[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [31431] trunk/blender/source/blender/ makesrna/rna_cleanup: minor update rna namer and script to automatically apply updates from blender to rna_properties .txt
Campbell Barton
ideasman42 at gmail.com
Wed Aug 18 05:05:54 CEST 2010
Revision: 31431
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=31431
Author: campbellbarton
Date: 2010-08-18 05:05:14 +0200 (Wed, 18 Aug 2010)
Log Message:
-----------
minor update rna namer and script to automatically apply updates from blender to rna_properties.txt
Modified Paths:
--------------
trunk/blender/source/blender/makesrna/rna_cleanup/rna_cleaner.py
trunk/blender/source/blender/makesrna/rna_cleanup/rna_properties.txt
Added Paths:
-----------
trunk/blender/source/blender/makesrna/rna_cleanup/rna_update.sh
Modified: trunk/blender/source/blender/makesrna/rna_cleanup/rna_cleaner.py
===================================================================
--- trunk/blender/source/blender/makesrna/rna_cleanup/rna_cleaner.py 2010-08-17 21:35:18 UTC (rev 31430)
+++ trunk/blender/source/blender/makesrna/rna_cleanup/rna_cleaner.py 2010-08-18 03:05:14 UTC (rev 31431)
@@ -120,8 +120,11 @@
#print(line)
# empty line or comment
- if not line.strip() or line.startswith('#'):
+ if not line.strip():
continue
+
+ if line.startswith("#"):
+ line = line[1:]
# class
[bclass, tail] = [x.strip() for x in line.split('.', 1)]
@@ -185,6 +188,7 @@
kwcheck = check_prefix(bto, btype) # keyword-check
changed = check_if_changed(bfrom, bto) # changed?
description = repr(description)
+ description = description.replace("'", "").replace('"', "").replace("\\", "").strip()
rna_api[index] = [comment, changed, bclass, bfrom, bto, kwcheck, btype, description]
props_length = list(map(len,props)) # lengths
props_length_max = list(map(max,zip(props_length_max,props_length))) # max lengths
@@ -254,11 +258,9 @@
for props in props_list:
#txt
- # FOR PY OUTPUT!
- '''
+ # quick way we can tell if it changed
if props[3] == props[4]: txt += "#"
else: txt += " "
- '''
if props[0] != '': txt += '%s * ' % props[0] # comment
txt += '%s.%s -> %s: %s "%s"\n' % tuple(props[2:5] + props[6:]) # skipping keyword-check
Modified: trunk/blender/source/blender/makesrna/rna_cleanup/rna_properties.txt
===================================================================
--- trunk/blender/source/blender/makesrna/rna_cleanup/rna_properties.txt 2010-08-17 21:35:18 UTC (rev 31430)
+++ trunk/blender/source/blender/makesrna/rna_cleanup/rna_properties.txt 2010-08-18 03:05:14 UTC (rev 31431)
@@ -1,4604 +1,4605 @@
-NOTE * CLASS.FROM -> TO: TYPE "DESCRIPTION"
-+ * ActionGroup.channels -> channels: collection, "(read-only) F-Curves in this group"
-+ * ActionGroup.custom_color -> custom_color: int "Index of custom color set"
-+ * ActionGroup.lock -> lock: boolean "Action Group is locked"
-+ * ActionGroup.name -> name: string "NO DESCRIPTION"
-+ * ActionGroup.select -> select: boolean "Action Group is selected"
-+ * ActionGroup.expanded -> show_expanded: boolean "Action Group is expanded"
-+ * Actuator.name -> name: string "NO DESCRIPTION"
-+ * Actuator.pinned -> pin: boolean "Display when not linked to a visible states controller"
-+ * Actuator.expanded -> show_expanded: boolean "Set actuator expanded in the user interface"
-+ * Actuator.type -> type: enum "NO DESCRIPTION"
-+ * Actuator|ActionActuator.action -> action: pointer "NO DESCRIPTION"
-+ * Actuator|ActionActuator.blendin -> frame_blend_in: int "Number of frames of motion blending"
-+ * Actuator|ActionActuator.frame_end -> frame_end: int "NO DESCRIPTION"
-+ * Actuator|ActionActuator.frame_property -> frame_property: string "Assign the actions current frame number to this property"
-+ * Actuator|ActionActuator.frame_start -> frame_start: int "NO DESCRIPTION"
-+ * Actuator|ActionActuator.mode -> play_mode: enum "Action playback type"
-+ * Actuator|ActionActuator.priority -> priority: int "Execution priority - lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack"
-+ * Actuator|ActionActuator.property -> property: string "Use this property to define the Action position"
-+ * Actuator|ActionActuator.continue_last_frame -> use_continue_last_frame: boolean "Restore last frame when switching on/off, otherwise play from the start each time"
-+ * Actuator|ArmatureActuator.bone -> bone: string "Bone on which the constraint is defined"
-+ * Actuator|ArmatureActuator.constraint -> constraint: string "Name of the constraint you want to control"
-+ * Actuator|ArmatureActuator.mode -> mode: enum "NO DESCRIPTION"
-+ * Actuator|ArmatureActuator.secondary_target -> secondary_target: pointer "Set weight of this constraint"
-+ * Actuator|ArmatureActuator.target -> target: pointer "Set this object as the target of the constraint"
-+ * Actuator|ArmatureActuator.weight -> weight: float "Set weight of this constraint"
-+ * Actuator|CameraActuator.axis -> axis: enum "Specify the axis the Camera will try to get behind"
-+ * Actuator|CameraActuator.height -> height: float "NO DESCRIPTION"
-+ * Actuator|CameraActuator.max -> max: float "NO DESCRIPTION"
-+ * Actuator|CameraActuator.min -> min: float "NO DESCRIPTION"
-+ * Actuator|CameraActuator.object -> object: pointer "Look at this Object"
