1 # ##### BEGIN GPL LICENSE BLOCK #####
3 # This program is free software; you can redistribute it and/or
4 # modify it under the terms of the GNU General Public License
5 # as published by the Free Software Foundation; either version 2
6 # of the License, or (at your option) any later version.
8 # This program is distributed in the hope that it will be useful,
9 # but WITHOUT ANY WARRANTY; without even the implied warranty of
10 # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 # GNU General Public License for more details.
13 # You should have received a copy of the GNU General Public License
14 # along with this program; if not, write to the Free Software Foundation,
15 # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
17 # ##### END GPL LICENSE BLOCK #####
21 from bpy.types import Panel
22 from rna_prop_ui import PropertyPanel
24 from bl_ui.properties_physics_common import (point_cache_ui,
26 basic_force_field_settings_ui,
27 basic_force_field_falloff_ui,
31 def particle_panel_enabled(context, psys):
34 phystype = psys.settings.physics_type
35 if psys.settings.type in {'EMITTER', 'REACTOR'} and phystype in {'NO', 'KEYED'}:
38 return (psys.point_cache.is_baked is False) and (not psys.is_edited) and (not context.particle_system_editable)
41 def particle_panel_poll(cls, context):
42 psys = context.particle_system
43 engine = context.scene.render.engine
47 settings = psys.settings
48 elif isinstance(context.space_data.pin_id, bpy.types.ParticleSettings):
49 settings = context.space_data.pin_id
54 return settings.is_fluid is False and (engine in cls.COMPAT_ENGINES)
57 def particle_get_settings(context):
58 if context.particle_system:
59 return context.particle_system.settings
60 elif isinstance(context.space_data.pin_id, bpy.types.ParticleSettings):
61 return context.space_data.pin_id
65 class ParticleButtonsPanel():
66 bl_space_type = 'PROPERTIES'
67 bl_region_type = 'WINDOW'
68 bl_context = "particle"
71 def poll(cls, context):
72 return particle_panel_poll(cls, context)
75 class PARTICLE_PT_context_particles(ParticleButtonsPanel, Panel):
77 bl_options = {'HIDE_HEADER'}
78 COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
81 def poll(cls, context):
82 engine = context.scene.render.engine
83 return (context.particle_system or context.object or context.space_data.pin_id) and (engine in cls.COMPAT_ENGINES)
85 def draw(self, context):
88 if context.scene.render.engine == 'BLENDER_GAME':
89 layout.label("Not available in the Game Engine")
93 psys = context.particle_system
99 row.template_list(ob, "particle_systems", ob.particle_systems, "active_index", rows=2)
101 col = row.column(align=True)
102 col.operator("object.particle_system_add", icon='ZOOMIN', text="")
103 col.operator("object.particle_system_remove", icon='ZOOMOUT', text="")
106 part = particle_get_settings(context)
111 layout.template_ID(context.space_data, "pin_id")
114 layout.label(text="Settings used for fluid")
117 layout.prop(part, "type", text="Type")
119 elif not psys.settings:
120 split = layout.split(percentage=0.32)
123 col.label(text="Name:")
124 col.label(text="Settings:")
127 col.prop(psys, "name", text="")
128 col.template_ID(psys, "settings", new="particle.new")
132 split = layout.split(percentage=0.32)
134 col.label(text="Name:")
135 if part.is_fluid is False:
136 col.label(text="Settings:")
137 col.label(text="Type:")
140 col.prop(psys, "name", text="")
141 if part.is_fluid is False:
143 row.enabled = particle_panel_enabled(context, psys)
144 row.template_ID(psys, "settings", new="particle.new")
147 #row.label(text="Viewport")
148 #row.label(text="Render")
151 layout.label(text="%d fluid particles for this frame" % part.count)
155 row.enabled = particle_panel_enabled(context, psys)
156 row.prop(part, "type", text="")
157 row.prop(psys, "seed")
160 split = layout.split(percentage=0.65)
161 if part.type == 'HAIR':
162 if psys is not None and psys.is_edited:
163 split.operator("particle.edited_clear", text="Free Edit")
166 row.enabled = particle_panel_enabled(context, psys)
167 row.prop(part, "regrow_hair")
168 row.prop(part, "use_advanced_hair")
170 row.enabled = particle_panel_enabled(context, psys)
171 row.prop(part, "hair_step")
172 if psys is not None and psys.is_edited:
173 if psys.is_global_hair:
174 layout.operator("particle.connect_hair")
176 layout.operator("particle.disconnect_hair")
177 elif psys is not None and part.type == 'REACTOR':
