fix for asserts added in own recent commit with more strict type-checking
[blender.git] / release / scripts / startup / bl_ui / properties_particle.py
1 # ##### BEGIN GPL LICENSE BLOCK #####
2 #
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.
7 #
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17 # ##### END GPL LICENSE BLOCK #####
18
19 # <pep8 compliant>
20 import bpy
21 from bpy.types import Panel
22 from rna_prop_ui import PropertyPanel
23
24 from bl_ui.properties_physics_common import (point_cache_ui,
25                                              effector_weights_ui,
26                                              basic_force_field_settings_ui,
27                                              basic_force_field_falloff_ui,
28                                              )
29
30
31 def particle_panel_enabled(context, psys):
32     if psys is None:
33         return True
34     phystype = psys.settings.physics_type
35     if psys.settings.type in {'EMITTER', 'REACTOR'} and phystype in {'NO', 'KEYED'}:
36         return True
37     else:
38         return (psys.point_cache.is_baked is False) and (not psys.is_edited) and (not context.particle_system_editable)
39
40
41 def particle_panel_poll(cls, context):
42     psys = context.particle_system
43     engine = context.scene.render.engine
44     settings = 0
45
46     if psys:
47         settings = psys.settings
48     elif isinstance(context.space_data.pin_id, bpy.types.ParticleSettings):
49         settings = context.space_data.pin_id
50
51     if not settings:
52         return False
53
54     return settings.is_fluid is False and (engine in cls.COMPAT_ENGINES)
55
56
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
62     return None
63
64
65 class ParticleButtonsPanel():
66     bl_space_type = 'PROPERTIES'
67     bl_region_type = 'WINDOW'
68     bl_context = "particle"
69
70     @classmethod
71     def poll(cls, context):
72         return particle_panel_poll(cls, context)
73
74
75 class PARTICLE_PT_context_particles(ParticleButtonsPanel, Panel):
76     bl_label = ""
77     bl_options = {'HIDE_HEADER'}
78     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
79
80     @classmethod
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)
84
85     def draw(self, context):
86         layout = self.layout
87
88         if context.scene.render.engine == 'BLENDER_GAME':
89             layout.label("Not available in the Game Engine")
90             return
91
92         ob = context.object
93         psys = context.particle_system
94         part = 0
95
96         if ob:
97             row = layout.row()
98
99             row.template_list(ob, "particle_systems", ob.particle_systems, "active_index", rows=2)
100
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="")
104
105         if psys is None:
106             part = particle_get_settings(context)
107
108             if part is None:
109                 return
110
111             layout.template_ID(context.space_data, "pin_id")
112
113             if part.is_fluid:
114                 layout.label(text="Settings used for fluid")
115                 return
116
117             layout.prop(part, "type", text="Type")
118
119         elif not psys.settings:
120             split = layout.split(percentage=0.32)
121
122             col = split.column()
123             col.label(text="Name:")
124             col.label(text="Settings:")
125
126             col = split.column()
127             col.prop(psys, "name", text="")
128             col.template_ID(psys, "settings", new="particle.new")
129         else:
130             part = psys.settings
131
132             split = layout.split(percentage=0.32)
133             col = split.column()
134             col.label(text="Name:")
135             if part.is_fluid is False:
136                 col.label(text="Settings:")
137                 col.label(text="Type:")
138
139             col = split.column()
140             col.prop(psys, "name", text="")
141             if part.is_fluid is False:
142                 row = col.row()
143                 row.enabled = particle_panel_enabled(context, psys)
144                 row.template_ID(psys, "settings", new="particle.new")
145
146             #row = layout.row()
147             #row.label(text="Viewport")
148             #row.label(text="Render")
149
150             if part.is_fluid:
151                 layout.label(text="%d fluid particles for this frame" % part.count)
152                 return
153
154             row = col.row()
155             row.enabled = particle_panel_enabled(context, psys)
156             row.prop(part, "type", text="")
157             row.prop(psys, "seed")
158
159         if part:
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")
164                 else:
165                     row = split.row()
166                     row.enabled = particle_panel_enabled(context, psys)
167                     row.prop(part, "regrow_hair")
168                     row.prop(part, "use_advanced_hair")
169                 row = split.row()
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")
175                     else:
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")
181
182
183 class PARTICLE_PT_emission(ParticleButtonsPanel, Panel):
184     bl_label = "Emission"
185     COMPAT_ENGINES = {'BLENDER_RENDER'}
186
187     @classmethod
188     def poll(cls, context):
189         psys = context.particle_system
190         settings = particle_get_settings(context)
191
192         if settings is None:
193             return False
194         if settings.is_fluid:
195             return False
196         if particle_panel_poll(PARTICLE_PT_emission, context):
