# ##### BEGIN GPL LICENSE BLOCK ##### # # This program is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software Foundation, # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # # ##### END GPL LICENSE BLOCK ##### # import bpy from rna_prop_ui import PropertyPanel from properties_physics_common import point_cache_ui from properties_physics_common import effector_weights_ui from properties_physics_common import basic_force_field_settings_ui from properties_physics_common import basic_force_field_falloff_ui narrowui = bpy.context.user_preferences.view.properties_width_check def particle_panel_enabled(context, psys): return (psys.point_cache.baked is False) and (not psys.edited) and (not context.particle_system_editable) def particle_panel_poll(panel, context): psys = context.particle_system engine = context.scene.render.engine if psys is None: return False if psys.settings is None: return False return psys.settings.type in ('EMITTER', 'REACTOR', 'HAIR') and (engine in panel.COMPAT_ENGINES) class ParticleButtonsPanel(bpy.types.Panel): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "particle" def poll(self, context): return particle_panel_poll(self, context) class PARTICLE_PT_context_particles(ParticleButtonsPanel): bl_label = "" bl_show_header = False COMPAT_ENGINES = {'BLENDER_RENDER'} def poll(self, context): engine = context.scene.render.engine return (context.particle_system or context.object) and (engine in self.COMPAT_ENGINES) def draw(self, context): layout = self.layout ob = context.object psys = context.particle_system if ob: row = layout.row() row.template_list(ob, "particle_systems", ob, "active_particle_system_index", rows=2) col = row.column(align=True) col.operator("object.particle_system_add", icon='ZOOMIN', text="") col.operator("object.particle_system_remove", icon='ZOOMOUT', text="") if psys and not psys.settings: split = layout.split(percentage=0.32) col = split.column() col.label(text="Name:") col.label(text="Settings:") col = split.column() col.prop(psys, "name", text="") col.template_ID(psys, "settings", new="particle.new") elif psys: part = psys.settings split = layout.split(percentage=0.32) col = split.column() col.label(text="Name:") if part.type in ('EMITTER', 'REACTOR', 'HAIR'): col.label(text="Settings:") col.label(text="Type:") col = split.column() col.prop(psys, "name", text="") if part.type in ('EMITTER', 'REACTOR', 'HAIR'): col.template_ID(psys, "settings", new="particle.new") #row = layout.row() #row.label(text="Viewport") #row.label(text="Render") if part: if part.type not in ('EMITTER', 'REACTOR', 'HAIR'): layout.label(text="No settings for fluid particles") return row = col.row() row.enabled = particle_panel_enabled(context, psys) row.prop(part, "type", text="") row.prop(psys, "seed") split = layout.split(percentage=0.65) if part.type == 'HAIR': if psys.edited: split.operator("particle.edited_clear", text="Free Edit") else: split.label(text="") row = split.row() row.enabled = particle_panel_enabled(context, psys) row.prop(part, "hair_step") if psys.edited: if psys.global_hair: layout.operator("particle.connect_hair") layout.label(text="Hair is disconnected.") else: layout.operator("particle.disconnect_hair") layout.label(text="") elif part.type == 'REACTOR': split.enabled = particle_panel_enabled(context, psys) split.prop(psys, "reactor_target_object") split.prop(psys, "reactor_target_particle_system", text="Particle System") class PARTICLE_PT_custom_props(ParticleButtonsPanel, PropertyPanel): COMPAT_ENGINES = {'BLENDER_RENDER'} _context_path = "particle_system.settings" class PARTICLE_PT_emission(ParticleButtonsPanel): bl_label = "Emission" COMPAT_ENGINES = {'BLENDER_RENDER'} def poll(self, context): if particle_panel_poll(self, context): return not context.particle_system.point_cache.external else: return False def draw(self, context): layout = self.layout psys = context.particle_system part = psys.settings wide_ui = context.region.width > narrowui layout.enabled = particle_panel_enabled(context, psys) and not psys.multiple_caches row = layout.row() row.active = part.distribution != 'GRID' row.prop(part, "amount") if part.type != 'HAIR': split = layout.split() col = split.column(align=True) col.prop(part, "frame_start") col.prop(part, "frame_end") col = split.column(align=True) col.prop(part, "lifetime") col.prop(part, "random_lifetime", slider=True) layout.row().label(text="Emit From:") row = layout.row() if wide_ui: row.prop(part, "emit_from", expand=True) else: row.prop(part, "emit_from", text="") row = layout.row() row.prop(part, "trand") if part.distribution != 'GRID': row.prop(part, "even_distribution") if part.emit_from == 'FACE' or part.emit_from == 'VOLUME': row = layout.row() if wide_ui: row.prop(part, "distribution", expand=True) else: row.prop(part, "distribution", text="") row = layout.row() if part.distribution == 'JIT': row.prop(part, "userjit", text="Particles/Face") row.prop(part, "jitter_factor", text="Jittering Amount", slider=True) elif part.distribution == 'GRID': row.prop(part, "grid_resolution") class PARTICLE_PT_hair_dynamics(ParticleButtonsPanel): bl_label = "Hair dynamics" bl_default_closed = True COMPAT_ENGINES = {'BLENDER_RENDER'} def poll(self, context): psys = context.particle_system engine = context.scene.render.engine if psys is None: return False if psys.settings is None: return False return psys.settings.type == 'HAIR' and (engine in self.COMPAT_ENGINES) def draw_header(self, context): #cloth = context.cloth.collision_settings #self.layout.active = cloth_panel_enabled(context.cloth) #self.layout.prop(cloth, "enable_collision", text="") psys = context.particle_system self.layout.prop(psys, "hair_dynamics", text="") def draw(self, context): layout = self.layout psys = context.particle_system if not psys.cloth: return #part = psys.settings cloth = psys.cloth.settings layout.enabled = psys.hair_dynamics split = layout.split() col = split.column() col.label(text="Material:") sub = col.column(align=True) sub.prop(cloth, "pin_stiffness", text="Stiffness") sub.prop(cloth, "mass") sub.prop(cloth, "bending_stiffness", text="Bending") sub.prop(cloth, "internal_friction", slider=True) sub.prop(cloth, "collider_friction", slider=True) col = split.column() col.label(text="Damping:") sub = col.column(align=True) sub.prop(cloth, "spring_damping", text="Spring") sub.prop(cloth, "air_damping", text="Air") col.label(text="Quality:") col.prop(cloth, "quality", text="Steps", slider=True) class PARTICLE_PT_cache(ParticleButtonsPanel): bl_label = "Cache" bl_default_closed = True COMPAT_ENGINES = {'BLENDER_RENDER'} def poll(self, context): psys = context.particle_system engine = context.scene.render.engine if psys is None: return False if psys.settings is None: return False phystype = psys.settings.physics_type if phystype == 'NO' or phystype == 'KEYED': return False return (psys.settings.type in ('EMITTER', 'REACTOR') or (psys.settings.type == 'HAIR' and psys.hair_dynamics)) and engine in self.COMPAT_ENGINES def draw(self, context): psys = context.particle_system point_cache_ui(self, context, psys.point_cache, True, 'HAIR' if psys.hair_dynamics else 'PSYS') class PARTICLE_PT_velocity(ParticleButtonsPanel): bl_label = "Velocity" COMPAT_ENGINES = {'BLENDER_RENDER'} def poll(self, context): if particle_panel_poll(self, context): psys = context.particle_system return psys.settings.physics_type != 'BOIDS' and not psys.point_cache.external else: return False def draw(self, context): layout = self.layout psys = context.particle_system part = psys.settings layout.enabled = particle_panel_enabled(context, psys) split = layout.split() sub = split.column() sub.label(text="Emitter Geometry:") sub.prop(part, "normal_factor") subsub = sub.column(align=True) subsub.prop(part, "tangent_factor") subsub.prop(part, "tangent_phase", slider=True) sub = split.column() sub.label(text="Emitter Object") sub.prop(part, "object_aligned_factor", text="") layout.row().label(text="Other:") split = layout.split() sub = split.column() if part.emit_from == 'PARTICLE': sub.prop(part, "particle_factor") else: sub.prop(part, "object_factor", slider=True) sub = split.column() sub.prop(part, "random_factor") #if part.type=='REACTOR': # sub.prop(part, "reactor_factor") # sub.prop(part, "reaction_shape", slider=True) class PARTICLE_PT_rotation(ParticleButtonsPanel): bl_label = "Rotation" COMPAT_ENGINES = {'BLENDER_RENDER'} def poll(self, context): if particle_panel_poll(self, context): psys = context.particle_system return psys.settings.physics_type != 'BOIDS' and not psys.point_cache.external else: return False def draw(self, context): layout = self.layout psys = context.particle_system part = psys.settings wide_ui = context.region.width > narrowui layout.enabled = particle_panel_enabled(context, psys) split = layout.split() split.label(text="Initial Rotation:") split.prop(part, "rotation_dynamic") split = layout.split() sub = split.column(align=True) sub.prop(part, "rotation_mode", text="") sub.prop(part, "random_rotation_factor", slider=True, text="Random") sub = split.column(align=True) sub.prop(part, "phase_factor", slider=True) sub.prop(part, "random_phase_factor", text="Random", slider=True) layout.row().label(text="Angular Velocity:") if wide_ui: layout.row().prop(part, "angular_velocity_mode", expand=True) else: layout.row().prop(part, "angular_velocity_mode", text="") split = layout.split() sub = split.column() if part.angular_velocity_mode != 'NONE': sub.prop(part, "angular_velocity_factor", text="") class PARTICLE_PT_physics(ParticleButtonsPanel): bl_label = "Physics" COMPAT_ENGINES = {'BLENDER_RENDER'} def poll(self, context): if particle_panel_poll(self, context): return not context.particle_system.point_cache.external else: return False def draw(self, context): layout = self.layout psys = context.particle_system part = psys.settings wide_ui = context.region.width > narrowui layout.enabled = particle_panel_enabled(context, psys) row = layout.row() if wide_ui: row.prop(part, "physics_type", expand=True) else: row.prop(part, "physics_type", text="") if part.physics_type != 'NO': row = layout.row() col = row.column(align=True) col.prop(part, "particle_size") col.prop(part, "random_size", slider=True) col = row.column(align=True) col.prop(part, "mass") col.prop(part, "sizemass", text="Multiply mass with size") if part.physics_type == 'NEWTON': split = layout.split() sub = split.column() sub.label(text="Forces:") sub.prop(part, "brownian_factor") sub.prop(part, "drag_factor", slider=True) sub.prop(part, "damp_factor", slider=True) sub = split.column() sub.label(text="Integration:") sub.prop(part, "integrator", text="") sub.prop(part, "time_tweak") sub.prop(part, "subframes") sub = layout.row() sub.prop(part, "size_deflect") sub.prop(part, "die_on_collision") elif part.physics_type == 'FLUID': fluid = part.fluid split = layout.split() sub = split.column() sub.label(text="Forces:") sub.prop(part, "brownian_factor") sub.prop(part, "drag_factor", slider=True) sub.prop(part, "damp_factor", slider=True) sub = split.column() sub.label(text="Integration:") sub.prop(part, "integrator", text="") sub.prop(part, "time_tweak") sub.prop(part, "subframes") sub = layout.row() sub.prop(part, "size_deflect") sub.prop(part, "die_on_collision") split = layout.split() sub = split.column() sub.label(text="Fluid Interaction:") sub.prop(fluid, "fluid_radius", slider=True) sub.prop(fluid, "stiffness_k") sub.prop(fluid, "stiffness_knear") sub.prop(fluid, "rest_density") sub.label(text="Viscosity:") sub.prop(fluid, "viscosity_omega", text="Linear") sub.prop(fluid, "viscosity_beta", text="Square") sub = split.column() sub.label(text="Springs:") sub.prop(fluid, "spring_k", text="Force", slider=True) sub.prop(fluid, "rest_length", slider=True) layout.label(text="Multiple fluids interactions:") sub.label(text="Buoyancy:") sub.prop(fluid, "buoyancy", slider=True) elif part.physics_type == 'KEYED': split = layout.split() sub = split.column() row = layout.row() col = row.column() col.active = not psys.keyed_timing col.prop(part, "keyed_loops", text="Loops") row.prop(psys, "keyed_timing", text="Use Timing") layout.label(text="Keys:") elif part.physics_type == 'BOIDS': boids = part.boids row = layout.row() row.prop(boids, "allow_flight") row.prop(boids, "allow_land") row.prop(boids, "allow_climb") split = layout.split() sub = split.column() col = sub.column(align=True) col.active = boids.allow_flight col.prop(boids, "air_max_speed") col.prop(boids, "air_min_speed", slider=True) col.prop(boids, "air_max_acc", slider=True) col.prop(boids, "air_max_ave", slider=True) col.prop(boids, "air_personal_space") row = col.row() row.active = (boids.allow_land or boids.allow_climb) and boids.allow_flight row.prop(boids, "landing_smoothness") sub = split.column() col = sub.column(align=True) col.active = boids.allow_land or boids.allow_climb col.prop(boids, "land_max_speed") col.prop(boids, "land_jump_speed") col.prop(boids, "land_max_acc", slider=True) col.prop(boids, "land_max_ave", 