blender/source/gameengine/Ketsji/KX_PyMath.cpp

198 lines
4.7 KiB
C++
Raw Normal View History

/**
* $Id$
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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.
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
#pragma warning (disable : 4786)
#endif //WIN32
#ifndef DISABLE_PYTHON
#include "MT_Vector3.h"
#include "MT_Vector4.h"
#include "MT_Matrix4x4.h"
#include "MT_Point2.h"
#include "ListValue.h"
#include "KX_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 newMatrixObject(fmat, 4, 4, Py_NEW, 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 newMatrixObject(fmat, 3, 3, Py_NEW, 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[3], qrot[0], qrot[1], qrot[2]};
return newQuaternionObject(fvec, Py_NEW, NULL);
}
#endif
PyObject* PyObjectFrom(const MT_Tuple4 &vec)
{
#ifdef USE_MATHUTILS
float fvec[4]= {vec[0], vec[1], vec[2], vec[3]};
return newVectorObject(fvec, 4, Py_NEW, 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[0], vec[1], vec[2]};
return newVectorObject(fvec, 3, Py_NEW, 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[0], vec[1]};
return newVectorObject(fvec, 2, Py_NEW, 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
}
#endif // DISABLE_PYTHON