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blender-archive/source/blender/python/api2_2x/Scene.c

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/*
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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.
*
* This is a new part of Blender.
*
BPython: bug fixes / patches from trackers (excuse me for not committing earlier) Patches by Ken Hughes (thanks for all bug fixes!): 1) Setting a scene's MapOld and MapNew values in python does nothing: bug #2566 submitted by Dominic Agoro-Ombaka (dmao): https://projects.blender.org/tracker/?func=detail&aid=2566&group_id=9&atid=125 patch #2571: https://projects.blender.org/tracker/index.php?func=detail&aid=2571&group_id=9&atid=127 2) Calling the file selector after setting the progress bar crashes Blender: bug #2418 submitted by Alessandro Garosi (brandano): https://projects.blender.org/tracker/?func=detail&aid=2418&group_id=9&atid=125 patch #2568: https://projects.blender.org/tracker/index.php?func=detail&aid=2568&group_id=9&atid=127 3) Menus always generate same event when canceled: bug #2429 submitted by Campbell Barton: https://projects.blender.org/tracker/?func=detail&aid=2429&group_id=9&atid=125 patch #2579: https://projects.blender.org/tracker/?func=detail&aid=2579&group_id=9&atid=127 4) Add a vertex to a mesh with groups using a script and then edit that mesh hangs blender: bug #2211 reported by German Alonso Tamayo (servivo): https://projects.blender.org/tracker/index.php?func=detail&aid=2211&group_id=9&atid=125 patch #2580 #https://projects.blender.org/tracker/index.php?func=detail&aid=2580&group_id=9&atid=127 About bug #2033, I'm still looking at it, committing a small fix now. ===== Patches by Campbell Barton (thanks!): #2482: BGL pydocs fix broken links https://projects.blender.org/tracker/index.php?func=detail&aid=2482&group_id=9&atid=127 #2426: Large text in Draw.Text and Draw.GetStreingWidth https://projects.blender.org/tracker/index.php?func=detail&aid=2462&group_id=9&atid=127 #2521: scene.getActiveObject() https://projects.blender.org/tracker/index.php?func=detail&aid=2521&group_id=9&atid=127 #2523: NMesh.GetNames() https://projects.blender.org/tracker/index.php?func=detail&aid=2523&group_id=9&atid=127 - docs also updated
2005-05-20 05:14:03 +00:00
* Contributor(s): Willian P. Germano, Jacques Guignot, Joseph Gilbert,
* Campbell Barton, Ken Hughes
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
struct View3D;
#include "Scene.h" /*This must come first */
#include "BKE_global.h"
#include "BKE_main.h"
#include "MEM_guardedalloc.h" /* for MEM_callocN */
#include "DNA_space_types.h" /* SPACE_VIEW3D, SPACE_SEQ */
#include "DNA_screen_types.h"
#include "DNA_userdef_types.h" /* U.userdefs */
#include "DNA_object_types.h" /* SceneObSeq_new */
#include "BKE_depsgraph.h"
#include "BKE_library.h"
#include "BKE_scene.h"
#include "BKE_font.h"
#include "BKE_idprop.h"
#include "BLI_blenlib.h" /* only for SceneObSeq_new */
#include "BSE_drawview.h" /* for play_anim */
#include "BSE_headerbuttons.h" /* for copy_scene */
#include "BIF_drawscene.h" /* for set_scene */
#include "BIF_space.h" /* for copy_view3d_lock() */
#include "BIF_screen.h" /* curarea */
#include "BDR_editobject.h" /* free_and_unlink_base() */
#include "mydevice.h" /* for #define REDRAW */
#include "DNA_view3d_types.h"
/* python types */
#include "Object.h"
#include "Camera.h"
/* only for SceneObSeq_new */
#include "BKE_material.h"
#include "BLI_arithb.h"
#include "Armature.h"
#include "Lamp.h"
#include "Curve.h"
#include "NMesh.h"
#include "Mesh.h"
#include "Lattice.h"
#include "Metaball.h"
#include "IDProp.h"
#include "Text3d.h"
#include "gen_utils.h"
#include "sceneRender.h"
#include "sceneRadio.h"
2005-08-05 17:47:48 +00:00
#include "sceneTimeLine.h"
PyObject *M_Object_Get( PyObject * self, PyObject * args ); /* from Object.c */
/* checks for the scene being removed */
#define SCENE_DEL_CHECK_PY(bpy_scene) if (!(bpy_scene->scene)) return ( EXPP_ReturnPyObjError( PyExc_RuntimeError, "Scene has been removed" ) )
#define SCENE_DEL_CHECK_INT(bpy_scene) if (!(bpy_scene->scene)) return ( EXPP_ReturnIntError( PyExc_RuntimeError, "Scene has been removed" ) )
enum obj_consts {
EXPP_OBSEQ_NORMAL = 0,
EXPP_OBSEQ_SELECTED,
EXPP_OBSEQ_CONTEXT,
};
/*-----------------------Python API function prototypes for the Scene module--*/
static PyObject *M_Scene_New( PyObject * self, PyObject * args,
PyObject * keywords );
static PyObject *M_Scene_Get( PyObject * self, PyObject * args );
static PyObject *M_Scene_GetCurrent( PyObject * self );
static PyObject *M_Scene_getCurrent_deprecated( PyObject * self );
static PyObject *M_Scene_Unlink( PyObject * self, PyObject * arg );
/*-----------------------Scene module doc strings-----------------------------*/
static char M_Scene_doc[] = "The Blender.Scene submodule";
static char M_Scene_New_doc[] =
"(name = 'Scene') - Create a new Scene called 'name' in Blender.";
static char M_Scene_Get_doc[] =
"(name = None) - Return the scene called 'name'. If 'name' is None, return a list with all Scenes.";
static char M_Scene_GetCurrent_doc[] =
"() - Return the currently active Scene in Blender.";
static char M_Scene_Unlink_doc[] =
"(scene) - Unlink (delete) scene 'Scene' from Blender. (scene) is of type Blender scene.";
/*----------------------Scene module method def----------------------------*/
struct PyMethodDef M_Scene_methods[] = {
{"New", ( PyCFunction ) M_Scene_New, METH_VARARGS | METH_KEYWORDS,
M_Scene_New_doc},
{"Get", M_Scene_Get, METH_VARARGS, M_Scene_Get_doc},
{"get", M_Scene_Get, METH_VARARGS, M_Scene_Get_doc},
{"GetCurrent", ( PyCFunction ) M_Scene_GetCurrent,
METH_NOARGS, M_Scene_GetCurrent_doc},
{"getCurrent", ( PyCFunction ) M_Scene_getCurrent_deprecated,
METH_NOARGS, M_Scene_GetCurrent_doc},
{"Unlink", M_Scene_Unlink, METH_VARARGS, M_Scene_Unlink_doc},
{"unlink", M_Scene_Unlink, METH_VARARGS, M_Scene_Unlink_doc},
{NULL, NULL, 0, NULL}
};
/*-----------------------BPy_Scene method declarations--------------------*/
static PyObject *Scene_getName( BPy_Scene * self );
static PyObject *Scene_setName( BPy_Scene * self, PyObject * arg );
static PyObject *Scene_getLayers( BPy_Scene * self );
static PyObject *Scene_setLayers( BPy_Scene * self, PyObject * arg );
static PyObject *Scene_setLayersMask( BPy_Scene * self, PyObject * arg );
static PyObject *Scene_copy( BPy_Scene * self, PyObject * arg );
static PyObject *Scene_makeCurrent( BPy_Scene * self );
static PyObject *Scene_update( BPy_Scene * self, PyObject * args );
static PyObject *Scene_link( BPy_Scene * self, PyObject * args );
static PyObject *Scene_unlink( BPy_Scene * self, PyObject * args );
static PyObject *Scene_getChildren( BPy_Scene * self );
