[Bf-docboard-svn] bf-manual: [9384] trunk/blender_docs/manual/physics/forces/force_fields: UI: Sort Force Field enums alphabetically

Aaron Carlisle noreply at blender.org
Mon Jun 27 18:02:21 CEST 2022


Revision: 9384
          https://developer.blender.org/rBM9384
Author:   Blendify
Date:     2022-06-27 18:02:21 +0200 (Mon, 27 Jun 2022)
Log Message:
-----------
UI: Sort Force Field enums alphabetically

rB4fa71be89a4f852c3587b2e55f0c78ee897fd63c

Modified Paths:
--------------
    trunk/blender_docs/manual/physics/forces/force_fields/index.rst
    trunk/blender_docs/manual/physics/forces/force_fields/introduction.rst
    trunk/blender_docs/manual/physics/forces/force_fields/types/curve_guide.rst
    trunk/blender_docs/manual/physics/forces/force_fields/types/texture.rst
    trunk/blender_docs/manual/physics/forces/force_fields/types/turbulence.rst

Modified: trunk/blender_docs/manual/physics/forces/force_fields/index.rst
===================================================================
--- trunk/blender_docs/manual/physics/forces/force_fields/index.rst	2022-06-27 15:07:18 UTC (rev 9383)
+++ trunk/blender_docs/manual/physics/forces/force_fields/index.rst	2022-06-27 16:02:21 UTC (rev 9384)
@@ -17,16 +17,16 @@
 .. toctree::
    :maxdepth: 1
 
+   types/boid.rst
+   types/charge.rst
+   types/curve_guide.rst
+   types/drag.rst
+   types/fluid_flow.rst
    types/force.rst
-   types/wind.rst
-   types/vortex.rst
-   types/magnetic.rst
    types/harmonic.rst
-   types/charge.rst
    types/lennard_jones.rst
+   types/magnetic.rst
    types/texture.rst
-   types/curve_guide.rst
-   types/boid.rst
    types/turbulence.rst
-   types/drag.rst
-   types/fluid_flow.rst
+   types/vortex.rst
+   types/wind.rst

Modified: trunk/blender_docs/manual/physics/forces/force_fields/introduction.rst
===================================================================
--- trunk/blender_docs/manual/physics/forces/force_fields/introduction.rst	2022-06-27 15:07:18 UTC (rev 9383)
+++ trunk/blender_docs/manual/physics/forces/force_fields/introduction.rst	2022-06-27 16:02:21 UTC (rev 9384)
@@ -72,6 +72,8 @@
 Settings unique to a field type are described below.
 Curve Guide and Texture fields have very different options.
 
+.. _bpy.types.FieldSettings.shape:
+
 Shape
    Sets the direction which is used to calculate the effector force.
    For force fields from an empty object only *Point*, *Line* and *Plane* shapes are available,
@@ -78,21 +80,18 @@
    as for a field from a 3D object there are additional *Surface* and *Every Point* options,
    and *Curve* for a field from a curve.
 
-   Point
-      Point with omni-directional influence.
-      Uses the object origin as the effector point.
-   Line
+   :Point: Point with omni-directional influence. Uses the object origin as the effector point.
+   :Line:
       The force only acts in the local XY plane, using the Z axis line as the effector.
-   Plane
+   :Plane:
       The force only acts in the local Z direction, using the XY axis plane as the effector.
-   Surface
+   :Surface:
       The force field acts on a 3D object's surface.
       In this case, the Z axis is the surface normal.
-   Every Point
-      Uses every vertex in the mesh object as an effector point.
-   Curve
-      The force field acts along a curve object.
+   :Every Point: Uses every vertex in the mesh object as an effector point.
 
+.. _bpy.types.FieldSettings.strength:
+
 Strength
    The strength of the field effect.
    This can be positive or negative to change the direction that the force operates in.
@@ -99,6 +98,8 @@
    A force field's strength is scaled with the force object's scale,
    allowing you to scale up and down the scene, keeping the same effects.
 
+.. _bpy.types.FieldSettings.flow:
+
 Flow
    If nonzero, this adds a drag force proportional and opposite to the point velocity.
 
@@ -106,12 +107,9 @@
    at a certain point defines the velocity of an "air flow" field, and objects are
    encouraged to follow the flow by the resistance caused by the *Flow* drag force.
 
-Noise Amount
-   Adds noise to the strength of the force.
+.. _bpy.types.FieldSettings.apply_to_location:
+.. _bpy.types.FieldSettings.apply_to_rotation:
 
-Seed
-   Changes the seed of the random noise.
-
 Affect
    Location
       Influence the location of particles and other physics entities.
@@ -121,9 +119,23 @@
 
    Disabling both options completely deactivates the force field.
 
+.. _bpy.types.FieldSettings.noise:
+
+Noise Amount
+   Adds noise to the strength of the force.
+
+.. _bpy.types.FieldSettings.seed:
+
+Seed
+   Changes the seed of the random noise.
+
+.. _bpy.types.FieldSettings.use_absorption:
+
 Absorption
    Force gets absorbed by collision objects.
 
+.. _bpy.types.FieldSettings.wind_factor:
+
 Wind Factor
    Specifies how much the force is reduced when acting parallel to a surface, e.g. cloth.
    If set to 1, only the normal component of the force is taken into account.
@@ -135,19 +147,29 @@
 Here you can specify the shape of the force field
 (if the falloff *Power* is greater than 0).
 
+.. _bpy.types.FieldSettings.falloff_type:
+
 Shape
-   Sphere
+   :Cone:
+      The falloff results in a cone-shaped force field. Additional options are the same as those of *Tube* options.
+   :Sphere:
       The falloff is uniform in all directions, as in a sphere.
-   Tube
+   :Tube:
       The falloff results in a tube-shaped force field.
       The field's *Radial Power* can be adjusted,
       as well as the *Minimum* and *Maximum* distances of the field.
-   Cone
-      The falloff results in a cone-shaped force field. Additional options are the same as those of *Tube* options.
 
