[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [23067] branches/itasc/source/gameengine/ PyDoc/GameTypes.py: fix epydoc

Benoit Bolsee benoit.bolsee at online.be
Tue Sep 8 16:33:06 CEST 2009


Revision: 23067
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=23067
Author:   ben2610
Date:     2009-09-08 16:33:05 +0200 (Tue, 08 Sep 2009)

Log Message:
-----------
fix epydoc

Modified Paths:
--------------
    branches/itasc/source/gameengine/PyDoc/GameTypes.py

Modified: branches/itasc/source/gameengine/PyDoc/GameTypes.py
===================================================================
--- branches/itasc/source/gameengine/PyDoc/GameTypes.py	2009-09-08 13:50:55 UTC (rev 23066)
+++ branches/itasc/source/gameengine/PyDoc/GameTypes.py	2009-09-08 14:33:05 UTC (rev 23067)
@@ -5898,29 +5898,29 @@
 	@type ik_limit_z: boolean
 	@ivar location: displacement of the bone head in armature local space, read-write.
 		You can only move a bone if it is unconnected to its parent. An action playing on the armature may change the value. An IK chain does not update this value, see joint_rotation.
-		Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see {BL_ArmatureObject}.update())
+		Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see L{BL_ArmatureObject.update})
 	@type location: vector [X,Y,Z]
 	@ivar scale: scale of the bone relative to its parent, read-write.
 		An action playing on the armature may change the value.  An IK chain does not update this value, see joint_rotation.
-		Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see {BL_ArmatureObject}.update())
+		Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see L{BL_ArmatureObject.update})
 	@type scale: vector [sizeX, sizeY, sizeZ]
-	$ivar rotation: rotation of the bone relative to its parent expressed as a quaternion, read-write.
+	@ivar rotation: rotation of the bone relative to its parent expressed as a quaternion, read-write.
 		This field is only used if rotation_mode is 0. An action playing on the armature may change the value.  An IK chain does not update this value, see joint_rotation.
-		Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see {BL_ArmatureObject}.update())
+		Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see L{BL_ArmatureObject.update})
 	@type rotation: vector [qr, qi, qj, qk]
 	@ivar euler_rotation: rotation of the bone relative to its parent expressed as a set of euler angles, read-write.
 		This field is only used if rotation_mode is > 0. You must always pass the angles in [X,Y,Z] order; the order of applying the angles to the bone depends on rotation_mode. An action playing on the armature may change this field.  An IK chain does not update this value, see joint_rotation.
-		Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see {BL_ArmatureObject}.update())
+		Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see L{BL_ArmatureObject.update})
 	@type euler_rotation: vector [X, Y, Z]
 	@ivar rotation_mode: method of updating the bone rotation, read-write.
 		Use the following constants (euler mode are named as in BLender UI but the actual axis order is reversed):
-			- PCHAN_ROT_QUAT(0) : use quaternioin in rotation attribute to update bone rotation
-			- PCHAN_ROT_XYZ(1) : use euler_rotation and apply angles on bone's Z, Y, X axis successively
-			- PCHAN_ROT_XZY(2) : use euler_rotation and apply angles on bone's Y, Z, X axis successively
-			- PCHAN_ROT_YXZ(3) : use euler_rotation and apply angles on bone's Z, X, Y axis successively
-			- PCHAN_ROT_YZX(4) : use euler_rotation and apply angles on bone's X, Z, Y axis successively
-			- PCHAN_ROT_ZXY(5) : use euler_rotation and apply angles on bone's Y, X, Z axis successively
-			- PCHAN_ROT_ZYX(6) : use euler_rotation and apply angles on bone's X, Y, Z axis successively
+		  - PCHAN_ROT_QUAT(0) : use quaternioin in rotation attribute to update bone rotation
+		  - PCHAN_ROT_XYZ(1) : use euler_rotation and apply angles on bone's Z, Y, X axis successively
+		  - PCHAN_ROT_XZY(2) : use euler_rotation and apply angles on bone's Y, Z, X axis successively
+		  - PCHAN_ROT_YXZ(3) : use euler_rotation and apply angles on bone's Z, X, Y axis successively
+		  - PCHAN_ROT_YZX(4) : use euler_rotation and apply angles on bone's X, Z, Y axis successively
+		  - PCHAN_ROT_ZXY(5) : use euler_rotation and apply angles on bone's Y, X, Z axis successively
+		  - PCHAN_ROT_ZYX(6) : use euler_rotation and apply angles on bone's X, Y, Z axis successively
 	@type rotation_mode: integer
 	@ivar channel_matrix: pose matrix in bone space (deformation of the bone due to action, constraint, etc), Read-only.
 		This field is updated after the graphic render, it represents the current pose.
@@ -5956,16 +5956,17 @@
 		When writing to this attribute, you pass a [x, y, z] vector and an appropriate set of euler angles or quaternion is calculated according to the rotation_mode.
 		When you read this attribute, the current pose matrix is converted into a [x, y, z] vector representing the joint angles.
 		The value and the meaning of the x, y, z depends on the ik_dof_ attributes:
-			- 1DoF joint X, Y or Z: the corresponding x, y, or z value is used an a joint angle in radiant
-			- 2DoF joint X+Y or Z+Y: treated as 2 successive 1DoF joints: first X or Z, then Y. The x or z value is used as a joint angle in radiant along the X or Z axis, followed by a rotation along the new Y axis of y radiants.
-			- 2DoF joint X+Z: treated as a 2DoF joint with rotation axis on the X/Z plane. The x and z values are used as the coordinates of the rotation vector in the X/Z plane.
-			- 3DoF joint X+Y+Z: treated as a revolute joint. The [x,y,z] vector represents the equivalent rotation vector to bring the joint from the rest pose to the new pose.
+		  - 1DoF joint X, Y or Z: the corresponding x, y, or z value is used an a joint angle in radiant
+		  - 2DoF joint X+Y or Z+Y: treated as 2 successive 1DoF joints: first X or Z, then Y. The x or z value is used as a joint angle in radiant along the X or Z axis, followed by a rotation along the new Y axis of y radiants.
+		  - 2DoF joint X+Z: treated as a 2DoF joint with rotation axis on the X/Z plane. The x and z values are used as the coordinates of the rotation vector in the X/Z plane.
+		  - 3DoF joint X+Y+Z: treated as a revolute joint. The [x,y,z] vector represents the equivalent rotation vector to bring the joint from the rest pose to the new pose.
 
