blender/source/gameengine/Ketsji/KX_PyMath.cpp
Jorge Bernal 6ffc988ae3 BGE Clean-up: New EXP prefix for the BGE Expression module
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
2015-07-12 16:58:12 +02:00

216 lines
5.0 KiB
C++

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