197             return psys is None or not context.particle_system.point_cache.use_external
198         return False
199
200     def draw(self, context):
201         layout = self.layout
202
203         psys = context.particle_system
204         part = particle_get_settings(context)
205
206         layout.enabled = particle_panel_enabled(context, psys) and (psys is None or not psys.has_multiple_caches)
207
208         row = layout.row()
209         row.active = part.distribution != 'GRID'
210         row.prop(part, "count")
211
212         if part.type == 'HAIR' and not part.use_advanced_hair:
213             row.prop(part, "hair_length")
214             return
215
216         if part.type != 'HAIR':
217             split = layout.split()
218
219             col = split.column(align=True)
220             col.prop(part, "frame_start")
221             col.prop(part, "frame_end")
222
223             col = split.column(align=True)
224             col.prop(part, "lifetime")
225             col.prop(part, "lifetime_random", slider=True)
226
227         layout.label(text="Emit From:")
228         layout.prop(part, "emit_from", expand=True)
229
230         row = layout.row()
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")
236         else:
237             row.prop(part, "use_emit_random")
238             row.prop(part, "use_even_distribution")
239
240         if part.emit_from == 'FACE' or part.emit_from == 'VOLUME':
241             layout.prop(part, "distribution", expand=True)
242
243             row = layout.row()
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)
250
251
252 class PARTICLE_PT_hair_dynamics(ParticleButtonsPanel, Panel):
253     bl_label = "Hair dynamics"
254     bl_options = {'DEFAULT_CLOSED'}
255     COMPAT_ENGINES = {'BLENDER_RENDER'}
256
257     @classmethod
258     def poll(cls, context):
259         psys = context.particle_system
260         engine = context.scene.render.engine
261         if psys is None:
262             return False
263         if psys.settings is None:
264             return False
265         return psys.settings.type == 'HAIR' and (engine in cls.COMPAT_ENGINES)
266
267     def draw_header(self, context):
268         psys = context.particle_system
269         self.layout.prop(psys, "use_hair_dynamics", text="")
270
271     def draw(self, context):
272         layout = self.layout
273
274         psys = context.particle_system
275
276         if not psys.cloth:
277             return
278
279         cloth = psys.cloth.settings
280
281         layout.enabled = psys.use_hair_dynamics and psys.point_cache.is_baked is False
282
283         split = layout.split()
284
285         col = split.column()
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)
293
294         col = split.column()
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")
299
300         col.label(text="Quality:")
301         col.prop(cloth, "quality", text="Steps", slider=True)
302
303
304 class PARTICLE_PT_cache(ParticleButtonsPanel, Panel):
305     bl_label = "Cache"
306     bl_options = {'DEFAULT_CLOSED'}
307     COMPAT_ENGINES = {'BLENDER_RENDER'}
308
309     @classmethod
310     def poll(cls, context):
311         psys = context.particle_system
312         engine = context.scene.render.engine
313         if psys is None:
314             return False
315         if psys.settings is None:
316             return False
317         if psys.settings.is_fluid:
318             return False
319         phystype = psys.settings.physics_type
320         if phystype == 'NO' or phystype == 'KEYED':
321             return False
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
323
324     def draw(self, context):
325         psys = context.particle_system
326
327         point_cache_ui(self, context, psys.point_cache, True, 'HAIR' if (psys.settings.type == 'HAIR') else 'PSYS')
328
329
330 class PARTICLE_PT_velocity(ParticleButtonsPanel, Panel):
331     bl_label = "Velocity"
332     COMPAT_ENGINES = {'BLENDER_RENDER'}
333
334     @classmethod
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)
339
340             if settings.type == 'HAIR' and not settings.use_advanced_hair:
341                 return False
342             return settings.physics_type != 'BOIDS' and (psys is None or not psys.point_cache.use_external)
343         else:
344             return False
345
346     def draw(self, context):
347         layout = self.layout
348
349         psys = context.particle_system
350         part = particle_get_settings(context)
351
352         layout.enabled = particle_panel_enabled(context, psys)
353
354         split = layout.split()
355
356         col = split.column()
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)
362
363         col = split.column()
364         col.label(text="Emitter Object:")
365         col.prop(part, "object_align_factor", text="")
366
367         layout.label(text="Other:")
368         row = layout.row()
369         if part.emit_from == 'PARTICLE':
370             row.prop(part, "particle_factor")
371         else:
372             row.prop(part, "object_factor", slider=True)
373         row.prop(part, "factor_random")
374
375         #if part.type=='REACTOR':
376         #    sub.prop(part, "reactor_factor")
377         #    sub.prop(part, "reaction_shape", slider=True)
378
379
380 class PARTICLE_PT_rotation(ParticleButtonsPanel, Panel):
381     bl_label = "Rotation"
382     bl_options = {'DEFAULT_CLOSED'}
383     COMPAT_ENGINES = {'BLENDER_RENDER'}
384
385     @classmethod
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)
390
391             if settings.type == 'HAIR' and not settings.use_advanced_hair:
392                 return False