-+ * Actuator|ConstraintActuator.max_angle -> angle_max: float "Maximum angle (in degree) allowed with target direction. No correction is done if angle with target direction is between min and max"
-+ * Actuator|ConstraintActuator.min_angle -> angle_min: float "Minimum angle (in degree) to maintain with target direction. No correction is done if angle with target direction is between min and max"
-+ * Actuator|ConstraintActuator.damping -> damping: int "Damping factor: time constant (in frame) of low pass filter"
-+ * Actuator|ConstraintActuator.damping_rotation -> damping_rotation: int "Use a different damping for orientation"
-+ * Actuator|ConstraintActuator.direction -> direction: enum "Set the direction of the ray"
-+ * Actuator|ConstraintActuator.direction_axis -> direction_axis: enum "Select the axis to be aligned along the reference direction"
-+ * Actuator|ConstraintActuator.distance -> distance: float "Set the maximum length of ray"
-+ * Actuator|ConstraintActuator.fh_damping -> fh_damping: float "Damping factor of the Fh spring force"
-+ * Actuator|ConstraintActuator.fh_height -> fh_height: float "Height of the Fh area"
-+ * Actuator|ConstraintActuator.limit -> limit: enum "NO DESCRIPTION"
-+ * Actuator|ConstraintActuator.limit_max -> limit_max: float "NO DESCRIPTION"
-+ * Actuator|ConstraintActuator.limit_min -> limit_min: float "NO DESCRIPTION"
-+ * Actuator|ConstraintActuator.material -> material: string "Ray detects only Objects with this material"
-+ * Actuator|ConstraintActuator.mode -> mode: enum "The type of the constraint"
-+ * Actuator|ConstraintActuator.property -> property: string "Ray detect only Objects with this property"
-+ * Actuator|ConstraintActuator.range -> range: float "Set the maximum length of ray"
-+ * Actuator|ConstraintActuator.max_rotation -> rotation_max: float[3] "Reference Direction"
-+ * Actuator|ConstraintActuator.spring -> spring: float "Spring force within the Fh area"
-+ * Actuator|ConstraintActuator.time -> time: int "Maximum activation time in frame, 0 for unlimited"
-+ * Actuator|ConstraintActuator.fh_normal -> use_fh_normal: boolean "Add a horizontal spring force on slopes"
-+ * Actuator|ConstraintActuator.fh_paralel_axis -> use_fh_paralel_axis: boolean "Keep object axis parallel to normal"
-+ * Actuator|ConstraintActuator.force_distance -> use_force_distance: boolean "Force distance of object to point of impact of ray"
-+ * Actuator|ConstraintActuator.local -> use_local: boolean "Set ray along objects axis or global axis"
-+ * Actuator|ConstraintActuator.detect_material -> use_material_detect: boolean "Detect material instead of property"
-+ * Actuator|ConstraintActuator.normal -> use_normal: boolean "Set object axis along (local axis) or parallel (global axis) to the normal at hit position"
-+ * Actuator|ConstraintActuator.persistent -> use_persistent: boolean "Persistent actuator: stays active even if ray does not reach target"
-+ * Actuator|EditObjectActuator.angular_velocity -> angular_velocity: float[3] "Angular velocity upon creation"
-+ * Actuator|EditObjectActuator.dynamic_operation -> dynamic_operation: enum "NO DESCRIPTION"
-+ * Actuator|EditObjectActuator.linear_velocity -> linear_velocity: float[3] "Velocity upon creation"
-+ * Actuator|EditObjectActuator.mass -> mass: float "The mass of the object"
-+ * Actuator|EditObjectActuator.mesh -> mesh: pointer "Replace the existing, when left blank Phys will remake the existing physics mesh"
-+ * Actuator|EditObjectActuator.mode -> mode: enum "The mode of the actuator"
-+ * Actuator|EditObjectActuator.object -> object: pointer "Add this Object and all its children (cant be on an visible layer)"
-+ * Actuator|EditObjectActuator.time -> time: int "Duration the new Object lives or the track takes"
-+ * Actuator|EditObjectActuator.track_object -> track_object: pointer "Track to this Object"
-+ * Actuator|EditObjectActuator.enable_3d_tracking -> use_3d_tracking: boolean "Enable 3D tracking"
-+ * Actuator|EditObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean "Apply the rotation locally"
-+ * Actuator|EditObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean "Apply the transformation locally"
-+ * Actuator|EditObjectActuator.replace_display_mesh -> use_replace_display_mesh: boolean "Replace the display mesh"
-+ * Actuator|EditObjectActuator.replace_physics_mesh -> use_replace_physics_mesh: boolean "Replace the physics mesh (triangle bounds only - compound shapes not supported)"
-+ * Actuator|FcurveActuator.child -> apply_to_children: boolean "Update F-Curve on all children Objects as well"
-+ * Actuator|FcurveActuator.frame_end -> frame_end: int "NO DESCRIPTION"
-+ * Actuator|FcurveActuator.frame_property -> frame_property: string "Assign the actions current frame number to this property"
-+ * Actuator|FcurveActuator.frame_start -> frame_start: int "NO DESCRIPTION"
-+ * Actuator|FcurveActuator.play_type -> play_type: enum "Specify the way you want to play the animation"
-+ * Actuator|FcurveActuator.property -> property: string "Use this property to define the F-Curve position"
-+ * Actuator|FcurveActuator.add -> use_additive: boolean "F-Curve is added to the current loc/rot/scale in global or local coordinate according to Local flag"
@@ Diff output truncated at 10240 characters. @@
More information about the Bf-blender-cvs
mailing list