diff options
author | Joseph Gilbert <ascotan@gmail.com> | 2005-07-14 07:34:56 +0400 |
---|---|---|
committer | Joseph Gilbert <ascotan@gmail.com> | 2005-07-14 07:34:56 +0400 |
commit | b89035906daa352ac8eae4c157c3dd6f61b7ad62 (patch) | |
tree | d3e3312fb8e282c327b6cb4f7b1f780ce299afa2 /source/blender/python/api2_2x/Bone.c | |
parent | 1bfd0eae148af20ed97992d44a66f5a6ec34571c (diff) |
Mathutils update
- also included is some fixes for preprocessor inclues and some clean up of the previous commit
-rewrite and bugfixes
----------------------------------
Here's my changelog:
-fixed Rand() so that it doesn't seed everytime and should generate better random numbers
- changed a few error return types to something more appropriate
- clean up of uninitialized variables & removal of unneccessary objects
- NMesh returns wrapped vectors now
- World returns wrapped matrices now
- Object.getEuler() and Object.getBoundingBox() return Wrapped data when data is present
- Object.getMatrix() returns wrapped data if it's worldspace, 'localspace' returns a new matrix
- Vector, Euler, Mat, Quat, call all now internally wrap object without destroying internal datablocks
- Removed memory allocation (unneeded) from all methods
- Vector's resize methods are only applicable to new vectors not wrapped data.
- Matrix(), Quat(), Euler(), Vector() now accepts ANY sequence list, including tuples, list, or a self object to copy - matrices accept multiple sequences
- Fixed Slerp() so that it now works correctly values are clamped between 0 and 1
- Euler.rotate does internal rotation now
- Slice assignment now works better for all types
- Vector * Vector and Quat * Quat are defined and return the DOT product
- Mat * Vec and Vec * Mat are defined now
- Moved #includes to .c file from headers. Also fixed prototypes in mathutils
- Added new helper functions for incref'ing to genutils
- Major cleanup of header files includes - include Mathutils.h for access to math types
- matrix.toQuat() and .toEuler() now fixed take appropriate matrix sizes
- Matrix() with no parameters now returns an identity matrix by default not a zero matrix
- printf() now prints with 6 digits instead of 4
- printf() now prints output with object descriptor
- Matrices now support [x][y] assignment (e.g. matrix[x][y] = 5.4)
- Matrix[index] = value now expectes a sequence not an integer. This will now set a ROW of the matrix through a sequence. index cannot go above the row size of the matrix.
- slice operations on matrices work with sequences now (rows of the matrix) example: mymatrix[0:2] returns a list of 2 wrapped vectors with access to the matrix data.
- slice assignment will no longer modify the data if the assignment operation fails
- fixed error in matrix * scalar multiplication
- euler.toMatrix(), toQuat() no longer causes "creep" from repeated use
- Wrapped data will generate wrapped objects when toEuler(), toQuat(), toMatrix() is used
- Quats can be created with angle/axis, axis/angle
- 4x4 matrices can be multiplied by 3D vectors (by popular demand :))
- vec *quat / quat * vec is now defined
- vec.magnitude alias for vec.length
- all self, internal methods return a pointer to self now so you can do print vector.internalmethod() or vector.internalmethod().nextmethod() (no more print matrix.inverse() returning 'none')
- these methods have been deprecated (still functioning but suggested to use the corrected functionality):
* CopyVec() - replaced by Vector() functionality
* CopyMat() - replaced by Matrix() functionality
* CopyQuat() - replace by Quaternion() functionality
* CopyEuler() - replaced by Euler() functionality
* RotateEuler() - replaced by Euler.rotate() funtionality
* MatMultVec() - replaced by matrix * vector
* VecMultMat() - replaced by vector * matrix
- New struct containers references to python object data or internally allocated blender data for wrapping
* Explaination here: math structs now function as a 'simple wrapper' or a 'py_object' - data that is created on the fly will now be a 'py_object' with its memory managed by python
* otherwise if the data is returned by blender's G.main then the math object is a 'simple wrapper' and data can be accessed directly from the struct just like other python objects.