393             return settings.physics_type != 'BOIDS' and (psys is None or not psys.point_cache.use_external)
394         else:
395             return False
396
397     def draw_header(self, context):
398         psys = context.particle_system
399         if psys:
400             part = psys.settings
401         else:
402             part = context.space_data.pin_id
403
404         self.layout.prop(part, "use_rotations", text="")
405
406     def draw(self, context):
407         layout = self.layout
408
409         psys = context.particle_system
410         if psys:
411             part = psys.settings
412         else:
413             part = context.space_data.pin_id
414
415         layout.enabled = particle_panel_enabled(context, psys) and part.use_rotations
416
417         layout.label(text="Initial Orientation:")
418
419         split = layout.split()
420
421         col = split.column(align=True)
422         col.prop(part, "rotation_mode", text="")
423         col.prop(part, "rotation_factor_random", slider=True, text="Random")
424
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)
428
429         if part.type != 'HAIR':
430             layout.label(text="Angular Velocity:")
431
432             split = layout.split()
433             col = split.column(align=True)
434             col.prop(part, "angular_velocity_mode", text="")
435             sub = col.column()
436             sub.active = part.angular_velocity_mode != 'NONE'
437             sub.prop(part, "angular_velocity_factor", text="")
438
439             col = split.column()
440             col.prop(part, "use_dynamic_rotation")
441
442
443 class PARTICLE_PT_physics(ParticleButtonsPanel, Panel):
444     bl_label = "Physics"
445     COMPAT_ENGINES = {'BLENDER_RENDER'}
446
447     @classmethod
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)
452
453             if settings.type == 'HAIR' and not settings.use_advanced_hair:
454                 return False
455             return psys is None or not psys.point_cache.use_external
456         else:
457             return False
458
459     def draw(self, context):
460         layout = self.layout
461
462         psys = context.particle_system
463         part = particle_get_settings(context)
464
465         layout.enabled = particle_panel_enabled(context, psys)
466
467         layout.prop(part, "physics_type", expand=True)
468
469         row = layout.row()
470         col = row.column(align=True)
471         col.prop(part, "particle_size")
472         col.prop(part, "size_random", slider=True)
473
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")
478
479         if part.physics_type in {'NEWTON', 'FLUID'}:
480             split = layout.split()
481
482             col = split.column()
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)
487
488             col = split.column()
489             col.label(text="Integration:")
490             col.prop(part, "integrator", text="")
491             col.prop(part, "timestep")
492             sub = col.row()
493             if part.adaptive_subframes:
494                 sub.prop(part, "courant_target", text="Threshold")
495             else:
496                 sub.prop(part, "subframes")
497             sub.prop(part, "adaptive_subframes", text="")
498
499             row = layout.row()
500             row.prop(part, "use_size_deflect")
501             row.prop(part, "use_die_on_collision")
502
503             if part.physics_type == 'FLUID':
504                 fluid = part.fluid
505
506                 split = layout.split()
507
508                 col = split.column()
509                 col.label(text="Fluid properties:")
510                 col.prop(fluid, "stiffness", text="Stiffness")
511                 col.prop(fluid, "linear_viscosity", text="Viscosity")
512                 col.prop(fluid, "buoyancy", text="Buoyancy", slider=True)
513
514                 col = split.column()
515                 col.label(text="Advanced:")
516
517                 sub = col.row()
518                 sub.prop(fluid, "repulsion", slider=fluid.factor_repulsion)
519                 sub.prop(fluid, "factor_repulsion", text="")
520
521                 sub = col.row()
522                 sub.prop(fluid, "stiff_viscosity", slider=fluid.factor_stiff_viscosity)
523                 sub.prop(fluid, "factor_stiff_viscosity", text="")
524
525                 sub = col.row()
526                 sub.prop(fluid, "fluid_radius", slider=fluid.factor_radius)
527                 sub.prop(fluid, "factor_radius", text="")
528
529                 sub = col.row()
530                 sub.prop(fluid, "rest_density", slider=fluid.factor_density)
531                 sub.prop(fluid, "factor_density", text="")
532
533                 split = layout.split()
534
535                 col = split.column()
536                 col.label(text="Springs:")
537                 col.prop(fluid, "spring_force", text="Force")
538                 col.prop(fluid, "use_viscoelastic_springs")
539                 sub = col.column(align=True)
540                 sub.active = fluid.use_viscoelastic_springs
541                 sub.prop(fluid, "yield_ratio", slider=True)
542                 sub.prop(fluid, "plasticity", slider=True)
543
544                 col = split.column()
545                 col.label(text="Advanced:")
546                 sub = col.row()
547                 sub.prop(fluid, "rest_length", slider=fluid.factor_rest_length)
548                 sub.prop(fluid, "factor_rest_length", text="")
549                 col.label(text="")
550                 sub = col.column()
551                 sub.active = fluid.use_viscoelastic_springs
