[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. @@




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