178 split.enabled = particle_panel_enabled(context, psys)
179 split.prop(psys, "reactor_target_object")
180 split.prop(psys, "reactor_target_particle_system", text="Particle System")
183 class PARTICLE_PT_emission(ParticleButtonsPanel, Panel):
184 bl_label = "Emission"
185 COMPAT_ENGINES = {'BLENDER_RENDER'}
188 def poll(cls, context):
189 psys = context.particle_system
190 settings = particle_get_settings(context)
194 if settings.is_fluid:
196 if particle_panel_poll(PARTICLE_PT_emission, context):
197 return psys is None or not context.particle_system.point_cache.use_external
200 def draw(self, context):
203 psys = context.particle_system
204 part = particle_get_settings(context)
206 layout.enabled = particle_panel_enabled(context, psys) and (psys is None or not psys.has_multiple_caches)
209 row.active = part.distribution != 'GRID'
210 row.prop(part, "count")
212 if part.type == 'HAIR' and not part.use_advanced_hair:
213 row.prop(part, "hair_length")
216 if part.type != 'HAIR':
217 split = layout.split()
219 col = split.column(align=True)
220 col.prop(part, "frame_start")
221 col.prop(part, "frame_end")
223 col = split.column(align=True)
224 col.prop(part, "lifetime")
225 col.prop(part, "lifetime_random", slider=True)
227 layout.label(text="Emit From:")
228 layout.prop(part, "emit_from", expand=True)
231 if part.emit_from == 'VERT':
232 row.prop(part, "use_emit_random")
233 elif part.distribution == 'GRID':
234 row.prop(part, "invert_grid")
235 row.prop(part, "hexagonal_grid")
237 row.prop(part, "use_emit_random")
238 row.prop(part, "use_even_distribution")
240 if part.emit_from == 'FACE' or part.emit_from == 'VOLUME':
241 layout.prop(part, "distribution", expand=True)
244 if part.distribution == 'JIT':
245 row.prop(part, "userjit", text="Particles/Face")
246 row.prop(part, "jitter_factor", text="Jittering Amount", slider=True)
247 elif part.distribution == 'GRID':
248 row.prop(part, "grid_resolution")
249 row.prop(part, "grid_random", text="Random", slider=True)
252 class PARTICLE_PT_hair_dynamics(ParticleButtonsPanel, Panel):
253 bl_label = "Hair dynamics"
254 bl_options = {'DEFAULT_CLOSED'}
255 COMPAT_ENGINES = {'BLENDER_RENDER'}
258 def poll(cls, context):
259 psys = context.particle_system
260 engine = context.scene.render.engine
263 if psys.settings is None:
265 return psys.settings.type == 'HAIR' and (engine in cls.COMPAT_ENGINES)
267 def draw_header(self, context):
268 psys = context.particle_system
269 self.layout.prop(psys, "use_hair_dynamics", text="")
271 def draw(self, context):
274 psys = context.particle_system
279 cloth = psys.cloth.settings
281 layout.enabled = psys.use_hair_dynamics and psys.point_cache.is_baked is False
283 split = layout.split()
286 col.label(text="Material:")
287 sub = col.column(align=True)
288 sub.prop(cloth, "pin_stiffness", text="Stiffness")
289 sub.prop(cloth, "mass")
290 sub.prop(cloth, "bending_stiffness", text="Bending")
291 sub.prop(cloth, "internal_friction", slider=True)
292 sub.prop(cloth, "collider_friction", slider=True)
295 col.label(text="Damping:")
296 sub = col.column(align=True)
297 sub.prop(cloth, "spring_damping", text="Spring")
298 sub.prop(cloth, "air_damping", text="Air")
300 col.label(text="Quality:")
301 col.prop(cloth, "quality", text="Steps", slider=True)
304 class PARTICLE_PT_cache(ParticleButtonsPanel, Panel):
306 bl_options = {'DEFAULT_CLOSED'}
307 COMPAT_ENGINES = {'BLENDER_RENDER'}
310 def poll(cls, context):
311 psys = context.particle_system
312 engine = context.scene.render.engine
315 if psys.settings is None:
317 if psys.settings.is_fluid:
319 phystype = psys.settings.physics_type
320 if phystype == 'NO' or phystype == 'KEYED':
322 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
324 def draw(self, context):
325 psys = context.particle_system
327 point_cache_ui(self, context, psys.point_cache, True, 'HAIR' if (psys.settings.type == 'HAIR') else 'PSYS')
330 class PARTICLE_PT_velocity(ParticleButtonsPanel, Panel):
331 bl_label = "Velocity"
332 COMPAT_ENGINES = {'BLENDER_RENDER'}
335 def poll(cls, context):
336 if particle_panel_poll(PARTICLE_PT_velocity, context):
337 psys = context.particle_system
338 settings = particle_get_settings(context)
340 if settings.type == 'HAIR' and not settings.use_advanced_hair:
342 return settings.physics_type != 'BOIDS' and (psys is None or not psys.point_cache.use_external)
346 def draw(self, context):