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, "banking", slider=True) col.prop(boids, "height", slider=True) if part.physics_type == 'KEYED' or part.physics_type == 'BOIDS' or part.physics_type == 'FLUID': if part.physics_type == 'BOIDS': layout.label(text="Relations:") 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.red_alert = key.valid col.prop(key, "object", text="") col.prop(key, "system", text="System") col = row.column() col.active = psys.keyed_timing col.prop(key, "time") col.prop(key, "duration") elif part.physics_type == 'BOIDS': sub = row.row() #doesn't work yet #sub.red_alert = key.valid sub.prop(key, "object", text="") sub.prop(key, "system", text="System") layout.prop(key, "mode", expand=True) elif part.physics_type == 'FLUID': sub = row.row() #doesn't work yet #sub.red_alert = key.valid sub.prop(key, "object", text="") sub.prop(key, "system", text="System") class PARTICLE_PT_boidbrain(ParticleButtonsPanel): bl_label = "Boid Brain" COMPAT_ENGINES = {'BLENDER_RENDER'} def poll(self, context): psys = context.particle_system engine = context.scene.render.engine if psys is None: return False if psys.settings is None: return False if psys.point_cache.external: return False return psys.settings.physics_type == 'BOIDS' and engine in self.COMPAT_ENGINES def draw(self, context): layout = self.layout boids = context.particle_system.settings.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_fuzziness", 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, "in_air", icon='MOVE_UP_VEC', text="") row.prop(rule, "on_land", icon='MOVE_DOWN_VEC', text="") row = layout.row() if rule.type == 'GOAL': row.prop(rule, "object") row = layout.row() row.prop(rule, "predict") elif rule.type == 'AVOID': row.prop(rule, "object") row = layout.row() row.prop(rule, "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, "boids") row.prop(rule, "deflectors") 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, "line") sub = row.row() sub.active = rule.line sub.prop(rule, "queue_size") 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): bl_label = "Render" COMPAT_ENGINES = {'BLENDER_RENDER'} def poll(self, 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 self.COMPAT_ENGINES def draw(self, context): layout = self.layout psys = context.particle_system part = psys.settings wide_ui = context.region.width > narrowui row = layout.row() row.prop(part, "material") row.prop(psys, "parent") split = layout.split() sub = split.column() sub.prop(part, "emitter") sub.prop(part, "parent") sub = split.column() sub.prop(part, "unborn") sub.prop(part, "died") row = layout.row() if wide_ui: row.prop(part, "ren_as", expand=True) else: row.prop(part, "ren_as", text="") split = layout.split() sub = split.column() if part.ren_as == 'LINE': sub.prop(part, "line_length_tail") sub.prop(part, "line_length_head") sub = split.column() sub.prop(part, "velocity_length") elif part.ren_as == 'PATH': sub.prop(part, "render_strand") subsub = sub.column() subsub.active = (part.render_strand is False) subsub.prop(part, "render_adaptive") subsub = sub.column() subsub.active = part.render_adaptive or part.render_strand == True subsub.prop(part, "adaptive_angle") subsub = sub.column() subsub.active = (part.render_adaptive is True and part.render_strand is False) subsub.prop(part, "adaptive_pix") sub.prop(part, "hair_bspline") sub.prop(part, "render_step", text="Steps") sub = split.column() sub.label(text="Timing:") sub.prop(part, "abs_path_time") sub.prop(part, "path_start", text="Start", slider=not part.abs_path_time) sub.prop(part, "path_end", text="End", slider=not part.abs_path_time) sub.prop(part, "random_length", text="Random", slider=True) row = layout.row() col = row.column() if part.type == 'HAIR' and part.render_strand == True and part.child_type == 'FACES': layout.prop(part, "enable_simplify") if part.enable_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, "viewport") sub = row.row() sub.active = part.viewport == True sub.prop(part, "simplify_viewport") elif part.ren_as == 'OBJECT': sub.prop(part, "dupli_object") sub.prop(part, "use_global_dupli") elif part.ren_as == 'GROUP': sub.prop(part, "dupli_group") split = layout.split() sub = split.column() sub.prop(part, "whole_group") subsub = sub.column() subsub.active = (part.whole_group is False) subsub.prop(part, "use_group_count") sub = split.column() subsub = sub.column() subsub.active = (part.whole_group is False) subsub.prop(part, "use_global_dupli") subsub.prop(part, "rand_group") if part.use_group_count and not part.whole_group: row = layout.row() row.template_list(part, "dupliweights", 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.ren_as == 'BILLBOARD': sub.label(text="Align:") row = layout.row() if wide_ui: row.prop(part, "billboard_align", expand=True) else: row.prop(part, "billboard_align", text="") row.prop(part, "billboard_lock", 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_random_tilt", slider=True) col = row.column() col.prop(part, "billboard_offset") row = layout.row() row.prop(psys, "billboard_normal_uv") row = layout.row() row.prop(psys, "billboard_time_index_uv") row = layout.row() row.label(text="Split uv's:") row.prop(part, "billboard_uv_split", text="Number of splits") row = layout.row() row.prop(psys, "billboard_split_uv") row = layout.row() row.label(text="Animate:") row.prop(part, "billboard_animation", text="") row.label(text="Offset:") row.prop(part, "billboard_split_offset", text="") if part.ren_as == 'HALO' or part.ren_as == 'LINE' or part.ren_as == 'BILLBOARD': row = layout.row() col = row.column() col.prop(part, "trail_count") if part.trail_count > 1: col.prop(part, "abs_path_time", text="Length in frames") col = row.column() col.prop(part, "path_end", text="Length", slider=not part.abs_path_time) col.prop(part, "random_length", text="Random", slider=True) else: col = row.column() col.label(text="") class PARTICLE_PT_draw(ParticleButtonsPanel): bl_label = "Display" bl_default_closed = True COMPAT_ENGINES = {'BLENDER_RENDER'} def poll(self, 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 self.COMPAT_ENGINES def draw(self, context): layout = self.layout psys = context.particle_system part = psys.settings wide_ui = context.region.width > narrowui row = layout.row() if wide_ui: row.prop(part, "draw_as", expand=True) else: row.prop(part, "draw_as", text="") if part.draw_as == 'NONE' or (part.ren_as == 'NONE' and part.draw_as == 'RENDER'): return path = (part.ren_as == 'PATH' and part.draw_as == 'RENDER') or part.draw_as == 'PATH' row = layout.row() row.prop(part, "display", slider=True) if part.draw_as != 'RENDER' or part.ren_as == 'HALO': row.prop(part, "draw_size") else: row.label(text="") row = layout.row() col = row.column() col.prop(part, "show_size") col.prop(part, "velocity") col.prop(part, "num") if part.physics_type == 'BOIDS': col.prop(part, "draw_health") col = row.column() col.prop(part, "material_color", text="Use material color") if (path): col.prop(part, "draw_step") else: sub = col.column() sub.active = (part.material_color is False) #sub.label(text="color") #sub.label(text="Override material color") class PARTICLE_PT_children(ParticleButtonsPanel): bl_label = "Children" bl_default_closed = True COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout psys = context.particle_system part = psys.settings wide_ui = context.region.width > narrowui if wide_ui: layout.row().prop(part, "child_type", expand=True) else: layout.row().prop(part, "child_type", text="") if part.child_type == 'NONE': return row = layout.row() col = row.column(align=True) col.prop(part, "child_nbr", text="Display") col.prop(part, "rendered_child_nbr", text="Render") col = row.column(align=True) if part.child_type == 'FACES': col.prop(part, "virtual_parents", slider=True) else: col.prop(part, "child_radius", text="Radius") col.prop(part, "child_roundness", text="Roundness", slider=True) col = row.column(align=True) col.prop(part, "child_size", text="Size") col.prop(part, "child_random_size", text="Random") layout.row().label(text="Effects:") row = layout.row() col = row.column(align=True) col.prop(part, "clump_factor", slider=True) col.prop(part, "clumppow", slider=True) col = row.column(align=True) col.prop(part, "rough_endpoint") col.prop(part, "rough_end_shape") row = layout.row() col = row.column(align=True) col.prop(part, "rough1") col.prop(part, "rough1_size") col = row.column(align=True) col.prop(part, "rough2") col.prop(part, "rough2_size") col.prop(part, "rough2_thres", slider=True) row = layout.row() col = row.column(align=True) col.prop(part, "child_length", slider=True) col.prop(part, "child_length_thres", slider=True) col = row.column(align=True) col.label(text="Space