forked from bartvdbraak/blender
3038fb1a01
Own bug, conversion function to get an orientation from python - PyOrientationTo() ignored user input completely :| (breaking the orientation attribute) Also made KX_GameObject worldOrientation writable and minor doc fixes.
202 lines
4.7 KiB
C++
202 lines
4.7 KiB
C++
/**
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* $Id$
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*
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#ifdef WIN32
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#pragma warning (disable : 4786)
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#endif //WIN32
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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 "ListValue.h"
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#include "KX_Python.h"
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#include "KX_PyMath.h"
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bool PyObject_IsMT_Matrix(PyObject *pymat, unsigned int rank)
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{
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if (!pymat)
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return false;
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unsigned int y;
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if (PySequence_Check(pymat))
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{
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unsigned int rows = PySequence_Size(pymat);
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if (rows != rank)
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return false;
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bool ismatrix = true;
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for (y = 0; y < rank && ismatrix; y++)
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{
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PyObject *pyrow = PySequence_GetItem(pymat, y); /* new ref */
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if (PySequence_Check(pyrow))
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{
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if (((unsigned int)PySequence_Size(pyrow)) != rank)
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ismatrix = false;
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} else
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ismatrix = false;
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Py_DECREF(pyrow);
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}
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return ismatrix;
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}
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return false;
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}
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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 (PyVecTo(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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PyObject* PyObjectFrom(const MT_Matrix4x4 &mat)
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{
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#if 0
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return Py_BuildValue("[[ffff][ffff][ffff][ffff]]",
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mat[0][0], mat[0][1], mat[0][2], mat[0][3],
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mat[1][0], mat[1][1], mat[1][2], mat[1][3],
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mat[2][0], mat[2][1], mat[2][2], mat[2][3],
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mat[3][0], mat[3][1], mat[3][2], mat[3][3]);
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#else
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PyObject *list = PyList_New(4);
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PyObject *sublist;
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int i;
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for(i=0; i < 4; i++) {
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sublist = PyList_New(4);
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PyList_SET_ITEM(sublist, 0, PyFloat_FromDouble(mat[i][0]));
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PyList_SET_ITEM(sublist, 1, PyFloat_FromDouble(mat[i][1]));
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PyList_SET_ITEM(sublist, 2, PyFloat_FromDouble(mat[i][2]));
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PyList_SET_ITEM(sublist, 3, PyFloat_FromDouble(mat[i][3]));
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PyList_SET_ITEM(list, i, sublist);
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}
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return list;
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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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#if 0
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return Py_BuildValue("[[fff][fff][fff]]",
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mat[0][0], mat[0][1], mat[0][2],
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mat[1][0], mat[1][1], mat[1][2],
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mat[2][0], mat[2][1], mat[2][2]);
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#else
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PyObject *list = PyList_New(3);
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PyObject *sublist;
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int i;
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for(i=0; i < 3; i++) {
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sublist = PyList_New(3);
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PyList_SET_ITEM(sublist, 0, PyFloat_FromDouble(mat[i][0]));
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PyList_SET_ITEM(sublist, 1, PyFloat_FromDouble(mat[i][1]));
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PyList_SET_ITEM(sublist, 2, PyFloat_FromDouble(mat[i][2]));
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PyList_SET_ITEM(list, i, sublist);
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}
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return list;
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#endif
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}
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PyObject* PyObjectFrom(const MT_Tuple4 &vec)
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{
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#if 0
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return Py_BuildValue("[ffff]",
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vec[0], vec[1], vec[2], vec[3]);
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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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#if 0
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return Py_BuildValue("[fff]",
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vec[0], vec[1], vec[2]);
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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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#if 0
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return Py_BuildValue("[ff]",
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vec[0], vec[1]);
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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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