349 psys = context.particle_system
350 part = particle_get_settings(context)
352 layout.enabled = particle_panel_enabled(context, psys)
354 split = layout.split()
357 col.label(text="Emitter Geometry:")
358 col.prop(part, "normal_factor")
359 sub = col.column(align=True)
360 sub.prop(part, "tangent_factor")
361 sub.prop(part, "tangent_phase", slider=True)
364 col.label(text="Emitter Object:")
365 col.prop(part, "object_align_factor", text="")
367 layout.label(text="Other:")
369 if part.emit_from == 'PARTICLE':
370 row.prop(part, "particle_factor")
372 row.prop(part, "object_factor", slider=True)
373 row.prop(part, "factor_random")
375 #if part.type=='REACTOR':
376 # sub.prop(part, "reactor_factor")
377 # sub.prop(part, "reaction_shape", slider=True)
380 class PARTICLE_PT_rotation(ParticleButtonsPanel, Panel):
381 bl_label = "Rotation"
382 bl_options = {'DEFAULT_CLOSED'}
383 COMPAT_ENGINES = {'BLENDER_RENDER'}
386 def poll(cls, context):
387 if particle_panel_poll(PARTICLE_PT_rotation, context):
388 psys = context.particle_system
389 settings = particle_get_settings(context)
391 if settings.type == 'HAIR' and not settings.use_advanced_hair:
393 return settings.physics_type != 'BOIDS' and (psys is None or not psys.point_cache.use_external)
397 def draw_header(self, context):
398 psys = context.particle_system
402 part = context.space_data.pin_id
404 self.layout.prop(part, "use_rotations", text="")
406 def draw(self, context):
409 psys = context.particle_system
413 part = context.space_data.pin_id
415 layout.enabled = particle_panel_enabled(context, psys) and part.use_rotations
417 layout.label(text="Initial Orientation:")
419 split = layout.split()
421 col = split.column(align=True)
422 col.prop(part, "rotation_mode", text="")
423 col.prop(part, "rotation_factor_random", slider=True, text="Random")
425 col = split.column(align=True)
426 col.prop(part, "phase_factor", slider=True)
427 col.prop(part, "phase_factor_random", text="Random", slider=True)
429 if part.type != 'HAIR':
430 layout.label(text="Angular Velocity:")
432 split = layout.split()
433 col = split.column(align=True)
434 col.prop(part, "angular_velocity_mode", text="")
436 sub.active = part.angular_velocity_mode != 'NONE'
437 sub.prop(part, "angular_velocity_factor", text="")
440 col.prop(part, "use_dynamic_rotation")
443 class PARTICLE_PT_physics(ParticleButtonsPanel, Panel):
445 COMPAT_ENGINES = {'BLENDER_RENDER'}
448 def poll(cls, context):
449 if particle_panel_poll(PARTICLE_PT_physics, context):
450 psys = context.particle_system
451 settings = particle_get_settings(context)
453 if settings.type == 'HAIR' and not settings.use_advanced_hair:
455 return psys is None or not psys.point_cache.use_external
459 def draw(self, context):
462 psys = context.particle_system
463 part = particle_get_settings(context)
465 layout.enabled = particle_panel_enabled(context, psys)
467 layout.prop(part, "physics_type", expand=True)
470 col = row.column(align=True)
471 col.prop(part, "particle_size")
472 col.prop(part, "size_random", slider=True)
474 if part.physics_type != 'NO':
475 col = row.column(align=True)
476 col.prop(part, "mass")
477 col.prop(part, "use_multiply_size_mass", text="Multiply mass with size")
479 if part.physics_type in {'NEWTON', 'FLUID'}:
480 split = layout.split()
483 col.label(text="Forces:")
484 col.prop(part, "brownian_factor")
485 col.prop(part, "drag_factor", slider=True)
486 col.prop(part, "damping", slider=True)
489 col.label(text="Integration:")
490 col.prop(part, "integrator", text="")
491 col.prop(part, "timestep")
493 sub.prop(part, "subframes")
494 supports_courant = part.physics_type == 'FLUID'
496 subsub.enabled = supports_courant
497 subsub.prop(part, "adaptive_subframes", text="")
498 if supports_courant and part.adaptive_subframes:
499 col.prop(part, "courant_target", text="Threshold")
502 row.prop(part, "use_size_deflect")
503 row.prop(part, "use_die_on_collision")
505 if part.physics_type == 'FLUID':
508 split = layout.split()
511 col.label(text="Fluid properties:")
512 col.prop(fluid, "stiffness", text="Stiffness")
513 col.prop(fluid, "linear_viscosity", text="Viscosity")
514 col.prop(fluid, "buoyancy", text="Buoyancy", slider=True)
517 col.label(text="Advanced:")
520 sub.prop(fluid, "repulsion", slider=fluid.factor_repulsion)
521 sub.prop(fluid, "factor_repulsion", text="")
524 sub.prop(fluid, "stiff_viscosity", slider=fluid.factor_stiff_viscosity)