Diffstat (limited to 'source/blender/python/api2_2x/Bone.c')
-rw-r--r-- | source/blender/python/api2_2x/Bone.c | 179 |
1 files changed, 60 insertions, 119 deletions
diff --git a/source/blender/python/api2_2x/Bone.c b/source/blender/python/api2_2x/Bone.c index 7c96a02d595..87ae85db99f 100644 --- a/source/blender/python/api2_2x/Bone.c +++ b/source/blender/python/api2_2x/Bone.c @@ -32,26 +32,30 @@ #include "Bone.h" -#include <BKE_main.h> -#include <BKE_global.h> -#include <BKE_object.h> -#include <BKE_armature.h> -#include <BKE_library.h> -#include <BLI_blenlib.h> -#include <DNA_action_types.h> -#include <DNA_armature_types.h> -#include <DNA_ipo_types.h> -#include <BIF_poseobject.h> -#include <BKE_action.h> -#include <BSE_editaction.h> -#include <BKE_constraint.h> -#include <MEM_guardedalloc.h> +#include "BKE_main.h" +#include "BKE_global.h" +#include "BKE_object.h" +#include "BKE_armature.h" +#include "BKE_library.h" +#include "BLI_blenlib.h" +#include "DNA_action_types.h" +#include "DNA_armature_types.h" +#include "DNA_ipo_types.h" +#include "BIF_poseobject.h" +#include "BKE_action.h" +#include "BSE_editaction.h" +#include "BKE_constraint.h" +#include "MEM_guardedalloc.h" +#include "BKE_utildefines.h" +#include "BLI_arithb.h" #include "constant.h" #include "gen_utils.h" #include "NLA.h" #include "quat.h" #include "matrix.h" #include "vector.h" +#include "Types.h" + //--------------------Python API function prototypes for the Bone module---- static PyObject *M_Bone_New( PyObject * self, PyObject * args ); @@ -237,7 +241,6 @@ PyObject *Bone_Init( void ) //--------------- updatePyBone------------------------------------ static int updatePyBone( BPy_Bone * self ) { - int x, y; char *parent_str = ""; if( !self->bone ) { @@ -540,45 +543,19 @@ PyObject *Bone_CreatePyObject( struct Bone * bone ) //allocate space for python vars blen_bone->name = PyMem_Malloc( 32 + 1 ); blen_bone->parent = PyMem_Malloc( 32 + 1 ); - blen_bone->head = - ( VectorObject * ) - newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), 3 ); - blen_bone->tail = - ( VectorObject * ) - newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), 3 ); - blen_bone->loc = - ( VectorObject * ) - newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), 3 ); - blen_bone->dloc = - ( VectorObject * ) - newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), 3 ); - blen_bone->size = - ( VectorObject * ) - newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), 3 ); - blen_bone->dsize = - ( VectorObject * ) - newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), 3 ); - blen_bone->quat = - ( QuaternionObject * ) - newQuaternionObject( PyMem_Malloc( 4 * sizeof( float ) ) ); - blen_bone->dquat = - ( QuaternionObject * ) - newQuaternionObject( PyMem_Malloc( 4 * sizeof( float ) ) ); - blen_bone->obmat = - ( MatrixObject * ) - newMatrixObject( PyMem_Malloc( 16 * sizeof( float ) ), 4, 4 ); - blen_bone->parmat = - ( MatrixObject * ) - newMatrixObject( PyMem_Malloc( 16 * sizeof( float ) ), 4, 4 ); - blen_bone->defmat = - ( MatrixObject * ) - newMatrixObject( PyMem_Malloc( 16 * sizeof( float ) ), 4, 4 ); - blen_bone->irestmat = - ( MatrixObject * ) - newMatrixObject( PyMem_Malloc( 16 * sizeof( float ) ), 4, 4 ); - blen_bone->posemat = - ( MatrixObject * ) - newMatrixObject( PyMem_Malloc( 16 * sizeof( float ) ), 4, 4 ); + blen_bone->head = ( VectorObject *)newVectorObject( NULL, 3, Py_NEW ); + blen_bone->tail = ( VectorObject *)newVectorObject( NULL, 3, Py_NEW ); + blen_bone->loc = ( VectorObject *)newVectorObject( NULL, 3, Py_NEW ); + blen_bone->dloc = ( VectorObject *)newVectorObject( NULL, 3, Py_NEW ); + blen_bone->size = ( VectorObject *)newVectorObject( NULL, 3, Py_NEW ); + blen_bone->dsize = ( VectorObject *)newVectorObject( NULL, 3, Py_NEW ); + blen_bone->quat = blen_bone->quat = ( QuaternionObject *)newQuaternionObject( NULL, Py_NEW ); + blen_bone->dquat = blen_bone->quat = ( QuaternionObject *)newQuaternionObject( NULL, Py_NEW ); + blen_bone->obmat = blen_bone->obmat = ( MatrixObject *)newMatrixObject( NULL, 4, 4 , Py_NEW); + blen_bone->parmat = blen_bone->obmat = ( MatrixObject *)newMatrixObject( NULL, 4, 4 , Py_NEW); + blen_bone->defmat = blen_bone->obmat = ( MatrixObject *)newMatrixObject( NULL, 4, 4 , Py_NEW); + blen_bone->irestmat = blen_bone->obmat = ( MatrixObject *)newMatrixObject( NULL, 4, 4 , Py_NEW); + blen_bone->posemat = blen_bone->obmat = ( MatrixObject *)newMatrixObject( NULL, 4, 4 , Py_NEW); if( !updatePyBone( blen_bone ) ) return EXPP_ReturnPyObjError( PyExc_AttributeError, @@ -627,45 +604,19 @@ static PyObject *M_Bone_New( PyObject * self, PyObject * args ) //allocate space for python vars py_bone->name = PyMem_Malloc( 32 + 1 ); py_bone->parent = PyMem_Malloc( 32 + 1 ); - py_bone->head = - ( VectorObject * ) - newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), 3 ); - py_bone->tail = - ( VectorObject * ) - newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), 3 ); - py_bone->loc = - ( VectorObject * ) - newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), 3 ); - py_bone->dloc = - ( VectorObject * ) - newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), 3 ); - py_bone->size = - ( VectorObject * ) - newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), 3 ); - py_bone->dsize = - ( VectorObject * ) - newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), 3 ); - py_bone->quat = - ( QuaternionObject * ) - newQuaternionObject( PyMem_Malloc( 4 * sizeof( float ) ) ); - py_bone->dquat = - ( QuaternionObject * ) - newQuaternionObject( PyMem_Malloc( 4 * sizeof( float ) ) ); - py_bone->obmat = - ( MatrixObject * ) - newMatrixObject( PyMem_Malloc( 16 * sizeof( float ) ), 4, 4 ); - py_bone->parmat = - ( MatrixObject * ) - newMatrixObject( PyMem_Malloc( 16 * sizeof( float ) ), 4, 4 ); - py_bone->defmat = - ( MatrixObject * ) - newMatrixObject( PyMem_Malloc( 16 * sizeof( float ) ), 4, 4 ); - py_bone->irestmat = - ( MatrixObject * ) - newMatrixObject( PyMem_Malloc( 16 * sizeof( float ) ), 4, 4 ); - py_bone->posemat = - ( MatrixObject * ) - newMatrixObject( PyMem_Malloc( 16 * sizeof( float ) ), 4, 4 ); + py_bone->head = ( VectorObject *)newVectorObject( NULL, 3, Py_NEW ); + py_bone->tail = ( VectorObject *)newVectorObject( NULL, 3, Py_NEW ); + py_bone->loc = ( VectorObject *)newVectorObject( NULL, 3, Py_NEW ); + py_bone->dloc = ( VectorObject *)newVectorObject( NULL, 3, Py_NEW ); + py_bone->size = ( VectorObject *)newVectorObject( NULL, 3, Py_NEW ); + py_bone->dsize = ( VectorObject *)newVectorObject( NULL, 3, Py_NEW ); + py_bone->quat = ( QuaternionObject *)newQuaternionObject( NULL, Py_NEW ); + py_bone->dquat = ( QuaternionObject *)newQuaternionObject( NULL, Py_NEW ); + py_bone->obmat = ( MatrixObject *)newMatrixObject( NULL, 4, 4 , Py_NEW); + py_bone->parmat = ( MatrixObject *)newMatrixObject( NULL, 4, 4 , Py_NEW); + py_bone->defmat = ( MatrixObject *)newMatrixObject( NULL, 4, 4 , Py_NEW); + py_bone->irestmat = ( MatrixObject *)newMatrixObject( NULL, 4, 4 , Py_NEW); + py_bone->posemat = ( MatrixObject *)newMatrixObject( NULL, 4, 4 , Py_NEW); //default py values BLI_strncpy( py_bone->name, name_str, strlen( name_str ) + 1 ); @@ -762,19 +713,17 @@ static PyObject *Bone_getWeight( BPy_Bone * self ) static PyObject *Bone_getHead( BPy_Bone * self ) { PyObject *attr = NULL; - float *vec; + float vec[3]; int x; if( !self->bone ) { //test to see if linked to armature //use python vars - vec = PyMem_Malloc( 3 * sizeof( float ) ); for( x = 0; x < 3; x++ ) vec[x] = self->head->vec[x]; - attr = ( PyObject * ) newVectorObject( vec, 3 ); + attr = ( PyObject * ) newVectorObject( vec, 3, Py_NEW ); } else { //use bone datastruct - attr = newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), - 