552                 sub.prop(fluid, "use_initial_rest_length")
553                 sub.prop(fluid, "spring_frames", text="Frames")
554
555         elif part.physics_type == 'KEYED':
556             split = layout.split()
557             sub = split.column()
558
559             row = layout.row()
560             col = row.column()
561             col.active = not psys.use_keyed_timing
562             col.prop(part, "keyed_loops", text="Loops")
563             if psys:
564                 row.prop(psys, "use_keyed_timing", text="Use Timing")
565
566             layout.label(text="Keys:")
567         elif part.physics_type == 'BOIDS':
568             boids = part.boids
569
570             row = layout.row()
571             row.prop(boids, "use_flight")
572             row.prop(boids, "use_land")
573             row.prop(boids, "use_climb")
574
575             split = layout.split()
576
577             sub = split.column()
578             col = sub.column(align=True)
579             col.active = boids.use_flight
580             col.prop(boids, "air_speed_max")
581             col.prop(boids, "air_speed_min", slider=True)
582             col.prop(boids, "air_acc_max", slider=True)
583             col.prop(boids, "air_ave_max", slider=True)
584             col.prop(boids, "air_personal_space")
585             row = col.row()
586             row.active = (boids.use_land or boids.use_climb) and boids.use_flight
587             row.prop(boids, "land_smooth")
588
589             sub = split.column()
590             col = sub.column(align=True)
591             col.active = boids.use_land or boids.use_climb
592             col.prop(boids, "land_speed_max")
593             col.prop(boids, "land_jump_speed")
594             col.prop(boids, "land_acc_max", slider=True)
595             col.prop(boids, "land_ave_max", slider=True)
596             col.prop(boids, "land_personal_space")
597             col.prop(boids, "land_stick_force")
598
599             row = layout.row()
600
601             col = row.column(align=True)
602             col.label(text="Battle:")
603             col.prop(boids, "health")
604             col.prop(boids, "strength")
605             col.prop(boids, "aggression")
606             col.prop(boids, "accuracy")
607             col.prop(boids, "range")
608
609             col = row.column()
610             col.label(text="Misc:")
611             col.prop(boids, "bank", slider=True)
612             col.prop(boids, "pitch", slider=True)
613             col.prop(boids, "height", slider=True)
614
615         if psys and part.physics_type in {'KEYED', 'BOIDS', 'FLUID'}:
616             if part.physics_type == 'BOIDS':
617                 layout.label(text="Relations:")
618             elif part.physics_type == 'FLUID':
619                 layout.label(text="Fluid interaction:")
620
621             row = layout.row()
622             row.template_list(psys, "targets", psys, "active_particle_target_index")
623
624             col = row.column()
625             sub = col.row()
626             subsub = sub.column(align=True)
627             subsub.operator("particle.new_target", icon='ZOOMIN', text="")
628             subsub.operator("particle.target_remove", icon='ZOOMOUT', text="")
629             sub = col.row()
630             subsub = sub.column(align=True)
631             subsub.operator("particle.target_move_up", icon='MOVE_UP_VEC', text="")
632             subsub.operator("particle.target_move_down", icon='MOVE_DOWN_VEC', text="")
633
634             key = psys.active_particle_target
635             if key:
636                 row = layout.row()
637                 if part.physics_type == 'KEYED':
638                     col = row.column()
639                     #doesn't work yet
640                     #col.alert = key.valid
641                     col.prop(key, "object", text="")
642                     col.prop(key, "system", text="System")
643                     col = row.column()
644                     col.active = psys.use_keyed_timing
645                     col.prop(key, "time")
646                     col.prop(key, "duration")
647                 elif part.physics_type == 'BOIDS':
648                     sub = row.row()
649                     #doesn't work yet
650                     #sub.alert = key.valid
651                     sub.prop(key, "object", text="")
652                     sub.prop(key, "system", text="System")
653
654                     layout.prop(key, "alliance", expand=True)
655                 elif part.physics_type == 'FLUID':
656                     sub = row.row()
657                     #doesn't work yet
658                     #sub.alert = key.valid
659                     sub.prop(key, "object", text="")
660                     sub.prop(key, "system", text="System")
661
662
663 class PARTICLE_PT_boidbrain(ParticleButtonsPanel, Panel):
664     bl_label = "Boid Brain"
665     COMPAT_ENGINES = {'BLENDER_RENDER'}
666
667     @classmethod
668     def poll(cls, context):
669         psys = context.particle_system
670         settings = particle_get_settings(context)
671         engine = context.scene.render.engine
672
673         if settings is None:
674             return False
675         if psys is not None and psys.point_cache.use_external:
676             return False
677         return settings.physics_type == 'BOIDS' and engine in cls.COMPAT_ENGINES
678
679     def draw(self, context):
680         layout = self.layout
681
682         boids = particle_get_settings(context).boids
683
684         layout.enabled = particle_panel_enabled(context, context.particle_system)
685
686         # Currently boids can only use the first state so these are commented out for now.
