* Particle system's are comparable to texture slots, which can only exist within an id block. Particle settings on the other hand are idblocks which should be pinnable just like textures. * When particle settings are pinned only properties that make sense without the actual particle system are shown in the particle panel.
1223 lines
43 KiB
Python
1223 lines
43 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from rna_prop_ui import PropertyPanel
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from properties_physics_common import point_cache_ui
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from properties_physics_common import effector_weights_ui
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from properties_physics_common import basic_force_field_settings_ui
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from properties_physics_common import basic_force_field_falloff_ui
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def particle_panel_enabled(context, psys):
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if psys == None:
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return True
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phystype = psys.settings.physics_type
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if psys.settings.type in ('EMITTER', 'REACTOR') and phystype in ('NO', 'KEYED'):
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return True
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else:
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return (psys.point_cache.is_baked is False) and (not psys.is_edited) and (not context.particle_system_editable)
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def particle_panel_poll(cls, context):
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psys = context.particle_system
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engine = context.scene.render.engine
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settings = 0
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if psys:
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settings = psys.settings
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elif isinstance(context.space_data.pin_id, bpy.types.ParticleSettings):
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settings = context.space_data.pin_id
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if not settings:
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return False
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return settings.is_fluid == False and (engine in cls.COMPAT_ENGINES)
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def particle_get_settings(context):
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if context.particle_system:
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return context.particle_system.settings
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elif isinstance(context.space_data.pin_id, bpy.types.ParticleSettings):
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return context.space_data.pin_id
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return None
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class ParticleButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "particle"
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@classmethod
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def poll(cls, context):
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return particle_panel_poll(cls, context)
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class PARTICLE_PT_context_particles(ParticleButtonsPanel, bpy.types.Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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engine = context.scene.render.engine
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return (context.particle_system or context.object or context.space_data.pin_id) and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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ob = context.object
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psys = context.particle_system
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part = 0
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if ob:
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row = layout.row()
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row.template_list(ob, "particle_systems", ob.particle_systems, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("object.particle_system_add", icon='ZOOMIN', text="")
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col.operator("object.particle_system_remove", icon='ZOOMOUT', text="")
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if psys == None:
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part = particle_get_settings(context)
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if part == None:
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return
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layout.template_ID(context.space_data, "pin_id")
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if part.is_fluid:
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layout.label(text="Settings used for fluid.")
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return
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layout.prop(part, "type", text="Type")
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elif not psys.settings:
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split = layout.split(percentage=0.32)
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col = split.column()
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col.label(text="Name:")
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col.label(text="Settings:")
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col = split.column()
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col.prop(psys, "name", text="")
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col.template_ID(psys, "settings", new="particle.new")
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else:
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part = psys.settings
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split = layout.split(percentage=0.32)
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col = split.column()
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col.label(text="Name:")
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if part.is_fluid == False:
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col.label(text="Settings:")
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col.label(text="Type:")
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col = split.column()
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col.prop(psys, "name", text="")
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if part.is_fluid == False:
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row = col.row()
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row.enabled = particle_panel_enabled(context, psys)
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row.template_ID(psys, "settings", new="particle.new")
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#row = layout.row()
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#row.label(text="Viewport")
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#row.label(text="Render")
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if part.is_fluid:
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layout.label(text=str(part.count) + " fluid particles for this frame.")
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return
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row = col.row()
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row.enabled = particle_panel_enabled(context, psys)
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row.prop(part, "type", text="")
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row.prop(psys, "seed")
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if part:
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split = layout.split(percentage=0.65)
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if part.type == 'HAIR':
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if psys != None and psys.is_edited:
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split.operator("particle.edited_clear", text="Free Edit")
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else:
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row = split.row()
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row.enabled = particle_panel_enabled(context, psys)
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row.prop(part, "regrow_hair")
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row.prop(part, "use_advanced_hair")
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row = split.row()
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row.enabled = particle_panel_enabled(context, psys)
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row.prop(part, "hair_step")
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if psys != None and psys.is_edited:
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if psys.is_global_hair:
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layout.operator("particle.connect_hair")
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layout.label(text="Hair is disconnected.")
