Remove C++ escaping from *Py.xml templates

Now all escaping required for the C++ code generation is done when the
.cpp/.h files are generated. Previously, only newlines were escaped
automatically. This was a) inconsistent and b) leaked c++ details into
the xml data.
In addition, the escaping is now done in one central place, harmonizing
the three previous implementations.

Pre-existing c++ escape sequences in the XML files have been replaced by
their literal equivalent so that the resulting python doc sting remains
unchanged.
This commit is contained in:
Jonas Bähr
2023-08-13 23:34:20 +02:00
committed by wwmayer
parent 05df2da6b4
commit 3e68d6fd50
25 changed files with 1193 additions and 600 deletions

View File

@@ -16,42 +16,52 @@
<Documentation>
<Author Licence="LGPL" Name="Juergen Riegel" EMail="FreeCAD@juergen-riegel.net" />
<DeveloperDocu>This is the Rotation export class</DeveloperDocu>
<UserDocu>Base.Rotation class.\n
A Rotation using a quaternion.\n
The following constructors are supported:\n
<UserDocu>Base.Rotation class.
A Rotation using a quaternion.
The following constructors are supported:
Rotation()
Empty constructor.\n
Empty constructor.
Rotation(rotation)
Copy constructor.\n
Copy constructor.
Rotation(Axis, Radian)
Rotation(Axis, Degree)
Define from an axis and an angle (in radians or degrees according to the keyword).
Axis : Base.Vector
Radian : float
Degree : float\n
Degree : float
Rotation(vector_start, vector_end)
Define from two vectors (rotation from/to vector).
vector_start : Base.Vector
vector_end : Base.Vector\n
vector_end : Base.Vector
Rotation(angle1, angle2, angle3)
Define from three floats (Euler angles) as yaw-pitch-roll in XY'Z'' convention.
angle1 : float
angle2 : float
angle3 : float\n
angle3 : float
Rotation(seq, angle1, angle2, angle3)
Define from one string and three floats (Euler angles) as Euler rotation
of a given type. Call toEulerAngles() for supported sequence types.
seq : str
angle1 : float
angle2 : float
angle3 : float\n
angle3 : float
Rotation(x, y, z, w)
Define from four floats (quaternion) where the quaternion is specified as:
q = xi+yj+zk+w, i.e. the last parameter is the real part.
x : float
y : float
z : float
w : float\n
w : float
Rotation(dir1, dir2, dir3, seq)
Define from three vectors that define rotated axes directions plus an optional
3-characher string of capital letters 'X', 'Y', 'Z' that sets the order of
@@ -60,10 +70,12 @@ x is used but corrected if necessary, y is ignored).
dir1 : Base.Vector
dir2 : Base.Vector
dir3 : Base.Vector
seq : str\n
seq : str
Rotation(matrix)
Define from a matrix rotation in the 4D representation.
matrix : Base.Matrix\n
matrix : Base.Matrix
Rotation(*coef)
Define from 16 or 9 elements which represent the rotation in the 4D matrix
representation or in the 3D matrix representation, respectively.
@@ -71,68 +83,91 @@ coef : sequence of float</UserDocu>
</Documentation>
<Methode Name="invert">
<Documentation>
<UserDocu>invert() -> None\n
<UserDocu>invert() -> None
Sets the rotation to its inverse.</UserDocu>
</Documentation>
</Methode>
<Methode Name="inverted">
<Documentation>
<UserDocu>inverted() -> Base.Rotation\n
<UserDocu>inverted() -> Base.Rotation
Returns the inverse of the rotation.</UserDocu>
</Documentation>
</Methode>
<Methode Name="isSame">
<Documentation>
<UserDocu>isSame(rotation, tol=0) -> bool\n
Checks if `rotation` perform the same transformation as this rotation.\n
<UserDocu>isSame(rotation, tol=0) -> bool
Checks if `rotation` perform the same transformation as this rotation.
rotation : Base.Rotation
tol : float\n Tolerance used to compare both rotations.
tol : float
Tolerance used to compare both rotations.
If tol is negative or zero, no tolerance is used.</UserDocu>
</Documentation>
</Methode>
<Methode Name="multiply" Const="true">
<Documentation>
<UserDocu>multiply(rotation) -> Base.Rotation\n
Right multiply this rotation with another rotation.\n
rotation : Base.Rotation\n Rotation by which to multiply this rotation.</UserDocu>