687         #row = layout.row()
688         #row.template_list(boids, "states", boids, "active_boid_state_index", compact="True")
689         #col = row.row()
690         #sub = col.row(align=True)
691         #sub.operator("boid.state_add", icon='ZOOMIN', text="")
692         #sub.operator("boid.state_del", icon='ZOOMOUT', text="")
693         #sub = row.row(align=True)
694         #sub.operator("boid.state_move_up", icon='MOVE_UP_VEC', text="")
695         #sub.operator("boid.state_move_down", icon='MOVE_DOWN_VEC', text="")
696
697         state = boids.active_boid_state
698
699         #layout.prop(state, "name", text="State name")
700
701         row = layout.row()
702         row.prop(state, "ruleset_type")
703         if state.ruleset_type == 'FUZZY':
704             row.prop(state, "rule_fuzzy", slider=True)
705         else:
706             row.label(text="")
707
708         row = layout.row()
709         row.template_list(state, "rules", state, "active_boid_rule_index")
710
711         col = row.column()
712         sub = col.row()
713         subsub = sub.column(align=True)
714         subsub.operator_menu_enum("boid.rule_add", "type", icon='ZOOMIN', text="")
715         subsub.operator("boid.rule_del", icon='ZOOMOUT', text="")
716         sub = col.row()
717         subsub = sub.column(align=True)
718         subsub.operator("boid.rule_move_up", icon='MOVE_UP_VEC', text="")
719         subsub.operator("boid.rule_move_down", icon='MOVE_DOWN_VEC', text="")
720
721         rule = state.active_boid_rule
722
723         if rule:
724             row = layout.row()
725             row.prop(rule, "name", text="")
726             #somebody make nice icons for boids here please! -jahka
727             row.prop(rule, "use_in_air", icon='MOVE_UP_VEC', text="")
728             row.prop(rule, "use_on_land", icon='MOVE_DOWN_VEC', text="")
729
730             row = layout.row()
731
732             if rule.type == 'GOAL':
733                 row.prop(rule, "object")
734                 row = layout.row()
735                 row.prop(rule, "use_predict")
736             elif rule.type == 'AVOID':
737                 row.prop(rule, "object")
738                 row = layout.row()
739                 row.prop(rule, "use_predict")
740                 row.prop(rule, "fear_factor")
741             elif rule.type == 'FOLLOW_PATH':
742                 row.label(text="Not yet functional")
743             elif rule.type == 'AVOID_COLLISION':
744                 row.prop(rule, "use_avoid")
745                 row.prop(rule, "use_avoid_collision")
746                 row.prop(rule, "look_ahead")
747             elif rule.type == 'FOLLOW_LEADER':
748                 row.prop(rule, "object", text="")
749                 row.prop(rule, "distance")
750                 row = layout.row()
751                 row.prop(rule, "use_line")
752                 sub = row.row()
753                 sub.active = rule.line
754                 sub.prop(rule, "queue_count")
755             elif rule.type == 'AVERAGE_SPEED':
756                 row.prop(rule, "speed", slider=True)
757                 row.prop(rule, "wander", slider=True)
758                 row.prop(rule, "level", slider=True)
759             elif rule.type == 'FIGHT':
760                 row.prop(rule, "distance")
761                 row.prop(rule, "flee_distance")
762
763
764 class PARTICLE_PT_render(ParticleButtonsPanel, Panel):
765     bl_label = "Render"
766     COMPAT_ENGINES = {'BLENDER_RENDER'}
767
768     @classmethod
769     def poll(cls, context):
770         settings = particle_get_settings(context)
771         engine = context.scene.render.engine
772         if settings is None:
773             return False
774
775         return engine in cls.COMPAT_ENGINES
776
777     def draw(self, context):
778         layout = self.layout
779
780         psys = context.particle_system
781         part = particle_get_settings(context)
782
783         row = layout.row()
784         row.prop(part, "material")
785         if psys:
786             row.prop(psys, "parent")
787
788         split = layout.split()
789
790         col = split.column()
791         col.prop(part, "use_render_emitter")
792         col.prop(part, "use_parent_particles")
793
794         col = split.column()
795         col.prop(part, "show_unborn")
796         col.prop(part, "use_dead")
797
798         layout.prop(part, "render_type", expand=True)
799
800         split = layout.split()
801
802         col = split.column()
803
804         if part.render_type == 'LINE':
805             col.prop(part, "line_length_tail")
806             col.prop(part, "line_length_head")
807
808             split.prop(part, "use_velocity_length")
809         elif part.render_type == 'PATH':
810             col.prop(part, "use_strand_primitive")
811             sub = col.column()
812             sub.active = (part.use_strand_primitive is False)
813             sub.prop(part, "use_render_adaptive")
814             sub = col.column()
815             sub.active = part.use_render_adaptive or part.use_strand_primitive is True
816             sub.prop(part, "adaptive_angle")
817             sub = col.column()
818             sub.active = (part.use_render_adaptive is True and part.use_strand_primitive is False)
819             sub.prop(part, "adaptive_pixel")
820             col.prop(part, "use_hair_bspline")
821             col.prop(part, "render_step", text="Steps")
822
823             col = split.column()
824             col.label(text="Timing:")
825             col.prop(part, "use_absolute_path_time")
826             col.prop(part, "path_start", text="Start", slider=not part.use_absolute_path_time)
827             col.prop(part, "path_end", text="End", slider=not part.use_absolute_path_time)
828             col.prop(part, "length_random", text="Random", slider=True)
829
830             row = layout.row()
831             col = row.column()
832
833             if part.type == 'HAIR' and part.use_strand_primitive is True and part.child_type == 'INTERPOLATED':
834                 layout.prop(part, "use_simplify")
835                 if part.use_simplify is True:
836                     row = layout.row()
837                     row.prop(part, "simplify_refsize")
838                     row.prop(part, "simplify_rate")
839                     row.prop(part, "simplify_transition")
840                     row = layout.row()
841                     row.prop(part, "use_simplify_viewport")
842                     sub = row.row()