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else:
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layout.operator("particle.disconnect_hair")
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layout.label(text="")
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elif psys != None and part.type == 'REACTOR':
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split.enabled = particle_panel_enabled(context, psys)
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split.prop(psys, "reactor_target_object")
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split.prop(psys, "reactor_target_particle_system", text="Particle System")
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class PARTICLE_PT_emission(ParticleButtonsPanel, bpy.types.Panel):
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bl_label = "Emission"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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psys = context.particle_system
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settings = particle_get_settings(context)
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if settings is None:
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return False
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if settings.is_fluid:
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return False
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if particle_panel_poll(PARTICLE_PT_emission, context):
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return psys == None or not context.particle_system.point_cache.use_external
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return False
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def draw(self, context):
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layout = self.layout
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psys = context.particle_system
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part = particle_get_settings(context)
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layout.enabled = particle_panel_enabled(context, psys) and (psys == None or not psys.has_multiple_caches)
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row = layout.row()
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row.active = part.distribution != 'GRID'
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row.prop(part, "count")
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if part.type == 'HAIR' and not part.use_advanced_hair:
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row.prop(part, "hair_length")
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return
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if part.type != 'HAIR':
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split = layout.split()
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col = split.column(align=True)
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col.prop(part, "frame_start")
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col.prop(part, "frame_end")
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col = split.column(align=True)
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col.prop(part, "lifetime")
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col.prop(part, "lifetime_random", slider=True)
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layout.row().label(text="Emit From:")
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row = layout.row()
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row.prop(part, "emit_from", expand=True)
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row = layout.row()
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if part.distribution == 'GRID':
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row.prop(part, "invert_grid")
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row.prop(part, "hexagonal_grid")
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else:
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row.prop(part, "use_emit_random")
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row.prop(part, "use_even_distribution")
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if part.emit_from == 'FACE' or part.emit_from == 'VOLUME':
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row = layout.row()
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row.prop(part, "distribution", expand=True)
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row = layout.row()
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if part.distribution == 'JIT':
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row.prop(part, "userjit", text="Particles/Face")
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row.prop(part, "jitter_factor", text="Jittering Amount", slider=True)
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elif part.distribution == 'GRID':
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row.prop(part, "grid_resolution")
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row.prop(part, "grid_random", text="Random", slider=True)
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class PARTICLE_PT_hair_dynamics(ParticleButtonsPanel, bpy.types.Panel):
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bl_label = "Hair dynamics"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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psys = context.particle_system
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engine = context.scene.render.engine
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if psys is None:
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return False
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if psys.settings is None:
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return False
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return psys.settings.type == 'HAIR' and (engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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#cloth = context.cloth.collision_settings
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#self.layout.active = cloth_panel_enabled(context.cloth)
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#self.layout.prop(cloth, "use_collision", text="")
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psys = context.particle_system
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self.layout.prop(psys, "use_hair_dynamics", text="")
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def draw(self, context):
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layout = self.layout
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psys = context.particle_system
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if not psys.cloth:
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return
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#part = psys.settings
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cloth = psys.cloth.settings
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layout.enabled = psys.use_hair_dynamics and psys.point_cache.is_baked == False
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split = layout.split()
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col = split.column()
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col.label(text="Material:")
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sub = col.column(align=True)
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sub.prop(cloth, "pin_stiffness", text="Stiffness")
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sub.prop(cloth, "mass")
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sub.prop(cloth, "bending_stiffness", text="Bending")
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sub.prop(cloth, "internal_friction", slider=True)
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sub.prop(cloth, "collider_friction", slider=True)
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col = split.column()
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col.label(text="Damping:")
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sub = col.column(align=True)
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sub.prop(cloth, "spring_damping", text="Spring")
