6ffc988ae3
The expression module now uses an EXP prefix and it follows a distribution similar to blender. Additionally the hash function in EXP_HashedPtr.h was simplified and the files EXP_C-Api.h &.EXP_C-Api.cpp were deleted because were unused. Reviewers: campbellbarton, moguri, sybren, hg1 Projects: #game_engine Differential Revision: https://developer.blender.org/D1221
216 lines
5.0 KiB
C++
216 lines
5.0 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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* Initialize Python thingies.
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*/
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/** \file gameengine/Ketsji/KX_PyMath.cpp
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* \ingroup ketsji
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*/
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#ifdef _MSC_VER
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# pragma warning (disable:4786)
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#endif
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#ifdef WITH_PYTHON
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#include "MT_Vector3.h"
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#include "MT_Vector4.h"
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#include "MT_Matrix4x4.h"
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#include "MT_Point2.h"
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#include "EXP_ListValue.h"
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#include "EXP_Python.h"
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#include "KX_PyMath.h"
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bool PyOrientationTo(PyObject *pyval, MT_Matrix3x3 &rot, const char *error_prefix)
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{
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int size= PySequence_Size(pyval);
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if (size == 4)
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{
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MT_Quaternion qrot;
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if (PyQuatTo(pyval, qrot))
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{
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rot.setRotation(qrot);
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return true;
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}
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}
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else if (size == 3) {
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/* 3x3 matrix or euler */
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MT_Vector3 erot;
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if (PyVecTo(pyval, erot))
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{
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rot.setEuler(erot);
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return true;
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}
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PyErr_Clear();
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if (PyMatTo(pyval, rot))
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{
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return true;
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}
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}
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PyErr_Format(PyExc_TypeError, "%s, could not set the orientation from a 3x3 matrix, quaternion or euler sequence", error_prefix);
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return false;
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}
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bool PyQuatTo(PyObject *pyval, MT_Quaternion &qrot)
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{
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if (!PyVecTo(pyval, qrot))
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return false;
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/* annoying!, Blender/Mathutils have the W axis first! */
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MT_Scalar w = qrot[0]; /* from python, this is actually the W */
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qrot[0] = qrot[1];
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qrot[1] = qrot[2];
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qrot[2] = qrot[3];
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qrot[3] = w;
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return true;
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}
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PyObject *PyObjectFrom(const MT_Matrix4x4 &mat)
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{
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#ifdef USE_MATHUTILS
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float fmat[16];
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mat.getValue(fmat);
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return Matrix_CreatePyObject(fmat, 4, 4, NULL);
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#else
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PyObject *collist = PyList_New(4);
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PyObject *col;
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int i;
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for (i=0; i < 4; i++) {
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col = PyList_New(4);
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PyList_SET_ITEM(col, 0, PyFloat_FromDouble(mat[0][i]));
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PyList_SET_ITEM(col, 1, PyFloat_FromDouble(mat[1][i]));
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PyList_SET_ITEM(col, 2, PyFloat_FromDouble(mat[2][i]));
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PyList_SET_ITEM(col, 3, PyFloat_FromDouble(mat[3][i]));
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PyList_SET_ITEM(collist, i, col);
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}
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return collist;
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#endif
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}
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PyObject *PyObjectFrom(const MT_Matrix3x3 &mat)
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{
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#ifdef USE_MATHUTILS
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float fmat[9];
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mat.getValue3x3(fmat);
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return Matrix_CreatePyObject(fmat, 3, 3, NULL);
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#else
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PyObject *collist = PyList_New(3);
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PyObject *col;
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int i;
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for (i=0; i < 3; i++) {
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col = PyList_New(3);
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PyList_SET_ITEM(col, 0, PyFloat_FromDouble(mat[0][i]));
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PyList_SET_ITEM(col, 1, PyFloat_FromDouble(mat[1][i]));
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PyList_SET_ITEM(col, 2, PyFloat_FromDouble(mat[2][i]));
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PyList_SET_ITEM(collist, i, col);
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}
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return collist;
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#endif
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}
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#ifdef USE_MATHUTILS
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PyObject *PyObjectFrom(const MT_Quaternion &qrot)
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{
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/* NOTE, were re-ordering here for Mathutils compat */
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float fvec[4];
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qrot.getValue(fvec);
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return Quaternion_CreatePyObject(fvec, NULL);
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}
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#endif
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PyObject *PyObjectFrom(const MT_Tuple4 &vec)
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{
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#ifdef USE_MATHUTILS
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float fvec[4];
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vec.getValue(fvec);
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return Vector_CreatePyObject(fvec, 4, NULL);
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#else
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PyObject *list = PyList_New(4);
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PyList_SET_ITEM(list, 0, PyFloat_FromDouble(vec[0]));
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PyList_SET_ITEM(list, 1, PyFloat_FromDouble(vec[1]));
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PyList_SET_ITEM(list, 2, PyFloat_FromDouble(vec[2]));
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PyList_SET_ITEM(list, 3, PyFloat_FromDouble(vec[3]));
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return list;
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#endif
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}
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PyObject *PyObjectFrom(const MT_Tuple3 &vec)
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{
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#ifdef USE_MATHUTILS
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float fvec[3];
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vec.getValue(fvec);
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return Vector_CreatePyObject(fvec, 3, NULL);
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#else
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PyObject *list = PyList_New(3);
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PyList_SET_ITEM(list, 0, PyFloat_FromDouble(vec[0]));
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PyList_SET_ITEM(list, 1, PyFloat_FromDouble(vec[1]));
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PyList_SET_ITEM(list, 2, PyFloat_FromDouble(vec[2]));
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return list;
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#endif
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}
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PyObject *PyObjectFrom(const MT_Tuple2 &vec)
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{
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#ifdef USE_MATHUTILS
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float fvec[2];
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vec.getValue(fvec);
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return Vector_CreatePyObject(fvec, 2, NULL);
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#else
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PyObject *list = PyList_New(2);
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PyList_SET_ITEM(list, 0, PyFloat_FromDouble(vec[0]));
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PyList_SET_ITEM(list, 1, PyFloat_FromDouble(vec[1]));
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return list;
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#endif
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}
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PyObject *PyColorFromVector(const MT_Vector3 &vec)
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{
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#ifdef USE_MATHUTILS
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float fvec[3];
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vec.getValue(fvec);
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return Color_CreatePyObject(fvec, NULL);
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#else
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PyObject *list = PyList_New(3);
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PyList_SET_ITEM(list, 0, PyFloat_FromDouble(vec[0]));
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PyList_SET_ITEM(list, 1, PyFloat_FromDouble(vec[1]));
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PyList_SET_ITEM(list, 2, PyFloat_FromDouble(vec[2]));
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return list;
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#endif
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}
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#endif // WITH_PYTHON
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