Assignment to KX_GameObject localOrientation and
worldOrientation matrices was assuming row-major matrix
although reading these matrices was returning a column-major
MathUtils object.
The faulty function (PyMatTo) is fixed and all matrices
in python are now assumed column-major.
This function is also used in the following methods:
BL_Shader.setUniformMatrix4()
BL_Shader.setUniformMatrix3()
(No change in scripts if you didn't specify the optional
transpose parameter: the default value is changed so
that column-major matrices are assumed as before.)
KX_Camera.projection_matrix
(assignement to this attribute now requires a column-major
matrix and you must fix your script if you were setting
a value to this attribute.)
Adding a UI to set the type on startup can be added easily.
# ----
class myPlayer(GameTypes.KX_GameObject):
def die(self):
# ... do stuff ...
self.endObject()
# make an instance
player = myPlayer(gameOb) # gameOb is made invalid now.
player.die()
# ----
One limitation (which could also be an advantage), is making the subclass instance will return that subclass everywhere, you cant have 2 different subclasses of the same BGE data at once.
Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998)
* Use python subclasses rather then having fake subclassing through get/set attributes calling parent types.
* PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type.
* GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop']
* remove each class's get/set/dir functions.
* remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python.
* remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases.
* remove PyTypeObject that was being passed as the last argument to each class (the parent classes too).
TODO -
* Light and VertexProxy need to be converted to using attributes.
* memory for getset arrays is never freed, not that bad since its will only allocates once.
* all mathutils types now have optional callbacks
* PyRNA returns mathutils quat and euler types automatically when they have the rotation subtype.
* PyRNA, reuse the BPy_StructRNA PyObject rather name making a new one for each function returned.
* use more arithb.c functions for Mathutils quaternion type (less inline cruft).
* BGE Mathutils integration mostly finished- KX_PyMath now converts to Mathutils types rather then lists.
* make all mathutils types share the same header so they can share a number of functions - dealloc, getWrapped, getOwner.
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD
Notes:
* Game and sequencer RNA, and sequencer header are now out of date
a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
not needed anymore.
* Fix "duplicate strip" always increase the user count for ipo.
* IPO pinning on sequencer strips was lost during Undo.
- initialize pythons sys.argv in the blenderplayer
- ignore all arguments after a single " - " in the blenderplayer (like in blender), so args can be passed to the game.
- add a utility function PyOrientationTo() - to take a Py euler, quat or 3x3 matrix and convert into a C++ MT_Matrix3x3.
- add utility function ConvertPythonToMesh to get a RAS_MeshObject from a KX_MeshProxy or a name.
- Added error prefix arguments to ConvertPythonToGameObject, ConvertPythonToMesh and PyOrientationTo so the error messages can include what function they came from.
- deprecated brick.getOwner() for the "owner" attribute.
- More verbose error messages.
- BL_Shader wasnt setting error messages on some errors
- FilterNormal depth attribute was checking for float which is bad because scripts often expect ints assigned to float attributes.
- Added a check to PyVecTo for a tuple rather then always using a generic python sequence. On my system this is over 2x faster with an optmized build.
* fixed segfaults in CListValue.index(val) and CListValue.count(val) when the pyTypes could not be converted into a CValue.
* added scene.objects to replace scene.getObjectList()
* added function names to PyArg_ParseTuple() so errors will include the function names
* removed cases of PyArg_ParseTuple(args,"O",&pyobj) where METH_O ensures a single argument.
* Made PyObjectFrom use ugly python api rather then Py_BuildValue(), approx %40 speedup for functions that return Python vector and matrix types like ob.orientation.
Reenabled the setScript/getScript methods for python controller bricks.
Set the ray source point to MouseFocusSensor.getRaySource works.
Added: Python -> MT_Quaternion
MT_Matrix4x4, MT_Matrix3x3, MT_Vector3, MT_Point3 -> Python
Correct transform of frustum bound sphere centre point to world coordinates