colsub = sub.column() colsub.active = part.render_adaptive == True and part.render_strand == False colsub.itemR(part, "adaptive_pix") sub.itemR(part, "hair_bspline") sub.itemR(part, "render_step", text="Steps") sub = split.column() sub.itemL(text="Timing:") sub.itemR(part, "abs_path_time") sub.itemR(part, "path_start", text="Start", slider= not part.abs_path_time) sub.itemR(part, "path_end", text="End", slider= not part.abs_path_time) sub.itemR(part, "random_length", text="Random", slider=True) row = layout.row() col = row.column() if part.type=='HAIR' and part.render_strand==True and part.child_type=='FACES': layout.itemR(part, "enable_simplify") if part.enable_simplify==True: row = layout.row() row.itemR(part, "simplify_refsize") row.itemR(part, "simplify_rate") row.itemR(part, "simplify_transition") row = layout.row() row.itemR(part, "viewport") subrow = row.row() subrow.active = part.viewport==True subrow.itemR(part, "simplify_viewport") elif part.ren_as == 'OBJECT': sub.itemR(part, "dupli_object") elif part.ren_as == 'GROUP': sub.itemR(part, "dupli_group") split = layout.split() sub = split.column() sub.itemR(part, "whole_group") sub = split.column() colsub = sub.column() colsub.active = part.whole_group == False colsub.itemR(part, "rand_group") elif part.ren_as == 'BILLBOARD': sub.itemL(text="Align:") row = layout.row() row.itemR(part, "billboard_align", expand=True) row.itemR(part, "billboard_lock", text="Lock") row = layout.row() row.itemR(part, "billboard_object") row = layout.row() col = row.column(align=True) col.itemL(text="Tilt:") col.itemR(part, "billboard_tilt", text="Angle", slider=True) col.itemR(part, "billboard_random_tilt", slider=True) col = row.column() col.itemR(part, "billboard_offset") row = layout.row() row.itemR(psys, "billboard_normal_uv") row = layout.row() row.itemR(psys, "billboard_time_index_uv") row = layout.row() row.itemL(text="Split uv's:") row.itemR(part, "billboard_uv_split", text="Number of splits") row = layout.row() row.itemR(psys, "billboard_split_uv") row = layout.row() row.itemL(text="Animate:") row.itemR(part, "billboard_animation", expand=True) row.itemL(text="Offset:") row.itemR(part, "billboard_split_offset", expand=True) if part.ren_as == 'HALO' or part.ren_as == 'LINE' or part.ren_as=='BILLBOARD': row = layout.row() col = row.column() col.itemR(part, "trail_count") if part.trail_count > 1: col.itemR(part, "abs_path_time", text="Length in frames") col = row.column() col.itemR(part, "path_end", text="Length", slider=not part.abs_path_time) col.itemR(part, "random_length", text="Random", slider=True) else: col = row.column() col.itemL(text="") class PARTICLE_PT_draw(ParticleButtonsPanel): __label__ = "Display" __default_closed__ = True def poll(self, context): psys = context.particle_system if psys==None: return False if psys.settings==None: return False return True; def draw(self, context): layout = self.layout psys = context.particle_system part = psys.settings row = layout.row() row.itemR(part, "draw_as", expand=True) if part.draw_as=='NONE' or (part.ren_as=='NONE' and part.draw_as=='RENDER'): return path = (part.ren_as=='PATH' and part.draw_as=='RENDER') or part.draw_as=='PATH' if path and part.type!='HAIR' and part.physics_type!='KEYED' and psys.point_cache.baked==False: box = layout.box() box.itemL(text="Baked or keyed particles needed for correct drawing.") return row = layout.row() row.itemR(part, "display", slider=True) if part.draw_as!='RENDER' or part.ren_as=='HALO': row.itemR(part, "draw_size") else: row.itemL(text="") row = layout.row() col = row.column() col.itemR(part, "show_size") col.itemR(part, "velocity") col.itemR(part, "num") if part.physics_type == 'BOIDS': col.itemR(part, "draw_health") col = row.column() col.itemR(part, "material_color", text="Use material color") if (path): col.itemR(part, "draw_step") else: subcol = col.column() subcol.active = part.material_color==False #subcol.itemL(text="color") #subcol.itemL(text="Override material color") class PARTICLE_PT_children(ParticleButtonsPanel): __label__ = "Children" __default_closed__ = True def draw(self, context): layout = self.layout psys = context.particle_system part = psys.settings layout.row().itemR(part, "child_type", expand=True) if part.child_type=='NONE': return row = layout.row() col = row.column(align=True) col.itemR(part, "child_nbr", text="Display") col.itemR(part, "rendered_child_nbr", text="Render") col = row.column(align=True) if part.child_type=='FACES': col.itemR(part, "virtual_parents", slider=True) else: col.itemR(part, "child_radius", text="Radius") col.itemR(part, "child_roundness", text="Roundness", slider=True) col = row.column(align=True) col.itemR(part, "child_size", text="Size") col.itemR(part, "child_random_size", text="Random") layout.row().itemL(text="Effects:") row = layout.row() col = row.column(align=True) col.itemR(part, "clump_factor", slider=True) col.itemR(part, "clumppow", slider=True) col = row.column(align=True) col.itemR(part, "rough_endpoint") col.itemR(part, "rough_end_shape") row = layout.row() col = row.column(align=True) col.itemR(part, "rough1") col.itemR(part, "rough1_size") col = row.column(align=True) col.itemR(part, "rough2") col.itemR(part, "rough2_size") col.itemR(part, "rough2_thres", slider=True) row = layout.row() col = row.column(align=True) col.itemR(part, "child_length", slider=True) col.itemR(part, "child_length_thres", slider=True) col = row.column(align=True) col.itemL(text="Space reserved for") col.itemL(text="hair parting controls") layout.row().itemL(text="Kink:") layout.row().itemR(part, "kink", expand=True) split = layout.split() sub = split.column() sub.itemR(part, "kink_amplitude") sub.itemR(part, "kink_frequency") sub = split.column() sub.itemR(part, "kink_shape", slider=True) class PARTICLE_PT_field_weights(ParticleButtonsPanel): __label__ = "Field Weights" __default_closed__ = True def draw(self, context): part = context.particle_system.settings effector_weights_ui(self, part.effector_weights) if part.type == 'HAIR': self.layout.itemR(part.effector_weights, "do_growing_hair") class PARTICLE_PT_force_fields(ParticleButtonsPanel): __label__ = "Force Field Settings" __default_closed__ = True def draw(self, context): layout = self.layout part = context.particle_system.settings layout.itemR(part, "self_effect") split = layout.split(percentage=0.2) split.itemL(text="Type 1:") split.itemR(part.force_field_1, "type",text="") basic_force_field_settings_ui(self, part.force_field_1) basic_force_field_falloff_ui(self, part.force_field_1) if part.force_field_1.type != 'NONE': layout.itemL(text="") split = layout.split(percentage=0.2) split.itemL(text="Type 2:") split.itemR(part.force_field_2, "type",text="") basic_force_field_settings_ui(self, part.force_field_2) basic_force_field_falloff_ui(self, part.force_field_2) class PARTICLE_PT_vertexgroups(ParticleButtonsPanel): __label__ = "Vertexgroups" __default_closed__ = True def draw(self, context): layout = self.layout psys = context.particle_system part = psys.settings layout.itemL(text="Nothing here yet.") #row = layout.row() #row.itemL(text="Vertex Group") #row.itemL(text="Negate") #row = layout.row() #row.itemR(psys, "vertex_group_density") #row.itemR(psys, "vertex_group_density_negate", text="") #row = layout.row() #row.itemR(psys, "vertex_group_velocity") #row.itemR(psys, "vertex_group_velocity_negate", text="") #row = layout.row() #row.itemR(psys, "vertex_group_length") #row.itemR(psys, "vertex_group_length_negate", text="") #row = layout.row() #row.itemR(psys, "vertex_group_clump") #row.itemR(psys, "vertex_group_clump_negate", text="") #row = layout.row() #row.itemR(psys, "vertex_group_kink") #row.itemR(psys, "vertex_group_kink_negate", text="") #row = layout.row() #row.itemR(psys, "vertex_group_roughness1") #row.itemR(psys, "vertex_group_roughness1_negate", text="") #row = layout.row() #row.itemR(psys, "vertex_group_roughness2") #row.itemR(psys, "vertex_group_roughness2_negate", text="") #row = layout.row() #row.itemR(psys, "vertex_group_roughness_end") #row.itemR(psys, "vertex_group_roughness_end_negate", text="") #row = layout.row() #row.itemR(psys, "vertex_group_size") #row.itemR(psys, "vertex_group_size_negate", text="") #row = layout.row() #row.itemR(psys, "vertex_group_tangent") #row.itemR(psys, "vertex_group_tangent_negate", text="") #row = layout.row() #row.itemR(psys, "vertex_group_rotation") #row.itemR(psys, "vertex_group_rotation_negate", text="") #row = layout.row() #row.itemR(psys, "vertex_group_field") #row.itemR(psys, "vertex_group_field_negate", text="") bpy.types.register(PARTICLE_PT_particles) bpy.types.register(PARTICLE_PT_hair_dynamics) bpy.types.register(PARTICLE_PT_cache) bpy.types.register(PARTICLE_PT_emission) bpy.types.register(PARTICLE_PT_initial) bpy.types.register(PARTICLE_PT_physics) bpy.types.register(PARTICLE_PT_boidbrain) bpy.types.register(PARTICLE_PT_render) bpy.types.register(PARTICLE_PT_draw) bpy.types.register(PARTICLE_PT_children) bpy.types.register(PARTICLE_PT_field_weights) bpy.types.register(PARTICLE_PT_force_fields) bpy.types.register(PARTICLE_PT_vertexgroups)