525 sub.prop(fluid, "factor_stiff_viscosity", text="")
528 sub.prop(fluid, "fluid_radius", slider=fluid.factor_radius)
529 sub.prop(fluid, "factor_radius", text="")
532 sub.prop(fluid, "rest_density", slider=fluid.factor_density)
533 sub.prop(fluid, "factor_density", text="")
535 split = layout.split()
538 col.label(text="Springs:")
539 col.prop(fluid, "spring_force", text="Force")
540 col.prop(fluid, "use_viscoelastic_springs")
541 sub = col.column(align=True)
542 sub.active = fluid.use_viscoelastic_springs
543 sub.prop(fluid, "yield_ratio", slider=True)
544 sub.prop(fluid, "plasticity", slider=True)
547 col.label(text="Advanced:")
549 sub.prop(fluid, "rest_length", slider=fluid.factor_rest_length)
550 sub.prop(fluid, "factor_rest_length", text="")
553 sub.active = fluid.use_viscoelastic_springs
554 sub.prop(fluid, "use_initial_rest_length")
555 sub.prop(fluid, "spring_frames", text="Frames")
557 elif part.physics_type == 'KEYED':
558 split = layout.split()
563 col.active = not psys.use_keyed_timing
564 col.prop(part, "keyed_loops", text="Loops")
566 row.prop(psys, "use_keyed_timing", text="Use Timing")
568 layout.label(text="Keys:")
569 elif part.physics_type == 'BOIDS':
573 row.prop(boids, "use_flight")
574 row.prop(boids, "use_land")
575 row.prop(boids, "use_climb")
577 split = layout.split()
580 col = sub.column(align=True)
581 col.active = boids.use_flight
582 col.prop(boids, "air_speed_max")
583 col.prop(boids, "air_speed_min", slider=True)
584 col.prop(boids, "air_acc_max", slider=True)
585 col.prop(boids, "air_ave_max", slider=True)
586 col.prop(boids, "air_personal_space")
588 row.active = (boids.use_land or boids.use_climb) and boids.use_flight
589 row.prop(boids, "land_smooth")
592 col = sub.column(align=True)
593 col.active = boids.use_land or boids.use_climb
594 col.prop(boids, "land_speed_max")
595 col.prop(boids, "land_jump_speed")
596 col.prop(boids, "land_acc_max", slider=True)
597 col.prop(boids, "land_ave_max", slider=True)
598 col.prop(boids, "land_personal_space")
599 col.prop(boids, "land_stick_force")
603 col = row.column(align=True)
604 col.label(text="Battle:")
605 col.prop(boids, "health")
606 col.prop(boids, "strength")
607 col.prop(boids, "aggression")
608 col.prop(boids, "accuracy")
609 col.prop(boids, "range")
612 col.label(text="Misc:")
613 col.prop(boids, "bank", slider=True)
614 col.prop(boids, "pitch", slider=True)
615 col.prop(boids, "height", slider=True)
617 if psys and part.physics_type in {'KEYED', 'BOIDS', 'FLUID'}:
618 if part.physics_type == 'BOIDS':
619 layout.label(text="Relations:")
620 elif part.physics_type == 'FLUID':
621 layout.label(text="Fluid interaction:")
624 row.template_list(psys, "targets", psys, "active_particle_target_index")
628 subsub = sub.column(align=True)
629 subsub.operator("particle.new_target", icon='ZOOMIN', text="")
630 subsub.operator("particle.target_remove", icon='ZOOMOUT', text="")
632 subsub = sub.column(align=True)
633 subsub.operator("particle.target_move_up", icon='MOVE_UP_VEC', text="")
634 subsub.operator("particle.target_move_down", icon='MOVE_DOWN_VEC', text="")
636 key = psys.active_particle_target
639 if part.physics_type == 'KEYED':
642 #col.alert = key.valid
643 col.prop(key, "object", text="")
644 col.prop(key, "system", text="System")
646 col.active = psys.use_keyed_timing
647 col.prop(key, "time")
648 col.prop(key, "duration")
649 elif part.physics_type == 'BOIDS':
652 #sub.alert = key.valid
653 sub.prop(key, "object", text="")
654 sub.prop(key, "system", text="System")
656 layout.prop(key, "alliance", expand=True)
657 elif part.physics_type == 'FLUID':
660 #sub.alert = key.valid
661 sub.prop(key, "object", text="")
662 sub.prop(key, "system", text="System")
665 class PARTICLE_PT_boidbrain(ParticleButtonsPanel, Panel):
666 bl_label = "Boid Brain"
667 COMPAT_ENGINES = {'BLENDER_RENDER'}
670 def poll(cls, context):
671 psys = context.particle_system
672 settings = particle_get_settings(context)
673 engine = context.scene.render.engine
677 if psys is not None and psys.point_cache.use_external:
679 return settings.physics_type == 'BOIDS' and engine in cls.COMPAT_ENGINES
681 def draw(self, context):
684 boids = particle_get_settings(context).boids
686 layout.enabled = particle_panel_enabled(context, context.particle_system)
688 # Currently boids can only use the first state so these are commented out for now.