BPython: bug fixes / patches from trackers (excuse me for not committing earlier) Patches by Ken Hughes (thanks for all bug fixes!): 1) Setting a scene's MapOld and MapNew values in python does nothing: bug #2566 submitted by Dominic Agoro-Ombaka (dmao): https://projects.blender.org/tracker/?func=detail&aid=2566&group_id=9&atid=125 patch #2571: https://projects.blender.org/tracker/index.php?func=detail&aid=2571&group_id=9&atid=127 2) Calling the file selector after setting the progress bar crashes Blender: bug #2418 submitted by Alessandro Garosi (brandano): https://projects.blender.org/tracker/?func=detail&aid=2418&group_id=9&atid=125 patch #2568: https://projects.blender.org/tracker/index.php?func=detail&aid=2568&group_id=9&atid=127 3) Menus always generate same event when canceled: bug #2429 submitted by Campbell Barton: https://projects.blender.org/tracker/?func=detail&aid=2429&group_id=9&atid=125 patch #2579: https://projects.blender.org/tracker/?func=detail&aid=2579&group_id=9&atid=127 4) Add a vertex to a mesh with groups using a script and then edit that mesh hangs blender: bug #2211 reported by German Alonso Tamayo (servivo): https://projects.blender.org/tracker/index.php?func=detail&aid=2211&group_id=9&atid=125 patch #2580 #https://projects.blender.org/tracker/index.php?func=detail&aid=2580&group_id=9&atid=127 About bug #2033, I'm still looking at it, committing a small fix now. ===== Patches by Campbell Barton (thanks!): #2482: BGL pydocs fix broken links https://projects.blender.org/tracker/index.php?func=detail&aid=2482&group_id=9&atid=127 #2426: Large text in Draw.Text and Draw.GetStreingWidth https://projects.blender.org/tracker/index.php?func=detail&aid=2462&group_id=9&atid=127 #2521: scene.getActiveObject() https://projects.blender.org/tracker/index.php?func=detail&aid=2521&group_id=9&atid=127 #2523: NMesh.GetNames() https://projects.blender.org/tracker/index.php?func=detail&aid=2523&group_id=9&atid=127 - docs also updated
2005-05-20 05:14:03 +00:00
static PyObject *Scene_getActiveObject(BPy_Scene *self);
static PyObject *Scene_getCurrentCamera( BPy_Scene * self );
static PyObject *Scene_setCurrentCamera( BPy_Scene * self, PyObject * args );
static PyObject *Scene_getRenderingContext( BPy_Scene * self );
static PyObject *Scene_getRadiosityContext( BPy_Scene * self );
static PyObject *Scene_getScriptLinks( BPy_Scene * self, PyObject * args );
static PyObject *Scene_addScriptLink( BPy_Scene * self, PyObject * args );
static PyObject *Scene_clearScriptLinks( BPy_Scene * self, PyObject * args );
static PyObject *Scene_play( BPy_Scene * self, PyObject * args );
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static PyObject *Scene_getTimeLine( BPy_Scene * self );
static PyObject *Scene_getObjects( BPy_Scene * self );
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/*internal*/
static void Scene_dealloc( BPy_Scene * self );
static int Scene_setAttr( BPy_Scene * self, char *name, PyObject * v );
static int Scene_compare( BPy_Scene * a, BPy_Scene * b );
static PyObject *Scene_getAttr( BPy_Scene * self, char *name );
static PyObject *Scene_repr( BPy_Scene * self );
/*object seq*/
static PyObject *SceneObSeq_CreatePyObject( BPy_Scene *self, Base *iter, int mode);
/*-----------------------BPy_Scene method def------------------------------*/
static PyMethodDef BPy_Scene_methods[] = {
/* name, method, flags, doc */
{"getName", ( PyCFunction ) Scene_getName, METH_NOARGS,
"() - Return Scene name"},
{"setName", ( PyCFunction ) Scene_setName, METH_VARARGS,
"(str) - Change Scene name"},
{"getLayers", ( PyCFunction ) Scene_getLayers, METH_NOARGS,
BPython: bug fixes / patches from trackers (excuse me for not committing earlier) Patches by Ken Hughes (thanks for all bug fixes!): 1) Setting a scene's MapOld and MapNew values in python does nothing: bug #2566 submitted by Dominic Agoro-Ombaka (dmao): https://projects.blender.org/tracker/?func=detail&aid=2566&group_id=9&atid=125 patch #2571: https://projects.blender.org/tracker/index.php?func=detail&aid=2571&group_id=9&atid=127 2) Calling the file selector after setting the progress bar crashes Blender: bug #2418 submitted by Alessandro Garosi (brandano): https://projects.blender.org/tracker/?func=detail&aid=2418&group_id=9&atid=125 patch #2568: https://projects.blender.org/tracker/index.php?func=detail&aid=2568&group_id=9&atid=127 3) Menus always generate same event when canceled: bug #2429 submitted by Campbell Barton: https://projects.blender.org/tracker/?func=detail&aid=2429&group_id=9&atid=125 patch #2579: https://projects.blender.org/tracker/?func=detail&aid=2579&group_id=9&atid=127 4) Add a vertex to a mesh with groups using a script and then edit that mesh hangs blender: bug #2211 reported by German Alonso Tamayo (servivo): https://projects.blender.org/tracker/index.php?func=detail&aid=2211&group_id=9&atid=125 patch #2580 #https://projects.blender.org/tracker/index.php?func=detail&aid=2580&group_id=9&atid=127 About bug #2033, I'm still looking at it, committing a small fix now. ===== Patches by Campbell Barton (thanks!): #2482: BGL pydocs fix broken links https://projects.blender.org/tracker/index.php?func=detail&aid=2482&group_id=9&atid=127 #2426: Large text in Draw.Text and Draw.GetStreingWidth https://projects.blender.org/tracker/index.php?func=detail&aid=2462&group_id=9&atid=127 #2521: scene.getActiveObject() https://projects.blender.org/tracker/index.php?func=detail&aid=2521&group_id=9&atid=127 #2523: NMesh.GetNames() https://projects.blender.org/tracker/index.php?func=detail&aid=2523&group_id=9&atid=127 - docs also updated
2005-05-20 05:14:03 +00:00
"() - Return a list of layers int indices which are set in this scene "},
{"setLayers", ( PyCFunction ) Scene_setLayers, METH_VARARGS,
BPython: bug fixes / patches from trackers (excuse me for not committing earlier) Patches by Ken Hughes (thanks for all bug fixes!): 1) Setting a scene's MapOld and MapNew values in python does nothing: bug #2566 submitted by Dominic Agoro-Ombaka (dmao): https://projects.blender.org/tracker/?func=detail&aid=2566&group_id=9&atid=125 patch #2571: https://projects.blender.org/tracker/index.php?func=detail&aid=2571&group_id=9&atid=127 2) Calling the file selector after setting the progress bar crashes Blender: bug #2418 submitted by Alessandro Garosi (brandano): https://projects.blender.org/tracker/?func=detail&aid=2418&group_id=9&atid=125 patch #2568: https://projects.blender.org/tracker/index.php?func=detail&aid=2568&group_id=9&atid=127 3) Menus always generate same event when canceled: bug #2429 submitted by Campbell Barton: https://projects.blender.org/tracker/?func=detail&aid=2429&group_id=9&atid=125 patch #2579: https://projects.blender.org/tracker/?func=detail&aid=2579&group_id=9&atid=127 4) Add a vertex to a mesh with groups using a script and then edit that mesh hangs blender: bug #2211 reported by German Alonso Tamayo (servivo): https://projects.blender.org/tracker/index.php?func=detail&aid=2211&group_id=9&atid=125 patch #2580 #https://projects.blender.org/tracker/index.php?func=detail&aid=2580&group_id=9&atid=127 About bug #2033, I'm still looking at it, committing a small fix now. ===== Patches by Campbell Barton (thanks!): #2482: BGL pydocs fix broken links https://projects.blender.org/tracker/index.php?func=detail&aid=2482&group_id=9&atid=127 #2426: Large text in Draw.Text and Draw.GetStreingWidth https://projects.blender.org/tracker/index.php?func=detail&aid=2462&group_id=9&atid=127 #2521: scene.getActiveObject() https://projects.blender.org/tracker/index.php?func=detail&aid=2521&group_id=9&atid=127 #2523: NMesh.GetNames() https://projects.blender.org/tracker/index.php?func=detail&aid=2523&group_id=9&atid=127 - docs also updated
2005-05-20 05:14:03 +00:00
"(layers) - Change layers which are set in this scene\n"
"(layers) - list of integers in the range [1, 20]."},
{"copy", ( PyCFunction ) Scene_copy, METH_VARARGS,
"(duplicate_objects = 1) - Return a copy of this scene\n"
"The optional argument duplicate_objects defines how the scene\n"
"children are duplicated:\n\t0: Link Objects\n\t1: Link Object Data"
"\n\t2: Full copy\n"},
{"makeCurrent", ( PyCFunction ) Scene_makeCurrent, METH_NOARGS,
"() - Make self the current scene"},
{"update", ( PyCFunction ) Scene_update, METH_VARARGS,
"(full = 0) - Update scene self.\n"
"full = 0: sort the base list of objects."
