Added GameLogic.Mathutils so Mathutils and its types can be accessed from blenderplayer.

also changed importText so it dosnt do a malloc
This commit is contained in:
Campbell Barton 2008-08-05 09:35:46 +00:00
parent 9e968cea47
commit cd1d46c61d
7 changed files with 46 additions and 33 deletions

@ -117,10 +117,14 @@ float BPY_pydriver_eval(struct IpoDriver *driver)
{
return 0;
}
/*
int EXPP_dict_set_item_str(struct PyObject *dict, char *key, struct PyObject *value)
{
return 0;
}
*/
void Node_SetStack(struct BPy_Node *self, struct bNodeStack **stack, int type){}
void InitNode(struct BPy_Node *self, struct bNode *node){}
void Node_SetShi(struct BPy_Node *self, struct ShadeInput *shi){}

@ -163,7 +163,7 @@ PyObject *RunPython( Text * text, PyObject * globaldict );
PyObject *CreateGlobalDictionary( void );
void ReleaseGlobalDictionary( PyObject * dict );
void DoAllScriptsFromList( ListBase * list, short event );
PyObject *importText( char *name );
static PyObject *importText( char *name );
void init_ourImport( void );
void init_ourReload( void );
PyObject *blender_import( PyObject * self, PyObject * args );
@ -1104,12 +1104,10 @@ int BPY_menu_do_python( short menutype, int event )
*****************************************************************************/
void BPY_free_compiled_text( struct Text *text )
{
if( !text->compiled )
return;
Py_DECREF( ( PyObject * ) text->compiled );
text->compiled = NULL;
return;
if( text->compiled ) {
Py_DECREF( ( PyObject * ) text->compiled );
text->compiled = NULL;
}
}
/*****************************************************************************
@ -2780,48 +2778,38 @@ void DoAllScriptsFromList( ListBase * list, short event )
return;
}
PyObject *importText( char *name )
static PyObject *importText( char *name )
{
Text *text;
char *txtname;
char txtname[22]; /* 21+NULL */
char *buf = NULL;
int namelen = strlen( name );
txtname = malloc( namelen + 3 + 1 );
if( !txtname )
return NULL;
if (namelen>21-3) return NULL; /* we know this cant be importable, the name is too long for blender! */
memcpy( txtname, name, namelen );
memcpy( &txtname[namelen], ".py", 4 );
text = ( Text * ) & ( G.main->text.first );
while( text ) {
for(text = G.main->text.first; text; text = text->id.next) {
if( !strcmp( txtname, text->id.name+2 ) )
break;
text = text->id.next;
}
if( !text ) {
free( txtname );
if( !text )
return NULL;
}
if( !text->compiled ) {
buf = txt_to_buf( text );
text->compiled =
Py_CompileString( buf, text->id.name+2, Py_file_input );
text->compiled = Py_CompileString( buf, text->id.name+2, Py_file_input );
MEM_freeN( buf );
if( PyErr_Occurred( ) ) {
PyErr_Print( );
BPY_free_compiled_text( text );
free( txtname );
return NULL;
}
}
free( txtname );
return PyImport_ExecCodeModule( name, text->compiled );
}

@ -1074,7 +1074,7 @@ void M_Blender_Init(void)
PyDict_SetItemString(dict, "Material", Material_Init());
PyDict_SetItemString(dict, "Mesh", Mesh_Init());
PyDict_SetItemString(dict, "Metaball", Metaball_Init());
PyDict_SetItemString(dict, "Mathutils", Mathutils_Init());
PyDict_SetItemString(dict, "Mathutils", Mathutils_Init("Blender.Mathutils"));
PyDict_SetItemString(dict, "Geometry", Geometry_Init());
PyDict_SetItemString(dict, "Modifier", Modifier_Init());
PyDict_SetItemString(dict, "NMesh", NMesh_Init());

@ -106,8 +106,9 @@ struct PyMethodDef M_Mathutils_methods[] = {
{"Point", (PyCFunction) M_Mathutils_Point, METH_VARARGS, M_Mathutils_Point_doc},
{NULL, NULL, 0, NULL}
};
//----------------------------MODULE INIT-------------------------
PyObject *Mathutils_Init(void)
/*----------------------------MODULE INIT-------------------------*/
/* from can be Blender.Mathutils or GameLogic.Mathutils for the BGE */
PyObject *Mathutils_Init(char *from)
{
PyObject *submodule;
@ -125,8 +126,7 @@ PyObject *Mathutils_Init(void)
if( PyType_Ready( &quaternion_Type ) < 0 )
return NULL;
submodule = Py_InitModule3("Blender.Mathutils",
M_Mathutils_methods, M_Mathutils_doc);
submodule = Py_InitModule3(from, M_Mathutils_methods, M_Mathutils_doc);
return (submodule);
}
//-----------------------------METHODS----------------------------

@ -38,7 +38,7 @@
#include "euler.h"
#include "point.h"
PyObject *Mathutils_Init( void );
PyObject *Mathutils_Init( char * from );
PyObject *row_vector_multiplication(VectorObject* vec, MatrixObject * mat);
PyObject *column_vector_multiplication(MatrixObject * mat, VectorObject* vec);
PyObject *row_point_multiplication(PointObject* pt, MatrixObject * mat);

@ -62,6 +62,10 @@
#include "KX_PyMath.h"
extern "C" {
#include "Mathutils.h" // Blender.Mathutils module copied here so the blenderlayer can use.
}
#include "PHY_IPhysicsEnvironment.h"
// FIXME: Enable for access to blender python modules. This is disabled because
// python has dependencies on a lot of other modules and is a pain to link.
@ -733,7 +737,10 @@ PyObject* initGameLogic(KX_Scene* scene) // quick hack to get gravity hook
ErrorObject = PyString_FromString("GameLogic.error");
PyDict_SetItemString(d, "error", ErrorObject);
// Add Blender.Mathutils module, duplicate code :/
PyDict_SetItemString(d, "Mathutils", Mathutils_Init("GameLogic.Mathutils"));
// XXXX Add constants here
/* To use logic bricks, we need some sort of constants. Here, we associate */
/* constants and sumbolic names. Add them to dictionary d. */

@ -5,7 +5,21 @@ Import ('env')
sources = env.Glob('*.cpp')
incs = '. #source/kernel/gen_system #intern/string #intern/guardedalloc'
# Mathutils C files.
sources.extend([\
'#source/blender/python/api2_2x/Mathutils.c',\
'#source/blender/python/api2_2x/constant.c',\
'#source/blender/python/api2_2x/euler.c',\
'#source/blender/python/api2_2x/gen_utils.c',\
'#source/blender/python/api2_2x/matrix.c',\
'#source/blender/python/api2_2x/point.c',\
'#source/blender/python/api2_2x/quat.c',\
'#source/blender/python/api2_2x/vector.c',\
])
incs = '. #source/blender/python/api2_2x' # Only for Mathutils! - no other deps
incs += ' #source/kernel/gen_system #intern/string #intern/guardedalloc'
incs += ' #source/gameengine/Rasterizer/RAS_OpenGLRasterizer #intern/bmfont'
incs += ' #intern/SoundSystem #intern/SoundSystem/include #intern/SoundSystem/openal'
incs += ' #intern/SoundSystem/dummy #intern/SoundSystem/intern #source/gameengine/Converter'