+.. _bpy.types.FieldSettings.z_direction:
+
 Z Direction
-   The force can be set to apply only in the direction of the positive Z axis, negative Z axis, or both.
+   The direction the force affects on the Z axis.
 
+   :+Z: The force only has an affect on the positive Z axis.
+   :-Z: The force only has an affect on the negative Z axis.
+   :Both Z: The force has an affect on the positive and negative Z axis.
+
+.. _bpy.types.FieldSettings.falloff_power:
+
 Power
    How the power of the force field changes with the distance from the force field.
    If *r* is the distance from the origin of the object, the force changes with 1/(*r* - *min* + 1)\ :sup:`power`.
@@ -154,6 +176,9 @@
    A falloff of 2 changes the force field with 1/(*r* - *min* + 1)\ :sup:`2`,
    which is similar to the falloff of gravitational pull.
 
+.. _bpy.types.FieldSettings.use_min_distance:
+.. _bpy.types.FieldSettings.distance_min:
+
 Min Distance
    The distance from the object's origin, up to where the force field is effective with full strength.
    If you have a falloff of 0, this parameter will have no effect,
@@ -160,6 +185,9 @@
    because the field is effective with full strength up to *Max Distance* (or infinite).
    Shown by an additional circle around the object.
 
+.. _bpy.types.FieldSettings.use_max_distance:
+.. _bpy.types.FieldSettings.distance_max:
+
 Max Distance
    Specifies the maximum radius in which the force field affects other objects
    (shown by an additional circle around the object).

Modified: trunk/blender_docs/manual/physics/forces/force_fields/types/curve_guide.rst
===================================================================
--- trunk/blender_docs/manual/physics/forces/force_fields/types/curve_guide.rst	2022-06-27 15:07:18 UTC (rev 9383)
+++ trunk/blender_docs/manual/physics/forces/force_fields/types/curve_guide.rst	2022-06-27 16:02:21 UTC (rev 9384)
@@ -91,20 +91,17 @@
 
    This feature is broken in the current version, see T46776.
 
-Changes the shape that the particles can take.
-
 Type
-   Curl
-      The radius of the influence depends on the distance of the curve to the emitter.
-   Radial
-      A three-dimensional, standing wave.
-   Wave
-      A two-dimensional, standing wave.
-   Braid
-      Braid.
-   Roll
-      A one-dimensional, standing wave.
+   Changes the shape that the particles can take.
 
+   :None: Todo.
+   :Braid: Braid.
+   :Curl: The radius of the influence depends on the distance of the curve to the emitter.
+   :Radial: A three-dimensional, standing wave.
+   :Roll: A one-dimensional, standing wave.
+   :Rotation: Todo.
+   :Wave: A two-dimensional, standing wave.
+
 It is not so easy to describe the resulting shapes, so have a look at the example below.
 
 .. figure:: /images/physics_forces_force-fields_types_curve-guide_kink.jpg

Modified: trunk/blender_docs/manual/physics/forces/force_fields/types/texture.rst
===================================================================
--- trunk/blender_docs/manual/physics/forces/force_fields/types/texture.rst	2022-06-27 15:07:18 UTC (rev 9383)
+++ trunk/blender_docs/manual/physics/forces/force_fields/types/texture.rst	2022-06-27 16:02:21 UTC (rev 9384)
@@ -28,30 +28,32 @@
 Texture Mode
    This sets the way a force vector is derived from the texture.
 
-   RGB
+   :Curl:
+      Calculates the force vector from the curl of the 3D-RGB texture (rotation of RGB vectors).
+      This also works only with a color texture. It can be used for example to create a nice looking
+      turbulence force with a color clouds texture with Perlin noise.
+   :Gradient:
+      Calculates the force vector as the 3D gradient of the intensity (grayscale) of the texture.
+      The gradient vector always points to the direction of increasing brightness.
+   :RGB:
       Uses the color components directly as the force vector components in the color encoded directions.
       You need an RGB texture for this, e.g. an image or a color ramp.
       So a *Blend* texture without a color ramp would not suffice.
-   Gradient
-      Calculates the force vector as the 3D gradient of the intensity (grayscale) of the texture.
-      The gradient vector always points to the direction of increasing brightness.
-   Curl
-      Calculates the force vector from the curl of the 3D-RGB texture (rotation of RGB vectors).
-      This also works only with a color texture. It can be used for example to create a nice looking
-      turbulence force with a color clouds texture with Perlin noise.
 
 Nabla
    It is the offset used to calculate the partial derivatives needed
    for *Gradient* and *Curl* texture modes.
-Use Object Coordinates
+
+Use Coordinates
    Uses the emitter object coordinates (and rotation & scale) as the texture space the particles use.
    Allows for moving force fields, that have their coordinates bound to the location coordinates of an object.
+
 Root Texture Coordinates
    This is useful for hair as it uses the texture force calculated for
    the particle root position for all parts of the hair strand.
+
 2D
-   The *2D* button disregards the particles Z coordinate
-   and only uses particles X & Y as the texture coordinates.
+   Disregards the particles Z coordinate and only uses particles X & Y as the texture coordinates.
 
 Remember that only procedural texture are truly 3D.
 

Modified: trunk/blender_docs/manual/physics/forces/force_fields/types/turbulence.rst
===================================================================
--- trunk/blender_docs/manual/physics/forces/force_fields/types/turbulence.rst	2022-06-27 15:07:18 UTC (rev 9383)

@@ Diff output truncated at 10240 characters. @@


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