3 ); + attr = newVectorObject( NULL, 3, Py_NEW ); ( ( VectorObject * ) attr )->vec[0] = self->bone->head[0]; ( ( VectorObject * ) attr )->vec[1] = self->bone->head[1]; ( ( VectorObject * ) attr )->vec[2] = self->bone->head[2]; @@ -790,19 +739,17 @@ static PyObject *Bone_getHead( BPy_Bone * self ) static PyObject *Bone_getTail( BPy_Bone * self ) { PyObject *attr = NULL; - float *vec; + float vec[3]; int x; if( !self->bone ) { //test to see if linked to armature //use python vars - vec = PyMem_Malloc( 3 * sizeof( float ) ); for( x = 0; x < 3; x++ ) vec[x] = self->tail->vec[x]; - attr = ( PyObject * ) newVectorObject( vec, 3 ); + attr = ( PyObject * ) newVectorObject( vec, 3, Py_NEW ); } else { //use bone datastruct - attr = newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), - 3 ); + attr = newVectorObject( NULL, 3, Py_NEW ); ( ( VectorObject * ) attr )->vec[0] = self->bone->tail[0]; ( ( VectorObject * ) attr )->vec[1] = self->bone->tail[1]; ( ( VectorObject * ) attr )->vec[2] = self->bone->tail[2]; @@ -818,19 +765,17 @@ static PyObject *Bone_getTail( BPy_Bone * self ) static PyObject *Bone_getLoc( BPy_Bone * self ) { PyObject *attr = NULL; - float *vec; + float vec[3]; int x; if( !self->bone ) { //test to see if linked to armature //use python vars - vec = PyMem_Malloc( 3 * sizeof( float ) ); for( x = 0; x < 3; x++ ) vec[x] = self->loc->vec[x]; - attr = ( PyObject * ) newVectorObject( vec, 3 ); + attr = ( PyObject * ) newVectorObject( vec, 3, Py_NEW ); } else { //use bone datastruct - attr = newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), - 3 ); + attr = newVectorObject( NULL, 3, Py_NEW ); // ( ( VectorObject * ) attr )->vec[0] = self->bone->loc[0]; // ( ( VectorObject * ) attr )->vec[1] = self->bone->loc[1]; @@ -847,19 +792,17 @@ static PyObject *Bone_getLoc( BPy_Bone * self ) static PyObject *Bone_getSize( BPy_Bone * self ) { PyObject *attr = NULL; - float *vec; + float vec[3]; int x; if( !self->bone ) { //test to see if linked to armature //use python vars - vec = PyMem_Malloc( 3 * sizeof( float ) ); for( x = 0; x < 3; x++ ) vec[x] = self->size->vec[x]; - attr = ( PyObject * ) newVectorObject( vec, 3 ); + attr = ( PyObject * ) newVectorObject( vec, 3, Py_NEW ); } else { //use bone datastruct - attr = newVectorObject( PyMem_Malloc( 3 * sizeof( float ) ), - 3 ); + attr = newVectorObject( NULL, 3, Py_NEW ); // ( ( VectorObject * ) attr )->vec[0] = self->bone->size[0]; // ( ( VectorObject * ) attr )->vec[1] = self->bone->size[1]; // ( ( VectorObject * ) attr )->vec[2] = self->bone->size[2]; @@ -875,20 +818,18 @@ static PyObject *Bone_getSize( BPy_Bone * self ) static PyObject *Bone_getQuat( BPy_Bone * self ) { PyObject *attr = NULL; - float *quat; + float quat[4]; int x; if( !self->bone ) { //test to see if linked to armature //use python vars - p.s. - you must return a copy or else //python will trash the internal var - quat = PyMem_Malloc( 4 * sizeof( float ) ); for( x = 0; x < 4; x++ ) quat[x] = self->quat->quat[x]; - attr = ( PyObject * ) newQuaternionObject( quat ); + attr = ( PyObject * ) newQuaternionObject( quat, Py_NEW ); } else { //use bone datastruct - attr = newQuaternionObject( PyMem_Malloc - ( 4 * sizeof( float ) ) ); + attr = newQuaternionObject( NULL, Py_NEW ); // ( ( QuaternionObject * ) attr )->quat[0] = self->bone->quat[0]; // ( ( QuaternionObject * ) attr )->quat[1] = self->bone->quat[1]; // ( ( QuaternionObject * ) attr )->quat[2] = self->bone->quat[2]; @@ -1697,7 +1638,7 @@ static PyObject *Bone_getRestMatrix( BPy_Bone * self, PyObject * args ) return ( EXPP_ReturnPyObjError( PyExc_AttributeError, "expected 'bonespace' or 'worldspace'" ) ); - matrix = newMatrixObject( PyMem_Malloc( 16 * sizeof( float ) ), 4, 4 ); + matrix = newMatrixObject( NULL, 4, 4 , Py_NEW); if( !self->bone ) { //test to see if linked to armature //use python vars |