843                     sub.active = part.use_simplify_viewport is True
844                     sub.prop(part, "simplify_viewport")
845
846         elif part.render_type == 'OBJECT':
847             col.prop(part, "dupli_object")
848             sub = col.row()
849             sub.prop(part, "use_global_dupli")
850             sub.prop(part, "use_rotation_dupli")
851             sub.prop(part, "use_scale_dupli")
852         elif part.render_type == 'GROUP':
853             col.prop(part, "dupli_group")
854             split = layout.split()
855
856             col = split.column()
857             col.prop(part, "use_whole_group")
858             sub = col.column()
859             sub.active = (part.use_whole_group is False)
860             sub.prop(part, "use_group_pick_random")
861             sub.prop(part, "use_group_count")
862
863             col = split.column()
864             sub = col.column()
865             sub.active = (part.use_whole_group is False)
866             sub.prop(part, "use_global_dupli")
867             sub.prop(part, "use_rotation_dupli")
868             sub.prop(part, "use_scale_dupli")
869
870             if part.use_group_count and not part.use_whole_group:
871                 row = layout.row()
872                 row.template_list(part, "dupli_weights", part, "active_dupliweight_index")
873
874                 col = row.column()
875                 sub = col.row()
876                 subsub = sub.column(align=True)
877                 subsub.operator("particle.dupliob_copy", icon='ZOOMIN', text="")
878                 subsub.operator("particle.dupliob_remove", icon='ZOOMOUT', text="")
879                 subsub.operator("particle.dupliob_move_up", icon='MOVE_UP_VEC', text="")
880                 subsub.operator("particle.dupliob_move_down", icon='MOVE_DOWN_VEC', text="")
881
882                 weight = part.active_dupliweight
883                 if weight:
884                     row = layout.row()
885                     row.prop(weight, "count")
886
887         elif part.render_type == 'BILLBOARD':
888             ob = context.object
889
890             col.label(text="Align:")
891
892             row = layout.row()
893             row.prop(part, "billboard_align", expand=True)
894             row.prop(part, "lock_billboard", text="Lock")
895             row = layout.row()
896             row.prop(part, "billboard_object")
897
898             row = layout.row()
899             col = row.column(align=True)
900             col.label(text="Tilt:")
901             col.prop(part, "billboard_tilt", text="Angle", slider=True)
902             col.prop(part, "billboard_tilt_random", text="Random", slider=True)
903             col = row.column()
904             col.prop(part, "billboard_offset")
905
906             row = layout.row()
907             col = row.column()
908             col.prop(part, "billboard_size", text="Scale")
909             if part.billboard_align == 'VEL':
910                 col = row.column(align=True)
911                 col.label("Velocity Scale:")
912                 col.prop(part, "billboard_velocity_head", text="Head")
913                 col.prop(part, "billboard_velocity_tail", text="Tail")
914
915             if psys:
916                 col = layout.column()
917                 col.prop_search(psys, "billboard_normal_uv", ob.data, "uv_textures")
918                 col.prop_search(psys, "billboard_time_index_uv", ob.data, "uv_textures")
919
920             split = layout.split(percentage=0.33)
921             split.label(text="Split UVs:")
922             split.prop(part, "billboard_uv_split", text="Number of splits")
923
924             if psys:
925                 col = layout.column()
926                 col.active = part.billboard_uv_split > 1
927                 col.prop_search(psys, "billboard_split_uv", ob.data, "uv_textures")
928
929             row = col.row()
930             row.label(text="Animate:")
931             row.prop(part, "billboard_animation", text="")
932             row.label(text="Offset:")
933             row.prop(part, "billboard_offset_split", text="")
934
935         if part.render_type == 'HALO' or part.render_type == 'LINE' or part.render_type == 'BILLBOARD':
936             row = layout.row()
937             col = row.column()
938             col.prop(part, "trail_count")
939             if part.trail_count > 1:
940                 col.prop(part, "use_absolute_path_time", text="Length in frames")
941                 col = row.column()
942                 col.prop(part, "path_end", text="Length", slider=not part.use_absolute_path_time)
943                 col.prop(part, "length_random", text="Random", slider=True)
944             else:
945                 col = row.column()
946                 col.label(text="")
947
948         if part.render_type in {'OBJECT', 'GROUP'} and not part.use_advanced_hair:
949             row = layout.row(align=True)
950             row.prop(part, "particle_size")
951             row.prop(part, "size_random", slider=True)
952
953
954 class PARTICLE_PT_draw(ParticleButtonsPanel, Panel):
955     bl_label = "Display"
956     bl_options = {'DEFAULT_CLOSED'}
957     COMPAT_ENGINES = {'BLENDER_RENDER'}
958
959     @classmethod
960     def poll(cls, context):
961         settings = particle_get_settings(context)
962         engine = context.scene.render.engine
963         if settings is None:
964             return False
965         return engine in cls.COMPAT_ENGINES
966
967     def draw(self, context):
968         layout = self.layout
969
970         psys = context.particle_system
971         part = particle_get_settings(context)
972
973         row = layout.row()
974         row.prop(part, "draw_method", expand=True)
975
976         if part.draw_method == 'NONE' or (part.render_type == 'NONE' and part.draw_method == 'RENDER'):
977             return
978
979         path = (part.render_type == 'PATH' and part.draw_method == 'RENDER') or part.draw_method == 'PATH'
980
981         row = layout.row()
982         row.prop(part, "draw_percentage", slider=True)
983         if part.draw_method != 'RENDER' or part.render_type == 'HALO':
984             row.prop(part, "draw_size")
985         else:
986             row.label(text="")
987
988         if part.draw_percentage != 100 and psys is not None:
989             if part.type == 'HAIR':
990                 if psys.use_hair_dynamics and psys.point_cache.is_baked is False:
991                     layout.row().label(text="Display percentage makes dynamics inaccurate without baking!")