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
"full = 1: full update -- also regroups, does ipos, keys"},
{"link", ( PyCFunction ) Scene_link, METH_VARARGS,
"(obj) - Link Object obj to this scene"},
{"unlink", ( PyCFunction ) Scene_unlink, METH_VARARGS,
"(obj) - Unlink Object obj from this scene"},
{"getChildren", ( PyCFunction ) Scene_getChildren, METH_NOARGS,
BPython: bug fixes / patches from trackers (excuse me for not committing earlier) Patches by Ken Hughes (thanks for all bug fixes!): 1) Setting a scene's MapOld and MapNew values in python does nothing: bug #2566 submitted by Dominic Agoro-Ombaka (dmao): https://projects.blender.org/tracker/?func=detail&aid=2566&group_id=9&atid=125 patch #2571: https://projects.blender.org/tracker/index.php?func=detail&aid=2571&group_id=9&atid=127 2) Calling the file selector after setting the progress bar crashes Blender: bug #2418 submitted by Alessandro Garosi (brandano): https://projects.blender.org/tracker/?func=detail&aid=2418&group_id=9&atid=125 patch #2568: https://projects.blender.org/tracker/index.php?func=detail&aid=2568&group_id=9&atid=127 3) Menus always generate same event when canceled: bug #2429 submitted by Campbell Barton: https://projects.blender.org/tracker/?func=detail&aid=2429&group_id=9&atid=125 patch #2579: https://projects.blender.org/tracker/?func=detail&aid=2579&group_id=9&atid=127 4) Add a vertex to a mesh with groups using a script and then edit that mesh hangs blender: bug #2211 reported by German Alonso Tamayo (servivo): https://projects.blender.org/tracker/index.php?func=detail&aid=2211&group_id=9&atid=125 patch #2580 #https://projects.blender.org/tracker/index.php?func=detail&aid=2580&group_id=9&atid=127 About bug #2033, I'm still looking at it, committing a small fix now. ===== Patches by Campbell Barton (thanks!): #2482: BGL pydocs fix broken links https://projects.blender.org/tracker/index.php?func=detail&aid=2482&group_id=9&atid=127 #2426: Large text in Draw.Text and Draw.GetStreingWidth https://projects.blender.org/tracker/index.php?func=detail&aid=2462&group_id=9&atid=127 #2521: scene.getActiveObject() https://projects.blender.org/tracker/index.php?func=detail&aid=2521&group_id=9&atid=127 #2523: NMesh.GetNames() https://projects.blender.org/tracker/index.php?func=detail&aid=2523&group_id=9&atid=127 - docs also updated
2005-05-20 05:14:03 +00:00
"() - Return list of all objects linked to this scene"},
{"getActiveObject", (PyCFunction)Scene_getActiveObject, METH_NOARGS,
"() - Return this scene's active object"},
{"getCurrentCamera", ( PyCFunction ) Scene_getCurrentCamera,
METH_NOARGS,
"() - Return current active Camera"},
{"getScriptLinks", ( PyCFunction ) Scene_getScriptLinks, METH_VARARGS,
"(eventname) - Get a list of this scene's scriptlinks (Text names) "
"of the given type\n"
"(eventname) - string: FrameChanged, OnLoad, OnSave, Redraw or Render."},
{"addScriptLink", ( PyCFunction ) Scene_addScriptLink, METH_VARARGS,
"(text, evt) - Add a new scene scriptlink.\n"
"(text) - string: an existing Blender Text name;\n"
"(evt) string: FrameChanged, OnLoad, OnSave, Redraw or Render."},
{"clearScriptLinks", ( PyCFunction ) Scene_clearScriptLinks,
METH_VARARGS,
"() - Delete all scriptlinks from this scene.\n"
"([s1<,s2,s3...>]) - Delete specified scriptlinks from this scene."},
{"setCurrentCamera", ( PyCFunction ) Scene_setCurrentCamera,
METH_VARARGS,
"() - Set the currently active Camera"},
{"getRenderingContext", ( PyCFunction ) Scene_getRenderingContext,
METH_NOARGS,
"() - Get the rendering context for the scene and return it as a BPy_RenderData"},
{"getRadiosityContext", ( PyCFunction ) Scene_getRadiosityContext,
METH_NOARGS,
"() - Get the radiosity context for this scene."},
{"play", ( PyCFunction ) Scene_play, METH_VARARGS,
"(mode = 0, win = VIEW3D) - Play realtime animation in Blender"
" (not rendered).\n"
"(mode) - int:\n"
"\t0 - keep playing in biggest given 'win';\n"
"\t1 - keep playing in all 'win', VIEW3D and SEQ windows;\n"
"\t2 - play once in biggest given 'win';\n"
"\t3 - play once in all 'win', VIEW3D and SEQ windows.\n"
"(win) - int: see Blender.Window.Types. Only these are meaningful here:"
"VIEW3D, SEQ, IPO, ACTION, NLA, SOUND. But others are also accepted, "
"since they can be used just as an interruptible timer. If 'win' is not"
"available or invalid, VIEW3D is tried, then any bigger window."
"Returns 0 for normal exit or 1 when canceled by user input."},
2005-08-05 17:47:48 +00:00
{"getTimeLine", ( PyCFunction ) Scene_getTimeLine, METH_NOARGS,
"() - Get time line of this Scene"},
{NULL, NULL, 0, NULL}
};
/*-----------------------BPy_Scene method def------------------------------*/
PyTypeObject Scene_Type = {
PyObject_HEAD_INIT( NULL )
0, /* ob_size */
"Scene", /* tp_name */
sizeof( BPy_Scene ), /* tp_basicsize */
0, /* tp_itemsize */
/* methods */
( destructor ) Scene_dealloc, /* tp_dealloc */
0, /* tp_print */
( getattrfunc ) Scene_getAttr, /* tp_getattr */
( setattrfunc ) Scene_setAttr, /* tp_setattr */
( cmpfunc ) Scene_compare, /* tp_compare */
( reprfunc ) Scene_repr, /* tp_repr */
0, /* tp_as_number */
0, /* tp_as_sequence */
0, /* tp_as_mapping */
0, /* tp_as_hash */
0, 0, 0, 0, 0, 0,
0, /* tp_doc */
0, 0, 0, 0, 0, 0,
BPy_Scene_methods, /* tp_methods */
0, /* tp_members */
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
};
/*-----------------------Scene module Init())-----------------------------*/
PyObject *Scene_Init( void )
{
PyObject *submodule;
PyObject *dict;
if( PyType_Ready( &Scene_Type ) < 0 )
return NULL;
if( PyType_Ready( &SceneObSeq_Type ) < 0 )
return NULL;
submodule = Py_InitModule3( "Blender.Scene", M_Scene_methods, M_Scene_doc );
dict = PyModule_GetDict( submodule );
PyDict_SetItemString( dict, "Render", Render_Init( ) );
PyDict_SetItemString( dict, "Radio", Radio_Init( ) );
return submodule;
}
/*-----------------------Scene module internal callbacks------------------
-----------------------dealloc------------------------------------------*/
static void Scene_dealloc( BPy_Scene * self )
{
PyObject_DEL( self );
}
/*-----------------------getAttr----------------------------------------*/
static PyObject *Scene_getAttr( BPy_Scene * self, char *name )
{
PyObject *attr = Py_None;
SCENE_DEL_CHECK_PY(self);
if( strcmp( name, "name" ) == 0 )
attr = PyString_FromString( self->scene->id.name + 2 );
else if ( strcmp( name, "properties" ) == 0 )
return BPy_Wrap_IDProperty( (ID*)self->scene, IDP_GetProperties((ID*)self->scene, 1), NULL );
/* accept both Layer (for compatibility with ob.Layer) and Layers */
else if( strncmp( name, "Layer", 5 ) == 0 )
attr = PyInt_FromLong( self->scene->lay & ((1<<20)-1) );
/* Layers returns a bitmask, layers returns a list of integers */
else if( strcmp( name, "layers") == 0)
return Scene_getLayers(self);
else if( strcmp( name, "objects") == 0)
return Scene_getObjects(self);
else if( strcmp( name, "__members__" ) == 0 )
attr = Py_BuildValue( "[sss]", "name", "Layers", "layers", "objects");
if( !attr )
return ( EXPP_ReturnPyObjError( PyExc_MemoryError,
"couldn't create PyObject" ) );
if( attr != Py_None )
return attr; /* member attribute found, return it */
/* not an attribute, search the methods table */
return Py_FindMethod( BPy_Scene_methods, ( PyObject * ) self, name );
}
/*-----------------------setAttr----------------------------------------*/
static int Scene_setAttr( BPy_Scene * self, char *name, PyObject * value )
{
PyObject *valtuple;
PyObject *error = NULL;
SCENE_DEL_CHECK_INT(self);
/* We're playing a trick on the Python API users here. Even if they use
* Scene.member = val instead of Scene.setMember(val), we end up using the
* function anyway, since it already has error checking, clamps to the right
* interval and updates the Blender Scene structure when necessary. */
/* First we put "value" in a tuple, because we want to pass it to functions
* that only accept PyTuples. Using "N" doesn't increment value's ref count */
valtuple = Py_BuildValue( "(O)", value );
if( !valtuple ) /* everything OK with our PyObject? */
return EXPP_ReturnIntError( PyExc_MemoryError,
"SceneSetAttr: couldn't create PyTuple" );
/* Now we just compare "name" with all possible BPy_Scene member variables */
if( strcmp( name, "name" ) == 0 )
error = Scene_setName( self, valtuple );
else if (strncmp(name, "Layer", 5) == 0)
error = Scene_setLayersMask(self, valtuple);
else if (strcmp(name, "layers") == 0)
error = Scene_setLayers(self, valtuple);
else { /* Error: no member with the given name was found */
Py_DECREF( valtuple );
return ( EXPP_ReturnIntError( PyExc_AttributeError, name ) );
}
/* valtuple won't be returned to the caller, so we need to DECREF it */
Py_DECREF( valtuple );
if( error != Py_None )
return -1;
/* Py_None was incref'ed by the called Scene_set* function. We probably
* don't need to decref Py_None (!), but since Python/C API manual tells us
* to treat it like any other PyObject regarding ref counting ... */
Py_DECREF( Py_None );
return 0; /* normal exit */
}
/*-----------------------compare----------------------------------------*/
static int Scene_compare( BPy_Scene * a, BPy_Scene * b )
{
return ( a->scene == b->scene ) ? 0 : -1;
}
/*----------------------repr--------------------------------------------*/
static PyObject *Scene_repr( BPy_Scene * self )
{
if( !(self->scene) )
return PyString_FromString( "[Scene - Removed]");
else
return PyString_FromFormat( "[Scene \"%s\"]",
self->scene->id.name + 2 );
}
/*-----------------------CreatePyObject---------------------------------*/
PyObject *Scene_CreatePyObject( Scene * scene )
{
BPy_Scene *pyscene;
pyscene = ( BPy_Scene * ) PyObject_NEW( BPy_Scene, &Scene_Type );
if( !pyscene )
return EXPP_ReturnPyObjError( PyExc_MemoryError,
"couldn't create BPy_Scene object" );
pyscene->scene = scene;
return ( PyObject * ) pyscene;
}
/*-----------------------CheckPyObject----------------------------------*/
int Scene_CheckPyObject( PyObject * pyobj )
{
return ( pyobj->ob_type == &Scene_Type );
}
/*-----------------------FromPyObject-----------------------------------*/
Scene *Scene_FromPyObject( PyObject * pyobj )
{
return ( ( BPy_Scene * ) pyobj )->scene;
}
/*-----------------------GetSceneByName()-------------------------------*/
/* Description: Returns the object with the name specified by the argument name.