 		Notes:
-			- The bone must be part of an IK chain to set the ik_dof_ attributes via the UI but this will interfere with setting the joint angles since the IK solver will overwrite the pose. You can still stay in control of the armature if you simply create an IK constraint but not finalize it (e.g. don't set a target): the solver will not execute but the IK panel will show up on the UI for the bones in the chain.
-			- [0,0,0] always corresponds to the rest pose. 
-			- You must update the armature pose to see the effect of this field (see L{BL_ArmatureObject}.update()). 
-			- You can read the result of the calculation in rotation or euler_rotation attributes after setting this attribute.
+		  - The bone must be part of an IK chain if you want to set the ik_dof_ attributes via the UI, but this will interfere with this attribute since the IK solver will overwrite the pose. You can stay in control of the armature if you create an IK constraint but do not finalize it (e.g. don't set a target): the IK solver will not run but the IK panel will show up on the UI for each bone in the chain.
+		  - [0,0,0] always corresponds to the rest pose. 
+		  - You must request the armature pose to update and wait for the next graphic frame to see the effect of setting this attribute (see L{BL_ArmatureObject.update}). 
+		  - You can read the result of the calculation in rotation or euler_rotation attributes after setting this attribute.
+	@type joint_rotation: vector [x, y, z]
 	"""
 	
 class BL_ArmatureBone(PyObjectPlus):





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