992             else:
993                 phystype = part.physics_type
994                 if phystype != 'NO' and phystype != 'KEYED' and psys.point_cache.is_baked is False:
995                     layout.row().label(text="Display percentage makes dynamics inaccurate without baking!")
996
997         row = layout.row()
998         col = row.column()
999         col.prop(part, "show_size")
1000         col.prop(part, "show_velocity")
1001         col.prop(part, "show_number")
1002         if part.physics_type == 'BOIDS':
1003             col.prop(part, "show_health")
1004
1005         col = row.column(align=True)
1006         col.label(text="Color:")
1007         col.prop(part, "draw_color", text="")
1008         sub = col.row()
1009         sub.active = (part.draw_color in {'VELOCITY', 'ACCELERATION'})
1010         sub.prop(part, "color_maximum", text="Max")
1011
1012         if path:
1013             col.prop(part, "draw_step")
1014
1015
1016 class PARTICLE_PT_children(ParticleButtonsPanel, Panel):
1017     bl_label = "Children"
1018     bl_options = {'DEFAULT_CLOSED'}
1019     COMPAT_ENGINES = {'BLENDER_RENDER'}
1020
1021     @classmethod
1022     def poll(cls, context):
1023         return particle_panel_poll(cls, context)
1024
1025     def draw(self, context):
1026         layout = self.layout
1027
1028         psys = context.particle_system
1029         part = particle_get_settings(context)
1030
1031         layout.row().prop(part, "child_type", expand=True)
1032
1033         if part.child_type == 'NONE':
1034             return
1035
1036         row = layout.row()
1037
1038         col = row.column(align=True)
1039         col.prop(part, "child_nbr", text="Display")
1040         col.prop(part, "rendered_child_count", text="Render")
1041
1042         if part.child_type == 'INTERPOLATED':
1043             col = row.column()
1044             if psys:
1045                 col.prop(psys, "child_seed", text="Seed")
1046             col.prop(part, "virtual_parents", slider=True)
1047             col.prop(part, "create_long_hair_children")
1048         else:
1049             col = row.column(align=True)
1050             col.prop(part, "child_size", text="Size")
1051             col.prop(part, "child_size_random", text="Random")
1052
1053         split = layout.split()
1054
1055         col = split.column()
1056         col.label(text="Effects:")
1057
1058         sub = col.column(align=True)
1059         sub.prop(part, "clump_factor", slider=True)
1060         sub.prop(part, "clump_shape", slider=True)
1061
1062         sub = col.column(align=True)
1063         sub.prop(part, "child_length", slider=True)
1064         sub.prop(part, "child_length_threshold", slider=True)
1065
1066         if part.child_type == 'SIMPLE':
1067             sub = col.column(align=True)
1068             sub.prop(part, "child_radius", text="Radius")
1069             sub.prop(part, "child_roundness", text="Roundness", slider=True)
1070             if psys:
1071                 sub.prop(psys, "child_seed", text="Seed")
1072         elif part.virtual_parents > 0.0:
1073             sub = col.column(align=True)
1074             sub.label(text="Parting not")
1075             sub.label(text="available with")
1076             sub.label(text="virtual parents")
1077         else:
1078             sub = col.column(align=True)
1079             sub.prop(part, "child_parting_factor", text="Parting", slider=True)
1080             sub.prop(part, "child_parting_min", text="Min")
1081             sub.prop(part, "child_parting_max", text="Max")
1082
1083         col = split.column()
1084         col.label(text="Roughness:")
1085
1086         sub = col.column(align=True)
1087         sub.prop(part, "roughness_1", text="Uniform")
1088         sub.prop(part, "roughness_1_size", text="Size")
1089
1090         sub = col.column(align=True)
1091         sub.prop(part, "roughness_endpoint", "Endpoint")
1092         sub.prop(part, "roughness_end_shape")
1093
1094         sub = col.column(align=True)
1095         sub.prop(part, "roughness_2", text="Random")
1096         sub.prop(part, "roughness_2_size", text="Size")
1097         sub.prop(part, "roughness_2_threshold", slider=True)
1098
1099         layout.row().label(text="Kink:")
1100         layout.row().prop(part, "kink", expand=True)
1101
1102         split = layout.split()
1103         split.active = part.kink != 'NO'
1104
1105         col = split.column()
1106         sub = col.column(align=True)
1107         sub.prop(part, "kink_amplitude")
1108         sub.prop(part, "kink_amplitude_clump", text="Clump", slider=True)
1109         col.prop(part, "kink_flat", slider=True)
1110         col = split.column()
1111         sub = col.column(align=True)
1112         sub.prop(part, "kink_frequency")
1113         sub.prop(part, "kink_shape", slider=True)
1114
1115
1116 class PARTICLE_PT_field_weights(ParticleButtonsPanel, Panel):
1117     bl_label = "Field Weights"
1118     bl_options = {'DEFAULT_CLOSED'}
1119     COMPAT_ENGINES = {'BLENDER_RENDER'}
1120
1121     @classmethod
1122     def poll(cls, context):
1123         return particle_panel_poll(cls, context)
1124
1125     def draw(self, context):
1126         part = particle_get_settings(context)