690 #row.template_list(boids, "states", boids, "active_boid_state_index", compact="True")
692 #sub = col.row(align=True)
693 #sub.operator("boid.state_add", icon='ZOOMIN', text="")
694 #sub.operator("boid.state_del", icon='ZOOMOUT', text="")
695 #sub = row.row(align=True)
696 #sub.operator("boid.state_move_up", icon='MOVE_UP_VEC', text="")
697 #sub.operator("boid.state_move_down", icon='MOVE_DOWN_VEC', text="")
699 state = boids.active_boid_state
701 #layout.prop(state, "name", text="State name")
704 row.prop(state, "ruleset_type")
705 if state.ruleset_type == 'FUZZY':
706 row.prop(state, "rule_fuzzy", slider=True)
711 row.template_list(state, "rules", state, "active_boid_rule_index")
715 subsub = sub.column(align=True)
716 subsub.operator_menu_enum("boid.rule_add", "type", icon='ZOOMIN', text="")
717 subsub.operator("boid.rule_del", icon='ZOOMOUT', text="")
719 subsub = sub.column(align=True)
720 subsub.operator("boid.rule_move_up", icon='MOVE_UP_VEC', text="")
721 subsub.operator("boid.rule_move_down", icon='MOVE_DOWN_VEC', text="")
723 rule = state.active_boid_rule
727 row.prop(rule, "name", text="")
728 #somebody make nice icons for boids here please! -jahka
729 row.prop(rule, "use_in_air", icon='MOVE_UP_VEC', text="")
730 row.prop(rule, "use_on_land", icon='MOVE_DOWN_VEC', text="")
734 if rule.type == 'GOAL':
735 row.prop(rule, "object")
737 row.prop(rule, "use_predict")
738 elif rule.type == 'AVOID':
739 row.prop(rule, "object")
741 row.prop(rule, "use_predict")
742 row.prop(rule, "fear_factor")
743 elif rule.type == 'FOLLOW_PATH':
744 row.label(text="Not yet functional")
745 elif rule.type == 'AVOID_COLLISION':
746 row.prop(rule, "use_avoid")
747 row.prop(rule, "use_avoid_collision")
748 row.prop(rule, "look_ahead")
749 elif rule.type == 'FOLLOW_LEADER':
750 row.prop(rule, "object", text="")
751 row.prop(rule, "distance")
753 row.prop(rule, "use_line")
755 sub.active = rule.line
756 sub.prop(rule, "queue_count")
757 elif rule.type == 'AVERAGE_SPEED':
758 row.prop(rule, "speed", slider=True)
759 row.prop(rule, "wander", slider=True)
760 row.prop(rule, "level", slider=True)
761 elif rule.type == 'FIGHT':
762 row.prop(rule, "distance")
763 row.prop(rule, "flee_distance")
766 class PARTICLE_PT_render(ParticleButtonsPanel, Panel):
768 COMPAT_ENGINES = {'BLENDER_RENDER'}
771 def poll(cls, context):
772 settings = particle_get_settings(context)
773 engine = context.scene.render.engine
777 return engine in cls.COMPAT_ENGINES
779 def draw(self, context):
782 psys = context.particle_system
783 part = particle_get_settings(context)
786 row.prop(part, "material")
788 row.prop(psys, "parent")
790 split = layout.split()
793 col.prop(part, "use_render_emitter")
794 col.prop(part, "use_parent_particles")
797 col.prop(part, "show_unborn")
798 col.prop(part, "use_dead")
800 layout.prop(part, "render_type", expand=True)
802 split = layout.split()
806 if part.render_type == 'LINE':
807 col.prop(part, "line_length_tail")
808 col.prop(part, "line_length_head")
810 split.prop(part, "use_velocity_length")
811 elif part.render_type == 'PATH':
812 col.prop(part, "use_strand_primitive")
814 sub.active = (part.use_strand_primitive is False)
815 sub.prop(part, "use_render_adaptive")
817 sub.active = part.use_render_adaptive or part.use_strand_primitive is True
818 sub.prop(part, "adaptive_angle")
820 sub.active = (part.use_render_adaptive is True and part.use_strand_primitive is False)
821 sub.prop(part, "adaptive_pixel")
822 col.prop(part, "use_hair_bspline")
823 col.prop(part, "render_step", text="Steps")
826 col.label(text="Timing:")
827 col.prop(part, "use_absolute_path_time")
828 col.prop(part, "path_start", text="Start", slider=not part.use_absolute_path_time)
829 col.prop(part, "path_end", text="End", slider=not part.use_absolute_path_time)
830 col.prop(part, "length_random", text="Random", slider=True)
835 if part.type == 'HAIR' and part.use_strand_primitive is True and part.child_type == 'INTERPOLATED':
836 layout.prop(part, "use_simplify")
837 if part.use_simplify is True:
839 row.prop(part, "simplify_refsize")
840 row.prop(part, "simplify_rate")
841 row.prop(part, "simplify_transition")
843 row.prop(part, "use_simplify_viewport")