Note that the calling function has to remove the first two characters of the object name.
These two characters specify the type of the object (OB, ME, WO, ...)The function
will return NULL when no object with the given name is found. */
Scene *GetSceneByName( char *name )
{
Scene *scene_iter;
scene_iter = G.main->scene.first;
while( scene_iter ) {
if( StringEqual( name, GetIdName( &( scene_iter->id ) ) ) ) {
return ( scene_iter );
}
scene_iter = scene_iter->id.next;
}
/* There is no object with the given name */
return ( NULL );
}
/*-----------------------Scene module function defintions---------------*/
/*-----------------------Scene.New()------------------------------------*/
static PyObject *M_Scene_New( PyObject * self, PyObject * args,
PyObject * kword )
{
char *name = "Scene";
char *kw[] = { "name", NULL };
PyObject *pyscene; /* for the Scene object wrapper in Python */
Scene *blscene; /* for the actual Scene we create in Blender */
if( !PyArg_ParseTupleAndKeywords( args, kword, "|s", kw, &name ) )
return ( EXPP_ReturnPyObjError( PyExc_AttributeError,
"expected a string or an empty argument list" ) );
blscene = add_scene( name ); /* first create the Scene in Blender */
if( blscene ) {
/* normally, for most objects, we set the user count to zero here.
* Scene is different than most objs since it is the container
* for all the others. Since add_scene() has already set
* the user count to one, we leave it alone.
*/
/* now create the wrapper obj in Python */
pyscene = Scene_CreatePyObject( blscene );
} else
return ( EXPP_ReturnPyObjError( PyExc_RuntimeError,
"couldn't create Scene obj in Blender" ) );
if( pyscene == NULL )
return ( EXPP_ReturnPyObjError( PyExc_MemoryError,
"couldn't create Scene PyObject" ) );
return pyscene;
}
/*-----------------------Scene.Get()------------------------------------*/
static PyObject *M_Scene_Get( PyObject * self, PyObject * args )
{
char *name = NULL;
Scene *scene_iter;
if( !PyArg_ParseTuple( args, "|s", &name ) )
return ( EXPP_ReturnPyObjError( PyExc_TypeError,
"expected string argument (or nothing)" ) );
scene_iter = G.main->scene.first;
if( name ) { /* (name) - Search scene by name */
PyObject *wanted_scene = NULL;
while( ( scene_iter ) && ( wanted_scene == NULL ) ) {
if( strcmp( name, scene_iter->id.name + 2 ) == 0 )
wanted_scene =
Scene_CreatePyObject( scene_iter );
scene_iter = scene_iter->id.next;
}
if( wanted_scene == NULL ) { /* Requested scene doesn't exist */
char error_msg[64];
PyOS_snprintf( error_msg, sizeof( error_msg ),
"Scene \"%s\" not found", name );
return ( EXPP_ReturnPyObjError
( PyExc_NameError, error_msg ) );
}
return wanted_scene;
}
else { /* () - return a list with wrappers for all scenes in Blender */
int index = 0;
PyObject *sce_pylist, *pyobj;
sce_pylist = PyList_New( BLI_countlist( &( G.main->scene ) ) );
if( sce_pylist == NULL )
return ( EXPP_ReturnPyObjError( PyExc_MemoryError,
"couldn't create PyList" ) );
while( scene_iter ) {
pyobj = Scene_CreatePyObject( scene_iter );
if( !pyobj )
return ( EXPP_ReturnPyObjError
( PyExc_MemoryError,
"couldn't create PyString" ) );
PyList_SET_ITEM( sce_pylist, index, pyobj );
scene_iter = scene_iter->id.next;
index++;
}
return sce_pylist;
}
}
/*-----------------------Scene.GetCurrent()------------------------------*/
static PyObject *M_Scene_GetCurrent( PyObject * self )
{
return Scene_CreatePyObject( ( Scene * ) G.scene );
}
static PyObject *M_Scene_getCurrent_deprecated( PyObject * self )
{
printf("Blender.Scene.getCurrent() is deprecated,\n\tuse Blender.Scene.GetCurrent() instead.\n");
return Scene_CreatePyObject( ( Scene * ) G.scene );
}
/*-----------------------Scene.Unlink()----------------------------------*/
static PyObject *M_Scene_Unlink( PyObject * self, PyObject * args )
{
PyObject *pyobj;
BPy_Scene *pyscn;
Scene *scene;
if( !PyArg_ParseTuple( args, "O!", &Scene_Type, &pyobj ) )
return EXPP_ReturnPyObjError( PyExc_TypeError,
"expected Scene PyType object" );
pyscn = (BPy_Scene *)pyobj;
scene = pyscn->scene;
SCENE_DEL_CHECK_PY(pyscn);
if( scene == G.scene )
return EXPP_ReturnPyObjError( PyExc_SystemError,
"current Scene cannot be removed!" );
free_libblock( &G.main->scene, scene );
pyscn->scene= NULL;
Py_RETURN_NONE;
}
/*-----------------------BPy_Scene function defintions-------------------*/
/*-----------------------Scene.getName()---------------------------------*/
static PyObject *Scene_getName( BPy_Scene * self )
{
PyObject *attr;
SCENE_DEL_CHECK_PY(self);
attr= PyString_FromString( self->scene->id.name + 2 );
if( attr )
return attr;
return ( EXPP_ReturnPyObjError( PyExc_RuntimeError,
"couldn't get Scene.name attribute" ) );
}
/*-----------------------Scene.setName()---------------------------------*/
static PyObject *Scene_setName( BPy_Scene * self, PyObject * args )
{
char *name;
SCENE_DEL_CHECK_PY(self);
if( !PyArg_ParseTuple( args, "s", &name ) )
return ( EXPP_ReturnPyObjError( PyExc_TypeError,
"expected string argument" ) );
rename_id( &self->scene->id, name );
Py_RETURN_NONE;
}
/*-----------------------Scene.getLayers()---------------------------------*/
static PyObject *Scene_getLayers( BPy_Scene * self )
{
PyObject *laylist = PyList_New( 0 ), *item;
int layers, bit = 0, val = 0;
SCENE_DEL_CHECK_PY(self);
if( !laylist )
return ( EXPP_ReturnPyObjError( PyExc_MemoryError,
"couldn't create pylist!" ) );
layers = self->scene->lay;
while( bit < 20 ) {
val = 1 << bit;
if( layers & val ) {
item = Py_BuildValue( "i", bit + 1 );
PyList_Append( laylist, item );
Py_DECREF( item );
}
bit++;
}
return laylist;
}
/*-----------------------Scene.setLayers()---------------------------------*/
static PyObject *Scene_setLayers( BPy_Scene * self, PyObject * args )
{
PyObject *list = NULL, *item = NULL;
int layers = 0, val, i, len_list;
SCENE_DEL_CHECK_PY(self);
if( !PyArg_ParseTuple( args, "O!", &PyList_Type, &list ) )
return ( EXPP_ReturnPyObjError( PyExc_TypeError,
"expected a list of integers in the range [1, 20]" ) );
len_list = PyList_Size(list);
if (len_list == 0)
return ( EXPP_ReturnPyObjError( PyExc_AttributeError,
"list can't be empty, at least one layer must be set" ) );
for( i = 0; i < len_list; i++ ) {
item = PyList_GetItem( list, i );
if( !PyInt_Check( item ) )
return EXPP_ReturnPyObjError
( PyExc_AttributeError,
"list must contain only integer numbers" );
val = ( int ) PyInt_AsLong( item );
if( val < 1 || val > 20 )
return EXPP_ReturnPyObjError
( PyExc_AttributeError,
"layer values must be in the range [1, 20]" );
layers |= 1 << ( val - 1 );
}
self->scene->lay = layers;
if (G.vd && (self->scene == G.scene)) {
int bit = 0;
G.vd->lay = layers;
while( bit < 20 ) {
val = 1 << bit;
if( layers & val ) {
G.vd->layact = val;
break;
}
bit++;
}
}
Py_RETURN_NONE;
}
/* only used by setAttr */
static PyObject *Scene_setLayersMask(BPy_Scene *self, PyObject *args)
{
int laymask = 0;
SCENE_DEL_CHECK_PY(self);
if (!PyArg_ParseTuple(args , "i", &laymask)) {
return EXPP_ReturnPyObjError( PyExc_AttributeError,
"expected an integer (bitmask) as argument" );
}
if (laymask <= 0 || laymask > (1<<20) - 1) /* binary: 1111 1111 1111 1111 1111 */
return EXPP_ReturnPyObjError( PyExc_AttributeError,
"bitmask must have from 1 up to 20 bits set");
self->scene->lay = laymask;
/* if this is the current scene then apply the scene layers value
* to the view layers value: */
if (G.vd && (self->scene == G.scene)) {
int val, bit = 0;
G.vd->lay = laymask;
while( bit < 20 ) {
val = 1 << bit;
if( laymask & val ) {
G.vd->layact = val;
break;
}
bit++;
}
}
Py_RETURN_NONE;
}