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sub.prop(cloth, "air_damping", text="Air")
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col.label(text="Quality:")
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col.prop(cloth, "quality", text="Steps", slider=True)
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class PARTICLE_PT_cache(ParticleButtonsPanel, bpy.types.Panel):
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bl_label = "Cache"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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psys = context.particle_system
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engine = context.scene.render.engine
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if psys is None:
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return False
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if psys.settings is None:
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return False
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if psys.settings.is_fluid:
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return False
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phystype = psys.settings.physics_type
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if phystype == 'NO' or phystype == 'KEYED':
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return False
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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
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def draw(self, context):
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psys = context.particle_system
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point_cache_ui(self, context, psys.point_cache, True, 'HAIR' if (psys.settings.type == 'HAIR') else 'PSYS')
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class PARTICLE_PT_velocity(ParticleButtonsPanel, bpy.types.Panel):
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bl_label = "Velocity"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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if particle_panel_poll(PARTICLE_PT_velocity, context):
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psys = context.particle_system
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settings = particle_get_settings(context)
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if settings.type == 'HAIR' and not settings.use_advanced_hair:
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return False
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return settings.physics_type != 'BOIDS' and (psys == None or not psys.point_cache.use_external)
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else:
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return False
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def draw(self, context):
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layout = self.layout
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psys = context.particle_system
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part = particle_get_settings(context)
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layout.enabled = particle_panel_enabled(context, psys)
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split = layout.split()
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sub = split.column()
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sub.label(text="Emitter Geometry:")
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sub.prop(part, "normal_factor")
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subsub = sub.column(align=True)
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subsub.prop(part, "tangent_factor")
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subsub.prop(part, "tangent_phase", slider=True)
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sub = split.column()
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sub.label(text="Emitter Object")
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sub.prop(part, "object_align_factor", text="")
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layout.row().label(text="Other:")
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split = layout.split()
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sub = split.column()
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if part.emit_from == 'PARTICLE':
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sub.prop(part, "particle_factor")
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else:
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sub.prop(part, "object_factor", slider=True)
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sub = split.column()
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sub.prop(part, "factor_random")
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#if part.type=='REACTOR':
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# sub.prop(part, "reactor_factor")
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# sub.prop(part, "reaction_shape", slider=True)
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class PARTICLE_PT_rotation(ParticleButtonsPanel, bpy.types.Panel):
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bl_label = "Rotation"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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if particle_panel_poll(PARTICLE_PT_rotation, context):
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psys = context.particle_system
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settings = particle_get_settings(context)
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if settings.type == 'HAIR' and not settings.use_advanced_hair:
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return False
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return settings.physics_type != 'BOIDS' and (psys == None or not psys.point_cache.use_external)
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else:
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return False
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def draw(self, context):
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layout = self.layout
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psys = context.particle_system
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if psys:
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part = psys.settings
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else:
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part = context.space_data.pin_id
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layout.enabled = particle_panel_enabled(context, psys)
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split = layout.split()
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split.label(text="Initial Rotation:")
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split.prop(part, "use_dynamic_rotation")
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split = layout.split()
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sub = split.column(align=True)
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sub.prop(part, "rotation_mode", text="")
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sub.prop(part, "rotation_factor_random", slider=True, text="Random")
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sub = split.column(align=True)
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sub.prop(part, "phase_factor", slider=True)
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sub.prop(part, "phase_factor_random", text="Random", slider=True)
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layout.row().label(text="Angular Velocity:")
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layout.row().prop(part, "angular_velocity_mode", expand=True)
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split = layout.split()
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sub = split.column()
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if part.angular_velocity_mode != 'NONE':
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sub.prop(part, "angular_velocity_factor", text="")
