[Bf-docboard-svn] bf-manual: [9906] trunk/blender_docs/manual/physics/rigid_body/properties: Add RNA references for rigid body objects

Aaron Carlisle noreply at blender.org
Sun Jan 22 23:42:00 CET 2023


Revision: 9906
          https://developer.blender.org/rBM9906
Author:   Blendify
Date:     2023-01-22 23:42:00 +0100 (Sun, 22 Jan 2023)
Log Message:
-----------
Add RNA references for rigid body objects

Modified Paths:
--------------
    trunk/blender_docs/manual/physics/rigid_body/properties/collisions.rst
    trunk/blender_docs/manual/physics/rigid_body/properties/index.rst

Modified: trunk/blender_docs/manual/physics/rigid_body/properties/collisions.rst
===================================================================
--- trunk/blender_docs/manual/physics/rigid_body/properties/collisions.rst	2023-01-22 22:27:07 UTC (rev 9905)
+++ trunk/blender_docs/manual/physics/rigid_body/properties/collisions.rst	2023-01-22 22:42:00 UTC (rev 9906)
@@ -12,6 +12,8 @@
 
       Rigid Body Collisions panel.
 
+.. _bpy.types.RigidBodyObject.collision_shape:
+
 Shape
    Determines the collision shape of the object;
    these can be broken into two categories: primitive shapes and mesh based shapes.
@@ -27,51 +29,59 @@
    so they are a better representation of the object.
    The center of gravity for these shapes is the object origin.
 
-   Box
+   :Box:
       Box-like shapes (e.g. cubes), including planes (e.g. ground planes).
       The size per axis is calculated from the bounding box.
-   Sphere
+   :Sphere:
       Sphere-like shapes. The radius is the largest axis of the bounding box.
-   Capsule
+   :Capsule:
       This points up the Z axis.
-   Cylinder
+   :Cylinder:
       This points up the Z axis.
       The height is taken from the Z axis, while the radius is the larger of the X or Y axes.
-   Cone
+   :Cone:
       This points up the Z axis.
       The height is taken from the Z axis, while the radius is the larger of the X or Y axes.
-   Convex Hull
+   :Convex Hull:
       A mesh-like surface encompassing (e.g. shrink-wrapped over) all vertices (best results with fewer vertices).
       A convex approximation of the object, which has good performance and stability.
-   Mesh
+   :Mesh:
       :term:`Mesh` consisting of triangles only, allowing for more detailed interactions than convex hulls.
       Allows simulating concave objects, but is rather slow and unstable.
-   Compound Parent
+   :Compound Parent:
       Takes the collision shapes from the object's :doc:`children </scene_layout/object/editing/parent>`
       and combines them. This makes it possible to create concave shapes from primitive shapes.
       This usually results in a faster simulation than the *Mesh* collision shape
       while also being generally more stable.
 
+.. _bpy.types.RigidBodyObject.mesh_source:
+
 Source
    Source of the mesh used to create the collision shape.
 
-   Base
+   :Base:
       The base mesh of the object.
-   Deform
+   :Deform:
       Includes any deformations added to the mesh (shape keys, deform modifiers).
-
-      Deforming
-         Mesh shapes can deform during simulation.
-   Final
+   :Final:
       Includes all deformations and modifiers.
 
+.. _bpy.types.RigidBodyObject.use_deform:
 
+Deforming
+   Mesh shapes can deform during simulation.
+
+
 Surface Response
 ================
 
+.. _bpy.types.RigidBodyObject.friction:
+
 Friction
    Resistance of object to movement. Specifies how much velocity is lost when objects collide with each other.
 
+.. _bpy.types.RigidBodyObject.restitution:
+
 Bounciness
    Tendency of object to bounce after colliding with another (0 to 1) (rigid to perfectly elastic).
    Specifies how much objects can bounce after collisions.
@@ -98,10 +108,14 @@
 - Active Triangle Mesh
 - Passive Triangle Mesh: Can be set to 0 most of the time.
 
+.. _bpy.types.RigidBodyObject.collision_margin:
+
 Margin
    Threshold of distance near the surface where collisions are still considered (best results when nonzero).
 
 
+.. _bpy.types.RigidBodyObject.collision_collections:
+
 Collections
 ===========
 

Modified: trunk/blender_docs/manual/physics/rigid_body/properties/index.rst
===================================================================
--- trunk/blender_docs/manual/physics/rigid_body/properties/index.rst	2023-01-22 22:27:07 UTC (rev 9905)
+++ trunk/blender_docs/manual/physics/rigid_body/properties/index.rst	2023-01-22 22:42:00 UTC (rev 9906)
@@ -10,9 +10,9 @@
 Type
    Role of the rigid body in the simulation.
 
-   Active
+   :Active:
       The object is dynamic and is directly controlled by simulation results.
-   Passive
+   :Passive:
       The object remains static and is directly controlled by animation system,
       thus does not have :doc:`/physics/rigid_body/properties/dynamics` properties.
 



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