/*-----------------------Scene.copy()------------------------------------*/
static PyObject *Scene_copy( BPy_Scene * self, PyObject * args )
{
short dup_objs = 1;
Scene *scene = self->scene;
SCENE_DEL_CHECK_PY(self);
if( !PyArg_ParseTuple( args, "|h", &dup_objs ) )
return EXPP_ReturnPyObjError( PyExc_TypeError,
"expected int in [0,2] or nothing as argument" );
return Scene_CreatePyObject( copy_scene( scene, dup_objs ) );
}
/*-----------------------Scene.makeCurrent()-----------------------------*/
static PyObject *Scene_makeCurrent( BPy_Scene * self )
{
Scene *scene = self->scene;
SCENE_DEL_CHECK_PY(self);
if( scene && scene != G.scene) {
set_scene( scene );
scene_update_for_newframe(scene, scene->lay);
}
Py_RETURN_NONE;
}
/*-----------------------Scene.update()----------------------------------*/
static PyObject *Scene_update( BPy_Scene * self, PyObject * args )
{
Scene *scene = self->scene;
int full = 0;
SCENE_DEL_CHECK_PY(self);
if( !PyArg_ParseTuple( args, "|i", &full ) )
return EXPP_ReturnPyObjError( PyExc_TypeError,
"expected nothing or int (0 or 1) argument" );
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
/* Under certain circunstances, DAG_scene_sort *here* can crash Blender.
* A "RuntimeError: max recursion limit" happens when a scriptlink
* on frame change has scene.update(1).
* Investigate better how to avoid this. */
if( !full )
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
DAG_scene_sort( scene );
else if( full == 1 )
set_scene_bg( scene );
else
return EXPP_ReturnPyObjError( PyExc_ValueError,
"in method scene.update(full), full should be:\n"
"0: to only sort scene elements (old behavior); or\n"
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
"1: for a full update (regroups, does ipos, keys, etc.)" );
Py_RETURN_NONE;
}
/*-----------------------Scene.link()------------------------------------*/
static PyObject *Scene_link( BPy_Scene * self, PyObject * args )
{
Scene *scene = self->scene;
BPy_Object *bpy_obj;
Object *object = NULL;
SCENE_DEL_CHECK_PY(self);
if( !PyArg_ParseTuple( args, "O!", &Object_Type, &bpy_obj ) )
return EXPP_ReturnPyObjError( PyExc_TypeError,
"expected Object argument" );
/*return EXPP_ReturnPyObjError( PyExc_RuntimeError,
"Could not create data on demand for this object type!" );*/
object = bpy_obj->object;
/* Object.c's EXPP_add_obdata does not support these objects */
if (!object->data && (object->type == OB_SURF || object->type == OB_FONT || object->type == OB_WAVE )) {
return EXPP_ReturnPyObjError( PyExc_RuntimeError,
"Object has no data and new data cant be automaticaly created for Surf, Text or Wave type objects!" );
} else {
/* Ok, all is fine, let's try to link it */
Base *base;
/* We need to link the object to a 'Base', then link this base
* to the scene. See DNA_scene_types.h ... */
/* First, check if the object isn't already in the scene */
base = object_in_scene( object, scene );
/* if base is not NULL ... */
if( base ) /* ... the object is already in one of the Scene Bases */
return EXPP_ReturnPyObjError( PyExc_RuntimeError,
"object already in scene!" );
/* not linked, go get mem for a new base object */
base = MEM_callocN( sizeof( Base ), "pynewbase" );
if( !base )
return EXPP_ReturnPyObjError( PyExc_MemoryError,
"couldn't allocate new Base for object" );
/* if the object has not yet been linked to object data, then
* set the real type before we try creating data */
if( bpy_obj->realtype != OB_EMPTY ) {
object->type = bpy_obj->realtype;
bpy_obj->realtype = OB_EMPTY;
}
/* check if this object has obdata, case not, try to create it */
if( !object->data && ( object->type != OB_EMPTY ) )
EXPP_add_obdata( object ); /* returns -1 on error, defined in Object.c */
base->object = object; /* link object to the new base */
base->lay = object->lay;
base->flag = object->flag;
object->id.us += 1; /* incref the object user count in Blender */
BLI_addhead( &scene->base, base ); /* finally, link new base to scene */
}
Py_RETURN_NONE;
}
/*-----------------------Scene.unlink()----------------------------------*/
static PyObject *Scene_unlink( BPy_Scene * self, PyObject * args )
{
BPy_Object *bpy_obj = NULL;
Scene *scene = self->scene;
Base *base;
SCENE_DEL_CHECK_PY(self);
if( !PyArg_ParseTuple( args, "O!", &Object_Type, &bpy_obj ) )
return EXPP_ReturnPyObjError( PyExc_TypeError,
"expected Object as argument" );
/* is the object really in the scene? */
base = object_in_scene( bpy_obj->object, scene );
if( base ) { /* if it is, remove it */
if (scene->basact==base)
scene->basact= NULL; /* in case the object was selected */
free_and_unlink_base_from_scene( scene, base );
Py_RETURN_TRUE;
}
else
Py_RETURN_FALSE;
}
/*-----------------------Scene.getChildren()-----------------------------*/
static PyObject *Scene_getChildren( BPy_Scene * self )
{
Scene *scene = self->scene;
PyObject *pylist = PyList_New( 0 );
PyObject *bpy_obj;
Object *object;
Base *base;
SCENE_DEL_CHECK_PY(self);
base = scene->base.first;
while( base ) {
object = base->object;
bpy_obj = Object_CreatePyObject( object );
if( !bpy_obj )
return EXPP_ReturnPyObjError( PyExc_RuntimeError,
"couldn't create new object wrapper" );
PyList_Append( pylist, bpy_obj );
Py_XDECREF( bpy_obj ); /* PyList_Append incref'ed it */
base = base->next;
}
return pylist;
}
/*-----------------------Scene.getActiveObject()------------------------*/
BPython: bug fixes / patches from trackers (excuse me for not committing earlier) Patches by Ken Hughes (thanks for all bug fixes!): 1) Setting a scene's MapOld and MapNew values in python does nothing: bug #2566 submitted by Dominic Agoro-Ombaka (dmao): https://projects.blender.org/tracker/?func=detail&aid=2566&group_id=9&atid=125 patch #2571: https://projects.blender.org/tracker/index.php?func=detail&aid=2571&group_id=9&atid=127 2) Calling the file selector after setting the progress bar crashes Blender: bug #2418 submitted by Alessandro Garosi (brandano): https://projects.blender.org/tracker/?func=detail&aid=2418&group_id=9&atid=125 patch #2568: https://projects.blender.org/tracker/index.php?func=detail&aid=2568&group_id=9&atid=127 3) Menus always generate same event when canceled: bug #2429 submitted by Campbell Barton: https://projects.blender.org/tracker/?func=detail&aid=2429&group_id=9&atid=125 patch #2579: https://projects.blender.org/tracker/?func=detail&aid=2579&group_id=9&atid=127 4) Add a vertex to a mesh with groups using a script and then edit that mesh hangs blender: bug #2211 reported by German Alonso Tamayo (servivo): https://projects.blender.org/tracker/index.php?func=detail&aid=2211&group_id=9&atid=125 patch #2580 #https://projects.blender.org/tracker/index.php?func=detail&aid=2580&group_id=9&atid=127 About bug #2033, I'm still looking at it, committing a small fix now. ===== Patches by Campbell Barton (thanks!): #2482: BGL pydocs fix broken links https://projects.blender.org/tracker/index.php?func=detail&aid=2482&group_id=9&atid=127 #2426: Large text in Draw.Text and Draw.GetStreingWidth https://projects.blender.org/tracker/index.php?func=detail&aid=2462&group_id=9&atid=127 #2521: scene.getActiveObject() https://projects.blender.org/tracker/index.php?func=detail&aid=2521&group_id=9&atid=127 #2523: NMesh.GetNames() https://projects.blender.org/tracker/index.php?func=detail&aid=2523&group_id=9&atid=127 - docs also updated
2005-05-20 05:14:03 +00:00
static PyObject *Scene_getActiveObject(BPy_Scene *self)
{
Scene *scene = self->scene;
PyObject *pyob;
Object *ob;
SCENE_DEL_CHECK_PY(self);