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class PARTICLE_PT_physics(ParticleButtonsPanel, bpy.types.Panel):
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bl_label = "Physics"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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if particle_panel_poll(PARTICLE_PT_physics, context):
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psys = context.particle_system
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settings = particle_get_settings(context)
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if settings.type == 'HAIR' and not settings.use_advanced_hair:
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return False
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return psys == None or not psys.point_cache.use_external
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else:
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return False
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def draw(self, context):
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layout = self.layout
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psys = context.particle_system
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part = particle_get_settings(context)
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layout.enabled = particle_panel_enabled(context, psys)
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row = layout.row()
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row.prop(part, "physics_type", expand=True)
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row = layout.row()
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col = row.column(align=True)
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col.prop(part, "particle_size")
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col.prop(part, "size_random", slider=True)
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if part.physics_type != 'NO':
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col = row.column(align=True)
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col.prop(part, "mass")
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col.prop(part, "use_multiply_size_mass", text="Multiply mass with size")
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if part.physics_type == 'NEWTON':
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split = layout.split()
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sub = split.column()
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sub.label(text="Forces:")
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sub.prop(part, "brownian_factor")
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sub.prop(part, "drag_factor", slider=True)
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sub.prop(part, "damping", slider=True)
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sub = split.column()
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sub.label(text="Integration:")
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sub.prop(part, "integrator", text="")
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sub.prop(part, "time_tweak")
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sub.prop(part, "subframes")
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sub = layout.row()
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sub.prop(part, "use_size_deflect")
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sub.prop(part, "use_die_on_collision")
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elif part.physics_type == 'FLUID':
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fluid = part.fluid
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split = layout.split()
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sub = split.column()
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sub.label(text="Forces:")
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sub.prop(part, "brownian_factor")
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sub.prop(part, "drag_factor", slider=True)
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sub.prop(part, "damping", slider=True)
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sub = split.column()
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sub.label(text="Integration:")
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sub.prop(part, "integrator", text="")
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sub.prop(part, "time_tweak")
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sub.prop(part, "subframes")
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sub = layout.row()
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sub.prop(part, "use_size_deflect")
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sub.prop(part, "use_die_on_collision")
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split = layout.split()
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sub = split.column()
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sub.label(text="Fluid Interaction:")
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sub.prop(fluid, "fluid_radius")
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sub.prop(fluid, "repulsion_force")
|
|
subsub = sub.column(align=True)
|
|
subsub.prop(fluid, "rest_density")
|
|
subsub.prop(fluid, "density_force", text="Force")
|
|
|
|
sub.label(text="Viscosity:")
|
|
subsub = sub.column(align=True)
|
|
subsub.prop(fluid, "linear_viscosity", text="Linear")
|
|
subsub.prop(fluid, "square_viscosity", text="Square")
|
|
|
|
sub = split.column()
|
|
|
|
sub.label(text="Springs:")
|
|
sub.prop(fluid, "spring_force", text="Force")
|
|
#Hidden to make ui a bit lighter, can be unhidden for a bit more control
|
|
#sub.prop(fluid, "rest_length", slider=True)
|
|
sub.prop(fluid, "use_viscoelastic_springs")
|
|
subsub = sub.column(align=True)
|
|
subsub.active = fluid.use_viscoelastic_springs
|
|
subsub.prop(fluid, "yield_ratio", slider=True)
|
|
subsub.prop(fluid, "plasticity", slider=True)
|
|
subsub.prop(fluid, "use_initial_rest_length")
|
|
|
|
sub.label(text="Buoyancy:")
|
|
sub.prop(fluid, "buoyancy", text="Strength", slider=True)
|
|
|
|
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()
|
|
|
|
sub = split.column()
|
|
sub.prop(part, "use_render_emitter")
|
|
sub.prop(part, "use_parent_particles")
|
|
sub = split.column()
|
|
sub.prop(part, "show_unborn")
|
|
sub.prop(part, "use_dead")
|
|
|
|
row = layout.row()
|
|
row.prop(part, "render_type", expand=True)
|
|
|
|
split = layout.split()
|
|
|
|
sub = split.column()
|
|
|
|
if part.render_type == 'LINE':
|
|
sub.prop(part, "line_length_tail")
|
|
sub.prop(part, "line_length_head")
|
|
sub = split.column()
|
|
sub.prop(part, "use_velocity_length")
|
|
elif part.render_type == 'PATH':
|
|
sub.prop(part, "use_strand_primitive")
|
|
subsub = sub.column()
|
|
subsub.active = (part.use_strand_primitive is False)
|
|
subsub.prop(part, "use_render_adaptive")
|
|
subsub = sub.column()
|
|
subsub.active = part.use_render_adaptive or part.use_strand_primitive == True
|
|
subsub.prop(part, "adaptive_angle")
|
|
subsub = sub.column()
|
|
subsub.active = (part.use_render_adaptive is True and part.use_strand_primitive is False)
|
|
subsub.prop(part, "adaptive_pixel")
|
|
sub.prop(part, "use_hair_bspline")
|
|
sub.prop(part, "render_step", text="Steps")
|
|
|
|
sub = split.column()
|
|
sub.label(text="Timing:")
|
|
sub.prop(part, "use_absolute_path_time")
|
|
sub.prop(part, "path_start", text="Start", slider=not part.use_absolute_path_time)
|
|
sub.prop(part, "path_end", text="End", slider=not part.use_absolute_path_time)
|
|
sub.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':
|
|
sub.prop(part, "dupli_object")
|
|
sub.prop(part, "use_global_dupli")
|
|
elif part.render_type == 'GROUP':
|
|
sub.prop(part, "dupli_group")
|
|
split = layout.split()
|
|
sub = split.column()
|
|
sub.prop(part, "use_whole_group")
|
|
subsub = sub.column()
|
|
subsub.active = (part.use_whole_group is False)
|
|
subsub.prop(part, "use_group_count")
|
|
|
|
sub = split.column()
|
|
subsub = sub.column()
|
|
subsub.active = (part.use_whole_group is False)
|
|
subsub.prop(part, "use_global_dupli")
|
|
subsub.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
|