845 sub.active = part.use_simplify_viewport is True
846 sub.prop(part, "simplify_viewport")
848 elif part.render_type == 'OBJECT':
849 col.prop(part, "dupli_object")
851 sub.prop(part, "use_global_dupli")
852 sub.prop(part, "use_rotation_dupli")
853 sub.prop(part, "use_scale_dupli")
854 elif part.render_type == 'GROUP':
855 col.prop(part, "dupli_group")
856 split = layout.split()
859 col.prop(part, "use_whole_group")
861 sub.active = (part.use_whole_group is False)
862 sub.prop(part, "use_group_pick_random")
863 sub.prop(part, "use_group_count")
867 sub.active = (part.use_whole_group is False)
868 sub.prop(part, "use_global_dupli")
869 sub.prop(part, "use_rotation_dupli")
870 sub.prop(part, "use_scale_dupli")
872 if part.use_group_count and not part.use_whole_group:
874 row.template_list(part, "dupli_weights", part, "active_dupliweight_index")
878 subsub = sub.column(align=True)
879 subsub.operator("particle.dupliob_copy", icon='ZOOMIN', text="")
880 subsub.operator("particle.dupliob_remove", icon='ZOOMOUT', text="")
881 subsub.operator("particle.dupliob_move_up", icon='MOVE_UP_VEC', text="")
882 subsub.operator("particle.dupliob_move_down", icon='MOVE_DOWN_VEC', text="")
884 weight = part.active_dupliweight
887 row.prop(weight, "count")
889 elif part.render_type == 'BILLBOARD':
892 col.label(text="Align:")
895 row.prop(part, "billboard_align", expand=True)
896 row.prop(part, "lock_billboard", text="Lock")
898 row.prop(part, "billboard_object")
901 col = row.column(align=True)
902 col.label(text="Tilt:")
903 col.prop(part, "billboard_tilt", text="Angle", slider=True)
904 col.prop(part, "billboard_tilt_random", text="Random", slider=True)
906 col.prop(part, "billboard_offset")
910 col.prop(part, "billboard_size", text="Scale")
911 if part.billboard_align == 'VEL':
912 col = row.column(align=True)
913 col.label("Velocity Scale:")
914 col.prop(part, "billboard_velocity_head", text="Head")
915 col.prop(part, "billboard_velocity_tail", text="Tail")
918 col = layout.column()
919 col.prop_search(psys, "billboard_normal_uv", ob.data, "uv_textures")
920 col.prop_search(psys, "billboard_time_index_uv", ob.data, "uv_textures")
922 split = layout.split(percentage=0.33)
923 split.label(text="Split UVs:")
924 split.prop(part, "billboard_uv_split", text="Number of splits")
927 col = layout.column()
928 col.active = part.billboard_uv_split > 1
929 col.prop_search(psys, "billboard_split_uv", ob.data, "uv_textures")
932 row.label(text="Animate:")
933 row.prop(part, "billboard_animation", text="")
934 row.label(text="Offset:")
935 row.prop(part, "billboard_offset_split", text="")
937 if part.render_type == 'HALO' or part.render_type == 'LINE' or part.render_type == 'BILLBOARD':
940 col.prop(part, "trail_count")
941 if part.trail_count > 1:
942 col.prop(part, "use_absolute_path_time", text="Length in frames")
944 col.prop(part, "path_end", text="Length", slider=not part.use_absolute_path_time)
945 col.prop(part, "length_random", text="Random", slider=True)
950 if part.render_type in {'OBJECT', 'GROUP'} and not part.use_advanced_hair:
951 row = layout.row(align=True)
952 row.prop(part, "particle_size")
953 row.prop(part, "size_random", slider=True)
956 class PARTICLE_PT_draw(ParticleButtonsPanel, Panel):
958 bl_options = {'DEFAULT_CLOSED'}
959 COMPAT_ENGINES = {'BLENDER_RENDER'}
962 def poll(cls, context):
963 settings = particle_get_settings(context)
964 engine = context.scene.render.engine
967 return engine in cls.COMPAT_ENGINES
969 def draw(self, context):
972 psys = context.particle_system
973 part = particle_get_settings(context)
976 row.prop(part, "draw_method", expand=True)
978 if part.draw_method == 'NONE' or (part.render_type == 'NONE' and part.draw_method == 'RENDER'):
981 path = (part.render_type == 'PATH' and part.draw_method == 'RENDER') or part.draw_method == 'PATH'
984 row.prop(part, "draw_percentage", slider=True)
985 if part.draw_method != 'RENDER' or part.render_type == 'HALO':
986 row.prop(part, "draw_size")
990 if part.draw_percentage != 100 and psys is not None:
991 if part.type == 'HAIR':
992 if psys.use_hair_dynamics and psys.point_cache.is_baked is False:
993 layout.row().label(text="Display percentage makes dynamics inaccurate without baking!")