BPython: bug fixes / patches from trackers (excuse me for not committing earlier) Patches by Ken Hughes (thanks for all bug fixes!): 1) Setting a scene's MapOld and MapNew values in python does nothing: bug #2566 submitted by Dominic Agoro-Ombaka (dmao): https://projects.blender.org/tracker/?func=detail&aid=2566&group_id=9&atid=125 patch #2571: https://projects.blender.org/tracker/index.php?func=detail&aid=2571&group_id=9&atid=127 2) Calling the file selector after setting the progress bar crashes Blender: bug #2418 submitted by Alessandro Garosi (brandano): https://projects.blender.org/tracker/?func=detail&aid=2418&group_id=9&atid=125 patch #2568: https://projects.blender.org/tracker/index.php?func=detail&aid=2568&group_id=9&atid=127 3) Menus always generate same event when canceled: bug #2429 submitted by Campbell Barton: https://projects.blender.org/tracker/?func=detail&aid=2429&group_id=9&atid=125 patch #2579: https://projects.blender.org/tracker/?func=detail&aid=2579&group_id=9&atid=127 4) Add a vertex to a mesh with groups using a script and then edit that mesh hangs blender: bug #2211 reported by German Alonso Tamayo (servivo): https://projects.blender.org/tracker/index.php?func=detail&aid=2211&group_id=9&atid=125 patch #2580 #https://projects.blender.org/tracker/index.php?func=detail&aid=2580&group_id=9&atid=127 About bug #2033, I'm still looking at it, committing a small fix now. ===== Patches by Campbell Barton (thanks!): #2482: BGL pydocs fix broken links https://projects.blender.org/tracker/index.php?func=detail&aid=2482&group_id=9&atid=127 #2426: Large text in Draw.Text and Draw.GetStreingWidth https://projects.blender.org/tracker/index.php?func=detail&aid=2462&group_id=9&atid=127 #2521: scene.getActiveObject() https://projects.blender.org/tracker/index.php?func=detail&aid=2521&group_id=9&atid=127 #2523: NMesh.GetNames() https://projects.blender.org/tracker/index.php?func=detail&aid=2523&group_id=9&atid=127 - docs also updated
2005-05-20 05:14:03 +00:00
ob = ((scene->basact) ? (scene->basact->object) : 0);
if (ob) {
pyob = Object_CreatePyObject( ob );
BPython: bug fixes / patches from trackers (excuse me for not committing earlier) Patches by Ken Hughes (thanks for all bug fixes!): 1) Setting a scene's MapOld and MapNew values in python does nothing: bug #2566 submitted by Dominic Agoro-Ombaka (dmao): https://projects.blender.org/tracker/?func=detail&aid=2566&group_id=9&atid=125 patch #2571: https://projects.blender.org/tracker/index.php?func=detail&aid=2571&group_id=9&atid=127 2) Calling the file selector after setting the progress bar crashes Blender: bug #2418 submitted by Alessandro Garosi (brandano): https://projects.blender.org/tracker/?func=detail&aid=2418&group_id=9&atid=125 patch #2568: https://projects.blender.org/tracker/index.php?func=detail&aid=2568&group_id=9&atid=127 3) Menus always generate same event when canceled: bug #2429 submitted by Campbell Barton: https://projects.blender.org/tracker/?func=detail&aid=2429&group_id=9&atid=125 patch #2579: https://projects.blender.org/tracker/?func=detail&aid=2579&group_id=9&atid=127 4) Add a vertex to a mesh with groups using a script and then edit that mesh hangs blender: bug #2211 reported by German Alonso Tamayo (servivo): https://projects.blender.org/tracker/index.php?func=detail&aid=2211&group_id=9&atid=125 patch #2580 #https://projects.blender.org/tracker/index.php?func=detail&aid=2580&group_id=9&atid=127 About bug #2033, I'm still looking at it, committing a small fix now. ===== Patches by Campbell Barton (thanks!): #2482: BGL pydocs fix broken links https://projects.blender.org/tracker/index.php?func=detail&aid=2482&group_id=9&atid=127 #2426: Large text in Draw.Text and Draw.GetStreingWidth https://projects.blender.org/tracker/index.php?func=detail&aid=2462&group_id=9&atid=127 #2521: scene.getActiveObject() https://projects.blender.org/tracker/index.php?func=detail&aid=2521&group_id=9&atid=127 #2523: NMesh.GetNames() https://projects.blender.org/tracker/index.php?func=detail&aid=2523&group_id=9&atid=127 - docs also updated
2005-05-20 05:14:03 +00:00
if (!pyob)
return EXPP_ReturnPyObjError(PyExc_MemoryError,
"couldn't create new object wrapper!");
return pyob;
}
Py_RETURN_NONE; /* no active object */
BPython: bug fixes / patches from trackers (excuse me for not committing earlier) Patches by Ken Hughes (thanks for all bug fixes!): 1) Setting a scene's MapOld and MapNew values in python does nothing: bug #2566 submitted by Dominic Agoro-Ombaka (dmao): https://projects.blender.org/tracker/?func=detail&aid=2566&group_id=9&atid=125 patch #2571: https://projects.blender.org/tracker/index.php?func=detail&aid=2571&group_id=9&atid=127 2) Calling the file selector after setting the progress bar crashes Blender: bug #2418 submitted by Alessandro Garosi (brandano): https://projects.blender.org/tracker/?func=detail&aid=2418&group_id=9&atid=125 patch #2568: https://projects.blender.org/tracker/index.php?func=detail&aid=2568&group_id=9&atid=127 3) Menus always generate same event when canceled: bug #2429 submitted by Campbell Barton: https://projects.blender.org/tracker/?func=detail&aid=2429&group_id=9&atid=125 patch #2579: https://projects.blender.org/tracker/?func=detail&aid=2579&group_id=9&atid=127 4) Add a vertex to a mesh with groups using a script and then edit that mesh hangs blender: bug #2211 reported by German Alonso Tamayo (servivo): https://projects.blender.org/tracker/index.php?func=detail&aid=2211&group_id=9&atid=125 patch #2580 #https://projects.blender.org/tracker/index.php?func=detail&aid=2580&group_id=9&atid=127 About bug #2033, I'm still looking at it, committing a small fix now. ===== Patches by Campbell Barton (thanks!): #2482: BGL pydocs fix broken links https://projects.blender.org/tracker/index.php?func=detail&aid=2482&group_id=9&atid=127 #2426: Large text in Draw.Text and Draw.GetStreingWidth https://projects.blender.org/tracker/index.php?func=detail&aid=2462&group_id=9&atid=127 #2521: scene.getActiveObject() https://projects.blender.org/tracker/index.php?func=detail&aid=2521&group_id=9&atid=127 #2523: NMesh.GetNames() https://projects.blender.org/tracker/index.php?func=detail&aid=2523&group_id=9&atid=127 - docs also updated
2005-05-20 05:14:03 +00:00
}
/*-----------------------Scene.getCurrentCamera()------------------------*/
static PyObject *Scene_getCurrentCamera( BPy_Scene * self )
{
Object *cam_obj;
PyObject *pyob;
Scene *scene = self->scene;
SCENE_DEL_CHECK_PY(self);
cam_obj = scene->camera;
if( cam_obj ) { /* if found, return a wrapper for it */
pyob = Object_CreatePyObject( cam_obj );
if (!pyob)
return EXPP_ReturnPyObjError(PyExc_MemoryError,
"couldn't create new object wrapper!");
return pyob;
}
Py_RETURN_NONE; /* none found */
}
/*-----------------------Scene.setCurrentCamera()------------------------*/
static PyObject *Scene_setCurrentCamera( BPy_Scene * self, PyObject * args )
{
Object *object;
BPy_Object *cam_obj;
Scene *scene = self->scene;
SCENE_DEL_CHECK_PY(self);
if( !PyArg_ParseTuple( args, "O!", &Object_Type, &cam_obj ) )
return EXPP_ReturnPyObjError( PyExc_TypeError,
"expected Camera Object as argument" );
object = cam_obj->object;
if( object->type != OB_CAMERA )
return EXPP_ReturnPyObjError( PyExc_ValueError,
"expected Camera Object as argument" );
scene->camera = object; /* set the current Camera */
/* if this is the current scene, update its window now */
if( !G.background && scene == G.scene ) /* Traced a crash to redrawing while in background mode -Campbell */
copy_view3d_lock( REDRAW );
/* XXX copy_view3d_lock(REDRAW) prints "bad call to addqueue: 0 (18, 1)".