|
|
|
sub.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="")
|
|
|
|
|
|
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()
|
|
col.prop(part, "show_material_color", text="Use material color")
|
|
|
|
if (path):
|
|
col.prop(part, "draw_step")
|
|
else:
|
|
sub = col.column()
|
|
sub.active = (part.show_material_color is False)
|
|
#sub.label(text="color")
|
|
#sub.label(text="Override material color")
|
|
|
|
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class PARTICLE_PT_children(ParticleButtonsPanel, bpy.types.Panel):
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bl_label = "Children"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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return particle_panel_poll(cls, context)
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def draw(self, context):
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layout = self.layout
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psys = context.particle_system
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part = particle_get_settings(context)
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layout.row().prop(part, "child_type", expand=True)
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if part.child_type == 'NONE':
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return
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row = layout.row()
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col = row.column(align=True)
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col.prop(part, "child_nbr", text="Display")
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col.prop(part, "rendered_child_count", text="Render")
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if part.child_type == 'INTERPOLATED':
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col = row.column()
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if psys:
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col.prop(psys, "child_seed", text="Seed")
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col.prop(part, "virtual_parents", slider=True)
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col.prop(part, "create_long_hair_children")
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else:
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col = row.column(align=True)
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col.prop(part, "child_size", text="Size")
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col.prop(part, "child_size_random", text="Random")
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split = layout.split()
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col = split.column()
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col.label(text="Effects:")
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sub = col.column(align=True)
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sub.prop(part, "clump_factor", slider=True)
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sub.prop(part, "clump_shape", slider=True)
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sub = col.column(align=True)
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sub.prop(part, "child_length", slider=True)
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sub.prop(part, "child_length_threshold", slider=True)
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if part.child_type == 'SIMPLE':
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sub = col.column(align=True)
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sub.prop(part, "child_radius", text="Radius")
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sub.prop(part, "child_roundness", text="Roundness", slider=True)
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if psys:
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sub.prop(psys, "child_seed", text="Seed")
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elif part.virtual_parents > 0.0:
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sub = col.column(align=True)
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sub.label(text="Parting not")
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sub.label(text="available with")
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sub.label(text="virtual parents.")
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else:
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sub = col.column(align=True)
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sub.prop(part, "child_parting_factor", text="Parting", slider=True)
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sub.prop(part, "child_parting_min", text="Min")
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sub.prop(part, "child_parting_max", text="Max")
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col = split.column()
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col.label(text="Roughness:")
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sub = col.column(align=True)
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sub.prop(part, "roughness_1", text="Uniform")
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sub.prop(part, "roughness_1_size", text="Size")
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sub = col.column(align=True)
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sub.prop(part, "roughness_endpoint", "Endpoint")
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sub.prop(part, "roughness_end_shape")
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sub = col.column(align=True)
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sub.prop(part, "roughness_2", text="Random")
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sub.prop(part, "roughness_2_size", text="Size")
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sub.prop(part, "roughness_2_threshold", slider=True)
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layout.row().label(text="Kink:")
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layout.row().prop(part, "kink", expand=True)
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split = layout.split()
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split.active = part.kink != 'NO'
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col = split.column()
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sub = col.column(align=True)
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sub.prop(part, "kink_amplitude")
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sub.prop(part, "kink_amplitude_clump", text="Clump", slider=True)
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col.prop(part, "kink_flat", slider=True)
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col = split.column()
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sub = col.column(align=True)
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sub.prop(part, "kink_frequency")
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sub.prop(part, "kink_shape", slider=True)
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class PARTICLE_PT_field_weights(ParticleButtonsPanel, bpy.types.Panel):
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bl_label = "Field Weights"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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return particle_panel_poll(cls, context)
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def draw(self, context):
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part = particle_get_settings(context)
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effector_weights_ui(self, context, part.effector_weights)
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if part.type == 'HAIR':
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row = self.layout.row()
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row.prop(part.effector_weights, "apply_to_hair_growing")
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row.prop(part, "apply_effector_to_children")
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row = self.layout.row()
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row.prop(part, "effect_hair", slider=True)
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class PARTICLE_PT_force_fields(ParticleButtonsPanel, bpy.types.Panel):