1127         effector_weights_ui(self, context, part.effector_weights, 'PSYS')
1128
1129         if part.type == 'HAIR':
1130             row = self.layout.row()
1131             row.prop(part.effector_weights, "apply_to_hair_growing")
1132             row.prop(part, "apply_effector_to_children")
1133             row = self.layout.row()
1134             row.prop(part, "effect_hair", slider=True)
1135
1136
1137 class PARTICLE_PT_force_fields(ParticleButtonsPanel, Panel):
1138     bl_label = "Force Field Settings"
1139     bl_options = {'DEFAULT_CLOSED'}
1140     COMPAT_ENGINES = {'BLENDER_RENDER'}
1141
1142     def draw(self, context):
1143         layout = self.layout
1144
1145         part = particle_get_settings(context)
1146
1147         row = layout.row()
1148         row.prop(part, "use_self_effect")
1149         row.prop(part, "effector_amount", text="Amount")
1150
1151         split = layout.split(percentage=0.2)
1152         split.label(text="Type 1:")
1153         split.prop(part.force_field_1, "type", text="")
1154         basic_force_field_settings_ui(self, context, part.force_field_1)
1155         if part.force_field_1.type != 'NONE':
1156             layout.label(text="Falloff:")
1157         basic_force_field_falloff_ui(self, context, part.force_field_1)
1158
1159         if part.force_field_1.type != 'NONE':
1160             layout.label(text="")
1161
1162         split = layout.split(percentage=0.2)
1163         split.label(text="Type 2:")
1164         split.prop(part.force_field_2, "type", text="")
1165         basic_force_field_settings_ui(self, context, part.force_field_2)
1166         if part.force_field_2.type != 'NONE':
1167             layout.label(text="Falloff:")
1168         basic_force_field_falloff_ui(self, context, part.force_field_2)
1169
1170
1171 class PARTICLE_PT_vertexgroups(ParticleButtonsPanel, Panel):
1172     bl_label = "Vertex Groups"
1173     bl_options = {'DEFAULT_CLOSED'}
1174     COMPAT_ENGINES = {'BLENDER_RENDER'}
1175
1176     @classmethod
1177     def poll(cls, context):
1178         if context.particle_system is None:
1179             return False
1180         return particle_panel_poll(cls, context)
1181
1182     def draw(self, context):
1183         layout = self.layout
1184
1185         ob = context.object
1186         psys = context.particle_system
1187
1188         split = layout.split(percentage=0.85)
1189
1190         col = split.column()
1191         col.label(text="Vertex Group:")
1192         col.prop_search(psys, "vertex_group_density", ob, "vertex_groups", text="Density")
1193         col.prop_search(psys, "vertex_group_length", ob, "vertex_groups", text="Length")
1194         col.prop_search(psys, "vertex_group_clump", ob, "vertex_groups", text="Clump")
1195         col.prop_search(psys, "vertex_group_kink", ob, "vertex_groups", text="Kink")
1196         col.prop_search(psys, "vertex_group_roughness_1", ob, "vertex_groups", text="Roughness 1")
1197         col.prop_search(psys, "vertex_group_roughness_2", ob, "vertex_groups", text="Roughness 2")
1198         col.prop_search(psys, "vertex_group_roughness_end", ob, "vertex_groups", text="Roughness End")
1199
1200         col = split.column()
1201         col.label(text="Negate:")
1202         col.alignment = 'RIGHT'
1203         col.prop(psys, "invert_vertex_group_density", text="")
1204         col.prop(psys, "invert_vertex_group_length", text="")
1205         col.prop(psys, "invert_vertex_group_clump", text="")
1206         col.prop(psys, "invert_vertex_group_kink", text="")
1207         col.prop(psys, "invert_vertex_group_roughness_1", text="")
1208         col.prop(psys, "invert_vertex_group_roughness_2", text="")
1209         col.prop(psys, "invert_vertex_group_roughness_end", text="")
1210
1211         # Commented out vertex groups don't work and are still waiting for better implementation
1212         # row = layout.row()
1213         # row.prop_search(psys, "vertex_group_velocity", ob, "vertex_groups", text="Velocity")
1214         # row.prop(psys, "invert_vertex_group_velocity", text="")
1215
1216         # row = layout.row()
1217         # row.prop_search(psys, "vertex_group_size", ob, "vertex_groups", text="Size")
1218         # row.prop(psys, "invert_vertex_group_size", text="")
1219
1220         # row = layout.row()
1221         # row.prop_search(psys, "vertex_group_tangent", ob, "vertex_groups", text="Tangent")
1222         # row.prop(psys, "invert_vertex_group_tangent", text="")
1223
1224         # row = layout.row()
1225         # row.prop_search(psys, "vertex_group_rotation", ob, "vertex_groups", text="Rotation")
1226         # row.prop(psys, "invert_vertex_group_rotation", text="")
1227
1228         # row = layout.row()
1229         # row.prop_search(psys, "vertex_group_field", ob, "vertex_groups", text="Field")
1230         # row.prop(psys, "invert_vertex_group_field", text="")
1231
1232
1233 class PARTICLE_PT_custom_props(ParticleButtonsPanel, PropertyPanel, Panel):
1234     COMPAT_ENGINES = {'BLENDER_RENDER'}
1235     _context_path = "particle_system.settings"
1236     _property_type = bpy.types.ParticleSettings
1237
1238 if __name__ == "__main__":  # only for live edit.
1239     bpy.utils.register_module(__name__)