995 phystype = part.physics_type
996 if phystype != 'NO' and phystype != 'KEYED' and psys.point_cache.is_baked is False:
997 layout.row().label(text="Display percentage makes dynamics inaccurate without baking!")
1001 col.prop(part, "show_size")
1002 col.prop(part, "show_velocity")
1003 col.prop(part, "show_number")
1004 if part.physics_type == 'BOIDS':
1005 col.prop(part, "show_health")
1007 col = row.column(align=True)
1008 col.label(text="Color:")
1009 col.prop(part, "draw_color", text="")
1011 sub.active = (part.draw_color in {'VELOCITY', 'ACCELERATION'})
1012 sub.prop(part, "color_maximum", text="Max")
1015 col.prop(part, "draw_step")
1018 class PARTICLE_PT_children(ParticleButtonsPanel, Panel):
1019 bl_label = "Children"
1020 bl_options = {'DEFAULT_CLOSED'}
1021 COMPAT_ENGINES = {'BLENDER_RENDER'}
1024 def poll(cls, context):
1025 return particle_panel_poll(cls, context)
1027 def draw(self, context):
1028 layout = self.layout
1030 psys = context.particle_system
1031 part = particle_get_settings(context)
1033 layout.row().prop(part, "child_type", expand=True)
1035 if part.child_type == 'NONE':
1040 col = row.column(align=True)
1041 col.prop(part, "child_nbr", text="Display")
1042 col.prop(part, "rendered_child_count", text="Render")
1044 if part.child_type == 'INTERPOLATED':
1047 col.prop(psys, "child_seed", text="Seed")
1048 col.prop(part, "virtual_parents", slider=True)
1049 col.prop(part, "create_long_hair_children")
1051 col = row.column(align=True)
1052 col.prop(part, "child_size", text="Size")
1053 col.prop(part, "child_size_random", text="Random")
1055 split = layout.split()
1057 col = split.column()
1058 col.label(text="Effects:")
1060 sub = col.column(align=True)
1061 sub.prop(part, "clump_factor", slider=True)
1062 sub.prop(part, "clump_shape", slider=True)
1064 sub = col.column(align=True)
1065 sub.prop(part, "child_length", slider=True)
1066 sub.prop(part, "child_length_threshold", slider=True)
1068 if part.child_type == 'SIMPLE':
1069 sub = col.column(align=True)
1070 sub.prop(part, "child_radius", text="Radius")
1071 sub.prop(part, "child_roundness", text="Roundness", slider=True)
1073 sub.prop(psys, "child_seed", text="Seed")
1074 elif part.virtual_parents > 0.0:
1075 sub = col.column(align=True)
1076 sub.label(text="Parting not")
1077 sub.label(text="available with")
1078 sub.label(text="virtual parents")
1080 sub = col.column(align=True)
1081 sub.prop(part, "child_parting_factor", text="Parting", slider=True)
1082 sub.prop(part, "child_parting_min", text="Min")
1083 sub.prop(part, "child_parting_max", text="Max")
1085 col = split.column()
1086 col.label(text="Roughness:")
1088 sub = col.column(align=True)
1089 sub.prop(part, "roughness_1", text="Uniform")
1090 sub.prop(part, "roughness_1_size", text="Size")
1092 sub = col.column(align=True)
1093 sub.prop(part, "roughness_endpoint", "Endpoint")
1094 sub.prop(part, "roughness_end_shape")
1096 sub = col.column(align=True)
1097 sub.prop(part, "roughness_2", text="Random")
1098 sub.prop(part, "roughness_2_size", text="Size")
1099 sub.prop(part, "roughness_2_threshold", slider=True)
1101 layout.row().label(text="Kink:")
1102 layout.row().prop(part, "kink", expand=True)
1104 split = layout.split()
1105 split.active = part.kink != 'NO'
1107 col = split.column()
1108 sub = col.column(align=True)
1109 sub.prop(part, "kink_amplitude")
1110 sub.prop(part, "kink_amplitude_clump", text="Clump", slider=True)
1111 col.prop(part, "kink_flat", slider=True)
1112 col = split.column()
1113 sub = col.column(align=True)
1114 sub.prop(part, "kink_frequency")
1115 sub.prop(part, "kink_shape", slider=True)
1118 class PARTICLE_PT_field_weights(ParticleButtonsPanel, Panel):
1119 bl_label = "Field Weights"
1120 bl_options = {'DEFAULT_CLOSED'}
1121 COMPAT_ENGINES = {'BLENDER_RENDER'}
1124 def poll(cls, context):
1125 return particle_panel_poll(cls, context)
1127 def draw(self, context):
1128 part = particle_get_settings(context)
1129 effector_weights_ui(self, context, part.effector_weights, 'PSYS')
1131 if part.type == 'HAIR':
1132 row = self.layout.row()
1133 row.prop(part.effector_weights, "apply_to_hair_growing")
1134 row.prop(part, "apply_effector_to_children")
