blender/source/gameengine/Ketsji/KX_PyMath.cpp
Campbell Barton 3038fb1a01 [#18606] Writing to KX_GameObject.orientation causes crash
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.
2009-04-25 07:17:36 +00:00

202 lines
4.7 KiB
C++

/**
* $Id$
*
* ***** 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
#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 PyObject_IsMT_Matrix(PyObject *pymat, unsigned int rank)
{
if (!pymat)
return false;
unsigned int y;
if (PySequence_Check(pymat))
{
unsigned int rows = PySequence_Size(pymat);
if (rows != rank)
return false;
bool ismatrix = true;
for (y = 0; y < rank && ismatrix; y++)
{
PyObject *pyrow = PySequence_GetItem(pymat, y); /* new ref */
if (PySequence_Check(pyrow))
{
if (((unsigned int)PySequence_Size(pyrow)) != rank)
ismatrix = false;
} else
ismatrix = false;
Py_DECREF(pyrow);
}
return ismatrix;
}
return false;
}
bool PyOrientationTo(PyObject* pyval, MT_Matrix3x3 &rot, const char *error_prefix)
{
int size= PySequence_Size(pyval);
if (size == 4)
{
MT_Quaternion qrot;
if (PyVecTo(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;
}
PyObject* PyObjectFrom(const MT_Matrix4x4 &mat)
{
#if 0
return Py_BuildValue("[[ffff][ffff][ffff][ffff]]",
mat[0][0], mat[0][1], mat[0][2], mat[0][3],
mat[1][0], mat[1][1], mat[1][2], mat[1][3],
mat[2][0], mat[2][1], mat[2][2], mat[2][3],
mat[3][0], mat[3][1], mat[3][2], mat[3][3]);
#else
PyObject *list = PyList_New(4);
PyObject *sublist;
int i;
for(i=0; i < 4; i++) {
sublist = PyList_New(4);
PyList_SET_ITEM(sublist, 0, PyFloat_FromDouble(mat[i][0]));
PyList_SET_ITEM(sublist, 1, PyFloat_FromDouble(mat[i][1]));
PyList_SET_ITEM(sublist, 2, PyFloat_FromDouble(mat[i][2]));
PyList_SET_ITEM(sublist, 3, PyFloat_FromDouble(mat[i][3]));
PyList_SET_ITEM(list, i, sublist);
}
return list;
#endif
}
PyObject* PyObjectFrom(const MT_Matrix3x3 &mat)
{
#if 0
return Py_BuildValue("[[fff][fff][fff]]",
mat[0][0], mat[0][1], mat[0][2],
mat[1][0], mat[1][1], mat[1][2],
mat[2][0], mat[2][1], mat[2][2]);
#else
PyObject *list = PyList_New(3);
PyObject *sublist;
int i;
for(i=0; i < 3; i++) {
sublist = PyList_New(3);
PyList_SET_ITEM(sublist, 0, PyFloat_FromDouble(mat[i][0]));
PyList_SET_ITEM(sublist, 1, PyFloat_FromDouble(mat[i][1]));
PyList_SET_ITEM(sublist, 2, PyFloat_FromDouble(mat[i][2]));
PyList_SET_ITEM(list, i, sublist);
}
return list;
#endif
}
PyObject* PyObjectFrom(const MT_Tuple4 &vec)
{
#if 0
return Py_BuildValue("[ffff]",
vec[0], vec[1], vec[2], vec[3]);
#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)
{
#if 0
return Py_BuildValue("[fff]",
vec[0], vec[1], vec[2]);
#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)
{
#if 0
return Py_BuildValue("[ff]",
vec[0], vec[1]);
#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
}