* The same happens in bpython. */
Py_RETURN_NONE;
}
/*-----------------------Scene.getRenderingContext()---------------------*/
static PyObject *Scene_getRenderingContext( BPy_Scene * self )
{
SCENE_DEL_CHECK_PY(self);
return RenderData_CreatePyObject( self->scene );
}
static PyObject *Scene_getRadiosityContext( BPy_Scene * self )
{
SCENE_DEL_CHECK_PY(self);
return Radio_CreatePyObject( self->scene );
}
/* scene.addScriptLink */
static PyObject *Scene_addScriptLink( BPy_Scene * self, PyObject * args )
{
Scene *scene = self->scene;
ScriptLink *slink = NULL;
SCENE_DEL_CHECK_PY(self);
slink = &( scene )->scriptlink;
return EXPP_addScriptLink( slink, args, 1 );
}
/* scene.clearScriptLinks */
static PyObject *Scene_clearScriptLinks( BPy_Scene * self, PyObject * args )
{
Scene *scene = self->scene;
ScriptLink *slink = NULL;
SCENE_DEL_CHECK_PY(self);
slink = &( scene )->scriptlink;
return EXPP_clearScriptLinks( slink, args );
}
/* scene.getScriptLinks */
static PyObject *Scene_getScriptLinks( BPy_Scene * self, PyObject * args )
{
Scene *scene = self->scene;
ScriptLink *slink = NULL;
PyObject *ret = NULL;
SCENE_DEL_CHECK_PY(self);
slink = &( scene )->scriptlink;
ret = EXPP_getScriptLinks( slink, args, 1 );
if( ret )
return ret;
else
return NULL;
}
static PyObject *Scene_play( BPy_Scene * self, PyObject * args )
New scripts: - hotkeys, obdatacopier and renameobjectbyblock, all from Jean-Michel Soler (jms); - bevel_center by Loic Berthe, suggested for inclusion by jms; - doc_browser, by Daniel Dunbar (Zr) Thanks to them for the new contributions! (I included doc_browser at 'Misc' because only users interested in script writing would actually use it, but it could also be under 'Help'. Opinions?) BPython related: - Added scriptlink methods to object, lamp, camera and world. - Object: added object.makeTrack and object.clearTrack (old track method). - sys: made sys.exists(path) return 0 for not found; 1 for file, 2 for dir and -1 for neither. - doc updates and fixes. - made ONLOAD event work. G.f's SCENESCRIPT bit was being zeroed in set_app_data. - Blender: updated functions Load and Save to support the builtin importers and exporters besides .blend (dxf, videoscape, vrml 1.0, stl, ...) - Draw: added mouse wheel events. - Scene: added scene.play to play back animations (like ALT+A and SHIFT+ALT+A). Makes a good counter, too, when the 'win' attribute is set to a space that doesn't "animate". The scene.play() addition and the fix to ONLOAD scriptlinks is part of the work for a Blender demo mode. It already works, but I'll still add support for Radiosity calculations and fix a thing in main(): it executes onload scripts too early (BIF_Init), giving funny results in alt+a animations and renderings when firing up Blender. Loading after the program is up has no such problems. When I finish I'll post examples of demo mode scripts.
2004-07-03 05:17:04 +00:00
{
int mode = 0, win = SPACE_VIEW3D;
PyObject *ret = NULL;
ScrArea *sa = NULL, *oldsa = curarea;
SCENE_DEL_CHECK_PY(self);
if( !PyArg_ParseTuple( args, "|ii", &mode, &win ) )
return EXPP_ReturnPyObjError( PyExc_TypeError,
"expected nothing, or or two ints as arguments." );
if( mode < 0 || mode > 3 )
return EXPP_ReturnPyObjError( PyExc_TypeError,
"mode should be in range [0, 3]." );
switch ( win ) {
case SPACE_VIEW3D:
case SPACE_SEQ:
case SPACE_IPO:
case SPACE_ACTION:
case SPACE_NLA:
case SPACE_SOUND:
case SPACE_BUTS: /* from here they don't 'play', but ... */
case SPACE_TEXT: /* ... might be used as a timer. */
case SPACE_SCRIPT:
case SPACE_OOPS:
case SPACE_IMAGE:
case SPACE_IMASEL:
case SPACE_INFO:
case SPACE_FILE:
break;
default:
win = SPACE_VIEW3D;
New scripts: - hotkeys, obdatacopier and renameobjectbyblock, all from Jean-Michel Soler (jms); - bevel_center by Loic Berthe, suggested for inclusion by jms; - doc_browser, by Daniel Dunbar (Zr) Thanks to them for the new contributions! (I included doc_browser at 'Misc' because only users interested in script writing would actually use it, but it could also be under 'Help'. Opinions?) BPython related: - Added scriptlink methods to object, lamp, camera and world. - Object: added object.makeTrack and object.clearTrack (old track method). - sys: made sys.exists(path) return 0 for not found; 1 for file, 2 for dir and -1 for neither. - doc updates and fixes. - made ONLOAD event work. G.f's SCENESCRIPT bit was being zeroed in set_app_data. - Blender: updated functions Load and Save to support the builtin importers and exporters besides .blend (dxf, videoscape, vrml 1.0, stl, ...) - Draw: added mouse wheel events. - Scene: added scene.play to play back animations (like ALT+A and SHIFT+ALT+A). Makes a good counter, too, when the 'win' attribute is set to a space that doesn't "animate". The scene.play() addition and the fix to ONLOAD scriptlinks is part of the work for a Blender demo mode. It already works, but I'll still add support for Radiosity calculations and fix a thing in main(): it executes onload scripts too early (BIF_Init), giving funny results in alt+a animations and renderings when firing up Blender. Loading after the program is up has no such problems. When I finish I'll post examples of demo mode scripts.
2004-07-03 05:17:04 +00:00
}
/* we have to move to a proper win */
sa = find_biggest_area_of_type( win );
if( !sa && win != SPACE_VIEW3D )
sa = find_biggest_area_of_type( SPACE_VIEW3D );
New scripts: - hotkeys, obdatacopier and renameobjectbyblock, all from Jean-Michel Soler (jms); - bevel_center by Loic Berthe, suggested for inclusion by jms; - doc_browser, by Daniel Dunbar (Zr) Thanks to them for the new contributions! (I included doc_browser at 'Misc' because only users interested in script writing would actually use it, but it could also be under 'Help'. Opinions?) BPython related: - Added scriptlink methods to object, lamp, camera and world. - Object: added object.makeTrack and object.clearTrack (old track method). - sys: made sys.exists(path) return 0 for not found; 1 for file, 2 for dir and -1 for neither. - doc updates and fixes. - made ONLOAD event work. G.f's SCENESCRIPT bit was being zeroed in set_app_data. - Blender: updated functions Load and Save to support the builtin importers and exporters besides .blend (dxf, videoscape, vrml 1.0, stl, ...) - Draw: added mouse wheel events. - Scene: added scene.play to play back animations (like ALT+A and SHIFT+ALT+A). Makes a good counter, too, when the 'win' attribute is set to a space that doesn't "animate". The scene.play() addition and the fix to ONLOAD scriptlinks is part of the work for a Blender demo mode. It already works, but I'll still add support for Radiosity calculations and fix a thing in main(): it executes onload scripts too early (BIF_Init), giving funny results in alt+a animations and renderings when firing up Blender. Loading after the program is up has no such problems. When I finish I'll post examples of demo mode scripts.