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bl_label = "Force Field Settings"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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layout = self.layout
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part = particle_get_settings(context)
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row = layout.row()
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row.prop(part, "use_self_effect")
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row.prop(part, "effector_amount", text="Amount")
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split = layout.split(percentage=0.2)
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split.label(text="Type 1:")
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split.prop(part.force_field_1, "type", text="")
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basic_force_field_settings_ui(self, context, part.force_field_1)
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if part.force_field_1.type != 'NONE':
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layout.label(text="Falloff:")
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basic_force_field_falloff_ui(self, context, part.force_field_1)
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if part.force_field_1.type != 'NONE':
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layout.label(text="")
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split = layout.split(percentage=0.2)
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split.label(text="Type 2:")
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split.prop(part.force_field_2, "type", text="")
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basic_force_field_settings_ui(self, context, part.force_field_2)
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if part.force_field_2.type != 'NONE':
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layout.label(text="Falloff:")
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basic_force_field_falloff_ui(self, context, part.force_field_2)
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class PARTICLE_PT_vertexgroups(ParticleButtonsPanel, bpy.types.Panel):
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bl_label = "Vertexgroups"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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if context.particle_system == None:
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return False
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return particle_panel_poll(cls, context)
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def draw(self, context):
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layout = self.layout
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ob = context.object
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psys = context.particle_system
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# part = psys.settings
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# layout.label(text="Nothing here yet.")
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row = layout.row()
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row.label(text="Vertex Group")
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row.label(text="Negate")
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row = layout.row()
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row.prop_search(psys, "vertex_group_density", ob, "vertex_groups", text="Density")
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row.prop(psys, "invert_vertex_group_density", text="")
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# Commented out vertex groups don't work and are still waiting for better implementation
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# row = layout.row()
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# row.prop_search(psys, "vertex_group_velocity", ob, "vertex_groups", text="Velocity")
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# row.prop(psys, "invert_vertex_group_velocity", text="")
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row = layout.row()
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row.prop_search(psys, "vertex_group_length", ob, "vertex_groups", text="Length")
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row.prop(psys, "invert_vertex_group_length", text="")
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row = layout.row()
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row.prop_search(psys, "vertex_group_clump", ob, "vertex_groups", text="Clump")
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row.prop(psys, "invert_vertex_group_clump", text="")
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row = layout.row()
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row.prop_search(psys, "vertex_group_kink", ob, "vertex_groups", text="Kink")
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row.prop(psys, "invert_vertex_group_kink", text="")
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row = layout.row()
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row.prop_search(psys, "vertex_group_roughness_1", ob, "vertex_groups", text="Roughness 1")
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row.prop(psys, "invert_vertex_group_roughness_1", text="")
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row = layout.row()
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row.prop_search(psys, "vertex_group_roughness_2", ob, "vertex_groups", text="Roughness 2")
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row.prop(psys, "invert_vertex_group_roughness_2", text="")
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row = layout.row()
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row.prop_search(psys, "vertex_group_roughness_end", ob, "vertex_groups", text="Roughness End")
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row.prop(psys, "invert_vertex_group_roughness_end", text="")
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# row = layout.row()
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# row.prop_search(psys, "vertex_group_size", ob, "vertex_groups", text="Size")
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# row.prop(psys, "invert_vertex_group_size", text="")
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# row = layout.row()
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# row.prop_search(psys, "vertex_group_tangent", ob, "vertex_groups", text="Tangent")
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# row.prop(psys, "invert_vertex_group_tangent", text="")
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# row = layout.row()
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# row.prop_search(psys, "vertex_group_rotation", ob, "vertex_groups", text="Rotation")
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# row.prop(psys, "invert_vertex_group_rotation", text="")
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# row = layout.row()
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# row.prop_search(psys, "vertex_group_field", ob, "vertex_groups", text="Field")
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# row.prop(psys, "invert_vertex_group_field", text="")
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class PARTICLE_PT_custom_props(ParticleButtonsPanel, PropertyPanel, bpy.types.Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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_context_path = "particle_system.settings"
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_property_type = bpy.types.ParticleSettings
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def register():
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bpy.utils.register_module(__name__)
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def unregister():
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bpy.utils.unregister_module(__name__)
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if __name__ == "__main__":
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register()
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