<UserDocu>multiply(rotation) -> Base.Rotation
Right multiply this rotation with another rotation.
rotation : Base.Rotation
Rotation by which to multiply this rotation.</UserDocu>
</Documentation>
</Methode>
<Methode Name="multVec" Const="true">
<Documentation>
<UserDocu>multVec(vector) -> Base.Vector\n
Compute the transformed vector using the rotation.\n
vector : Base.Vector\n Vector to be transformed.</UserDocu>
<UserDocu>multVec(vector) -> Base.Vector
Compute the transformed vector using the rotation.
vector : Base.Vector
Vector to be transformed.</UserDocu>
</Documentation>
</Methode>
<Methode Name="slerp" Const="true">
<Documentation>
<UserDocu>slerp(rotation2, t) -> Base.Rotation\n
Spherical Linear Interpolation (SLERP) of this rotation and `rotation2`.\n
t : float\n Parameter of the path. t=0 returns this rotation, t=1 returns `rotation2`.</UserDocu>
<UserDocu>slerp(rotation2, t) -> Base.Rotation
Spherical Linear Interpolation (SLERP) of this rotation and `rotation2`.
t : float
Parameter of the path. t=0 returns this rotation, t=1 returns `rotation2`.</UserDocu>
</Documentation>
</Methode>
<Methode Name="setYawPitchRoll">
<Documentation>
<UserDocu>setYawPitchRoll(angle1, angle2, angle3) -> None\n
Set the Euler angles of this rotation as yaw-pitch-roll in XY'Z'' convention.\n
angle1 : float\n Angle around yaw axis in degrees.
angle2 : float\n Angle around pitch axis in degrees.
angle3 : float\n Angle around roll axis in degrees.</UserDocu>
<UserDocu>setYawPitchRoll(angle1, angle2, angle3) -> None
Set the Euler angles of this rotation as yaw-pitch-roll in XY'Z'' convention.
angle1 : float
Angle around yaw axis in degrees.
angle2 : float
Angle around pitch axis in degrees.
angle3 : float
Angle around roll axis in degrees.</UserDocu>
</Documentation>
</Methode>
<Methode Name="getYawPitchRoll" Const="true">
<Documentation>
<UserDocu>getYawPitchRoll() -> tuple\n
<UserDocu>getYawPitchRoll() -> tuple
Get the Euler angles of this rotation as yaw-pitch-roll in XY'Z'' convention.
The angles are given in degrees.</UserDocu>
</Documentation>
</Methode>
<Methode Name="setEulerAngles">
<Documentation>
<UserDocu>setEulerAngles(seq, angle1, angle2, angle3) -> None\n
<UserDocu>setEulerAngles(seq, angle1, angle2, angle3) -> None
Set the Euler angles in a given sequence for this rotation.
The angles must be given in degrees.\n
seq : str\n Euler sequence name. All possible values given by toEulerAngles().
The angles must be given in degrees.
seq : str
Euler sequence name. All possible values given by toEulerAngles().
angle1 : float
angle2 : float
angle3 : float </UserDocu>
@@ -140,29 +175,36 @@ angle3 : float </UserDocu>
</Methode>
<Methode Name="toEulerAngles" Const="true">
<Documentation>
<UserDocu>toEulerAngles(seq) -> list\n
Get the Euler angles in a given sequence for this rotation.\n
seq : str\n Euler sequence name. If not given, the function returns
<UserDocu>toEulerAngles(seq) -> list
Get the Euler angles in a given sequence for this rotation.
seq : str
Euler sequence name. If not given, the function returns
all possible values of `seq`. Optional.</UserDocu>
</Documentation>
</Methode>
<Methode Name="toMatrix" Const="true">
<Documentation>
<UserDocu>toMatrix() -> Base.Matrix\n
<UserDocu>toMatrix() -> Base.Matrix
Convert the rotation to a 4D matrix representation.</UserDocu>
</Documentation>
</Methode>
<Methode Name="isNull" Const="true">
<Documentation>
<UserDocu>isNull() -> bool\n
<UserDocu>isNull() -> bool
Returns True if all values in the quaternion representation are zero.</UserDocu>
</Documentation>
</Methode>
<Methode Name="isIdentity" Const="true">
<Documentation>
<UserDocu>isIdentity(tol=0) -> bool\n
<UserDocu>isIdentity(tol=0) -> bool
Returns True if the rotation equals the 4D identity matrix.
tol : float\n Tolerance used to check for identity.
tol : float
Tolerance used to check for identity.
If tol is negative or zero, no tolerance is used.</UserDocu>
</Documentation>
</Methode>