1135 row = self.layout.row()
1136 row.prop(part, "effect_hair", slider=True)
1139 class PARTICLE_PT_force_fields(ParticleButtonsPanel, Panel):
1140 bl_label = "Force Field Settings"
1141 bl_options = {'DEFAULT_CLOSED'}
1142 COMPAT_ENGINES = {'BLENDER_RENDER'}
1144 def draw(self, context):
1145 layout = self.layout
1147 part = particle_get_settings(context)
1150 row.prop(part, "use_self_effect")
1151 row.prop(part, "effector_amount", text="Amount")
1153 split = layout.split(percentage=0.2)
1154 split.label(text="Type 1:")
1155 split.prop(part.force_field_1, "type", text="")
1156 basic_force_field_settings_ui(self, context, part.force_field_1)
1157 if part.force_field_1.type != 'NONE':
1158 layout.label(text="Falloff:")
1159 basic_force_field_falloff_ui(self, context, part.force_field_1)
1161 if part.force_field_1.type != 'NONE':
1162 layout.label(text="")
1164 split = layout.split(percentage=0.2)
1165 split.label(text="Type 2:")
1166 split.prop(part.force_field_2, "type", text="")
1167 basic_force_field_settings_ui(self, context, part.force_field_2)
1168 if part.force_field_2.type != 'NONE':
1169 layout.label(text="Falloff:")
1170 basic_force_field_falloff_ui(self, context, part.force_field_2)
1173 class PARTICLE_PT_vertexgroups(ParticleButtonsPanel, Panel):
1174 bl_label = "Vertex Groups"
1175 bl_options = {'DEFAULT_CLOSED'}
1176 COMPAT_ENGINES = {'BLENDER_RENDER'}
1179 def poll(cls, context):
1180 if context.particle_system is None:
1182 return particle_panel_poll(cls, context)
1184 def draw(self, context):
1185 layout = self.layout
1188 psys = context.particle_system
1190 split = layout.split(percentage=0.85)
1192 col = split.column()
1193 col.label(text="Vertex Group:")
1194 col.prop_search(psys, "vertex_group_density", ob, "vertex_groups", text="Density")
1195 col.prop_search(psys, "vertex_group_length", ob, "vertex_groups", text="Length")
1196 col.prop_search(psys, "vertex_group_clump", ob, "vertex_groups", text="Clump")
1197 col.prop_search(psys, "vertex_group_kink", ob, "vertex_groups", text="Kink")
1198 col.prop_search(psys, "vertex_group_roughness_1", ob, "vertex_groups", text="Roughness 1")
1199 col.prop_search(psys, "vertex_group_roughness_2", ob, "vertex_groups", text="Roughness 2")
1200 col.prop_search(psys, "vertex_group_roughness_end", ob, "vertex_groups", text="Roughness End")
1202 col = split.column()
1203 col.label(text="Negate:")
1204 col.alignment = 'RIGHT'
1205 col.prop(psys, "invert_vertex_group_density", text="")
1206 col.prop(psys, "invert_vertex_group_length", text="")
1207 col.prop(psys, "invert_vertex_group_clump", text="")
1208 col.prop(psys, "invert_vertex_group_kink", text="")
1209 col.prop(psys, "invert_vertex_group_roughness_1", text="")
1210 col.prop(psys, "invert_vertex_group_roughness_2", text="")
1211 col.prop(psys, "invert_vertex_group_roughness_end", text="")
1213 # Commented out vertex groups don't work and are still waiting for better implementation
1214 # row = layout.row()
1215 # row.prop_search(psys, "vertex_group_velocity", ob, "vertex_groups", text="Velocity")
1216 # row.prop(psys, "invert_vertex_group_velocity", text="")
1218 # row = layout.row()
1219 # row.prop_search(psys, "vertex_group_size", ob, "vertex_groups", text="Size")
1220 # row.prop(psys, "invert_vertex_group_size", text="")
1222 # row = layout.row()
1223 # row.prop_search(psys, "vertex_group_tangent", ob, "vertex_groups", text="Tangent")
1224 # row.prop(psys, "invert_vertex_group_tangent", text="")
1226 # row = layout.row()
1227 # row.prop_search(psys, "vertex_group_rotation", ob, "vertex_groups", text="Rotation")
1228 # row.prop(psys, "invert_vertex_group_rotation", text="")
1230 # row = layout.row()
1231 # row.prop_search(psys, "vertex_group_field", ob, "vertex_groups", text="Field")
1232 # row.prop(psys, "invert_vertex_group_field", text="")
1235 class PARTICLE_PT_custom_props(ParticleButtonsPanel, PropertyPanel, Panel):
1236 COMPAT_ENGINES = {'BLENDER_RENDER'}
1237 _context_path = "particle_system.settings"
1238 _property_type = bpy.types.ParticleSettings
1240 if __name__ == "__main__": # only for live edit.
1241 bpy.utils.register_module(__name__)