reserved for") col.label(text="hair parting controls") layout.row().label(text="Kink:") if wide_ui: layout.row().prop(part, "kink", expand=True) else: layout.row().prop(part, "kink", text="") split = layout.split() col = split.column() col.prop(part, "kink_amplitude") col.prop(part, "kink_frequency") col = split.column() col.prop(part, "kink_shape", slider=True) class PARTICLE_PT_field_weights(ParticleButtonsPanel): bl_label = "Field Weights" bl_default_closed = True COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): part = context.particle_system.settings effector_weights_ui(self, context, part.effector_weights) if part.type == 'HAIR': self.layout.prop(part.effector_weights, "do_growing_hair") class PARTICLE_PT_force_fields(ParticleButtonsPanel): bl_label = "Force Field Settings" bl_default_closed = True COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout part = context.particle_system.settings layout.prop(part, "self_effect") split = layout.split(percentage=0.2) split.label(text="Type 1:") split.prop(part.force_field_1, "type", text="") basic_force_field_settings_ui(self, context, part.force_field_1) basic_force_field_falloff_ui(self, context, part.force_field_1) if part.force_field_1.type != 'NONE': layout.label(text="") split = layout.split(percentage=0.2) split.label(text="Type 2:") split.prop(part.force_field_2, "type", text="") basic_force_field_settings_ui(self, context, part.force_field_2) basic_force_field_falloff_ui(self, context, part.force_field_2) class PARTICLE_PT_vertexgroups(ParticleButtonsPanel): bl_label = "Vertexgroups" bl_default_closed = True COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout ob = context.object psys = context.particle_system # part = psys.settings # layout.label(text="Nothing here yet.") row = layout.row() row.label(text="Vertex Group") row.label(text="Negate") row = layout.row() row.prop_object(psys, "vertex_group_density", ob, "vertex_groups", text="Density") row.prop(psys, "vertex_group_density_negate", text="") row = layout.row() row.prop_object(psys, "vertex_group_velocity", ob, "vertex_groups", text="Velocity") row.prop(psys, "vertex_group_velocity_negate", text="") row = layout.row() row.prop_object(psys, "vertex_group_length", ob, "vertex_groups", text="Length") row.prop(psys, "vertex_group_length_negate", text="") row = layout.row() row.prop_object(psys, "vertex_group_clump", ob, "vertex_groups", text="Clump") row.prop(psys, "vertex_group_clump_negate", text="") row = layout.row() row.prop_object(psys, "vertex_group_kink", ob, "vertex_groups", text="Kink") row.prop(psys, "vertex_group_kink_negate", text="") row = layout.row() row.prop_object(psys, "vertex_group_roughness1", ob, "vertex_groups", text="Roughness 1") row.prop(psys, "vertex_group_roughness1_negate", text="") row = layout.row() row.prop_object(psys, "vertex_group_roughness2", ob, "vertex_groups", text="Roughness 2") row.prop(psys, "vertex_group_roughness2_negate", text="") row = layout.row() row.prop_object(psys, "vertex_group_roughness_end", ob, "vertex_groups", text="Roughness End") row.prop(psys, "vertex_group_roughness_end_negate", text="") row = layout.row() row.prop_object(psys, "vertex_group_size", ob, "vertex_groups", text="Size") row.prop(psys, "vertex_group_size_negate", text="") row = layout.row() row.prop_object(psys, "vertex_group_tangent", ob, "vertex_groups", text="Tangent") row.prop(psys, "vertex_group_tangent_negate", text="") row = layout.row() row.prop_object(psys, "vertex_group_rotation", ob, "vertex_groups", text="Rotation") row.prop(psys, "vertex_group_rotation_negate", text="") row = layout.row() row.prop_object(psys, "vertex_group_field", ob, "vertex_groups", text="Field") row.prop(psys, "vertex_group_field_negate", text="") classes = [ PARTICLE_PT_context_particles, PARTICLE_PT_hair_dynamics, PARTICLE_PT_cache, PARTICLE_PT_emission, PARTICLE_PT_velocity, PARTICLE_PT_rotation, PARTICLE_PT_physics, PARTICLE_PT_boidbrain, PARTICLE_PT_render, PARTICLE_PT_draw, PARTICLE_PT_children, PARTICLE_PT_field_weights, PARTICLE_PT_force_fields, PARTICLE_PT_vertexgroups, PARTICLE_PT_custom_props] def register(): register = bpy.types.register for cls in classes: register(cls) def unregister(): unregister = bpy.types.unregister for cls in classes: unregister(cls) if __name__ == "__main__": register()