2004-07-03 05:17:04 +00:00
if( !sa )
sa = find_biggest_area( );
New scripts: - hotkeys, obdatacopier and renameobjectbyblock, all from Jean-Michel Soler (jms); - bevel_center by Loic Berthe, suggested for inclusion by jms; - doc_browser, by Daniel Dunbar (Zr) Thanks to them for the new contributions! (I included doc_browser at 'Misc' because only users interested in script writing would actually use it, but it could also be under 'Help'. Opinions?) BPython related: - Added scriptlink methods to object, lamp, camera and world. - Object: added object.makeTrack and object.clearTrack (old track method). - sys: made sys.exists(path) return 0 for not found; 1 for file, 2 for dir and -1 for neither. - doc updates and fixes. - made ONLOAD event work. G.f's SCENESCRIPT bit was being zeroed in set_app_data. - Blender: updated functions Load and Save to support the builtin importers and exporters besides .blend (dxf, videoscape, vrml 1.0, stl, ...) - Draw: added mouse wheel events. - Scene: added scene.play to play back animations (like ALT+A and SHIFT+ALT+A). Makes a good counter, too, when the 'win' attribute is set to a space that doesn't "animate". The scene.play() addition and the fix to ONLOAD scriptlinks is part of the work for a Blender demo mode. It already works, but I'll still add support for Radiosity calculations and fix a thing in main(): it executes onload scripts too early (BIF_Init), giving funny results in alt+a animations and renderings when firing up Blender. Loading after the program is up has no such problems. When I finish I'll post examples of demo mode scripts.
2004-07-03 05:17:04 +00:00
if( sa )
areawinset( sa->win );
New scripts: - hotkeys, obdatacopier and renameobjectbyblock, all from Jean-Michel Soler (jms); - bevel_center by Loic Berthe, suggested for inclusion by jms; - doc_browser, by Daniel Dunbar (Zr) Thanks to them for the new contributions! (I included doc_browser at 'Misc' because only users interested in script writing would actually use it, but it could also be under 'Help'. Opinions?) BPython related: - Added scriptlink methods to object, lamp, camera and world. - Object: added object.makeTrack and object.clearTrack (old track method). - sys: made sys.exists(path) return 0 for not found; 1 for file, 2 for dir and -1 for neither. - doc updates and fixes. - made ONLOAD event work. G.f's SCENESCRIPT bit was being zeroed in set_app_data. - Blender: updated functions Load and Save to support the builtin importers and exporters besides .blend (dxf, videoscape, vrml 1.0, stl, ...) - Draw: added mouse wheel events. - Scene: added scene.play to play back animations (like ALT+A and SHIFT+ALT+A). Makes a good counter, too, when the 'win' attribute is set to a space that doesn't "animate". The scene.play() addition and the fix to ONLOAD scriptlinks is part of the work for a Blender demo mode. It already works, but I'll still add support for Radiosity calculations and fix a thing in main(): it executes onload scripts too early (BIF_Init), giving funny results in alt+a animations and renderings when firing up Blender. Loading after the program is up has no such problems. When I finish I'll post examples of demo mode scripts.
2004-07-03 05:17:04 +00:00
/* play_anim returns 0 for normal exit or 1 if user canceled it */
ret = Py_BuildValue( "i", play_anim( mode ) );
New scripts: - hotkeys, obdatacopier and renameobjectbyblock, all from Jean-Michel Soler (jms); - bevel_center by Loic Berthe, suggested for inclusion by jms; - doc_browser, by Daniel Dunbar (Zr) Thanks to them for the new contributions! (I included doc_browser at 'Misc' because only users interested in script writing would actually use it, but it could also be under 'Help'. Opinions?) BPython related: - Added scriptlink methods to object, lamp, camera and world. - Object: added object.makeTrack and object.clearTrack (old track method). - sys: made sys.exists(path) return 0 for not found; 1 for file, 2 for dir and -1 for neither. - doc updates and fixes. - made ONLOAD event work. G.f's SCENESCRIPT bit was being zeroed in set_app_data. - Blender: updated functions Load and Save to support the builtin importers and exporters besides .blend (dxf, videoscape, vrml 1.0, stl, ...) - Draw: added mouse wheel events. - Scene: added scene.play to play back animations (like ALT+A and SHIFT+ALT+A). Makes a good counter, too, when the 'win' attribute is set to a space that doesn't "animate". The scene.play() addition and the fix to ONLOAD scriptlinks is part of the work for a Blender demo mode. It already works, but I'll still add support for Radiosity calculations and fix a thing in main(): it executes onload scripts too early (BIF_Init), giving funny results in alt+a animations and renderings when firing up Blender. Loading after the program is up has no such problems. When I finish I'll post examples of demo mode scripts.
2004-07-03 05:17:04 +00:00
if( sa )
areawinset( oldsa->win );
New scripts: - hotkeys, obdatacopier and renameobjectbyblock, all from Jean-Michel Soler (jms); - bevel_center by Loic Berthe, suggested for inclusion by jms; - doc_browser, by Daniel Dunbar (Zr) Thanks to them for the new contributions! (I included doc_browser at 'Misc' because only users interested in script writing would actually use it, but it could also be under 'Help'. Opinions?) BPython related: - Added scriptlink methods to object, lamp, camera and world. - Object: added object.makeTrack and object.clearTrack (old track method). - sys: made sys.exists(path) return 0 for not found; 1 for file, 2 for dir and -1 for neither. - doc updates and fixes. - made ONLOAD event work. G.f's SCENESCRIPT bit was being zeroed in set_app_data. - Blender: updated functions Load and Save to support the builtin importers and exporters besides .blend (dxf, videoscape, vrml 1.0, stl, ...) - Draw: added mouse wheel events. - Scene: added scene.play to play back animations (like ALT+A and SHIFT+ALT+A). Makes a good counter, too, when the 'win' attribute is set to a space that doesn't "animate". The scene.play() addition and the fix to ONLOAD scriptlinks is part of the work for a Blender demo mode. It already works, but I'll still add support for Radiosity calculations and fix a thing in main(): it executes onload scripts too early (BIF_Init), giving funny results in alt+a animations and renderings when firing up Blender. Loading after the program is up has no such problems. When I finish I'll post examples of demo mode scripts.
2004-07-03 05:17:04 +00:00
return ret;
}
2005-08-05 17:47:48 +00:00
static PyObject *Scene_getTimeLine( BPy_Scene *self )
{
BPy_TimeLine *tm;
SCENE_DEL_CHECK_PY(self);
2005-08-05 17:47:48 +00:00
tm= (BPy_TimeLine *) PyObject_NEW (BPy_TimeLine, &TimeLine_Type);
if (!tm)
return EXPP_ReturnPyObjError (PyExc_MemoryError,
"couldn't create BPy_TimeLine object");
tm->marker_list= &(self->scene->markers);
tm->sfra= (int) self->scene->r.sfra;
tm->efra= (int) self->scene->r.efra;
return (PyObject *)tm;
}
/* accessed from scn.objects */
static PyObject *Scene_getObjects( BPy_Scene *self)
{
SCENE_DEL_CHECK_PY(self);
return SceneObSeq_CreatePyObject(self, NULL, 0);
}
/************************************************************************
*
* Object Sequence
*
************************************************************************/
/*
* create a thin wrapper for the scenes objects
*/
/* accessed from scn.objects.selected or scn.objects.context */
static PyObject *SceneObSeq_getObjects( BPy_SceneObSeq *self, void *mode)
{
SCENE_DEL_CHECK_PY(self->bpyscene);
return SceneObSeq_CreatePyObject(self->bpyscene, NULL, (int)((long)mode));
}
int SceneObSeq_setObjects( BPy_SceneObSeq *self, PyObject *value, void *_mode_)
{
/*
ONLY SUPPORTS scn.objects.selected and scn.objects.context
cannot assign to scn.objects yet!!!
*/
PyObject *item;
Scene *scene= self->bpyscene->scene;
Object *blen_ob;
Base *base;
int size, mode = (int)_mode_;
SCENE_DEL_CHECK_INT(self->bpyscene);
/* scn.objects.selected = scn.objects - shortcut to select all */
if (BPy_SceneObSeq_Check(value)) {
BPy_SceneObSeq *bpy_sceneseq = (BPy_SceneObSeq *)value;
if (self->bpyscene->scene != bpy_sceneseq->bpyscene->scene)
return EXPP_ReturnIntError( PyExc_ValueError,
"Cannot assign a SceneObSeq type from another scene" );
if (bpy_sceneseq->mode != EXPP_OBSEQ_NORMAL)
return EXPP_ReturnIntError( PyExc_ValueError,
"Can only assign scn.objects to scn.objects.context or scn.objects.selected" );
for (base= scene->base.first; base; base= base->next) {
base->flag |= SELECT;
base->object->flag |= SELECT;
if (mode==EXPP_OBSEQ_CONTEXT && G.vd) {
base->object->lay= base->lay= G.vd->lay;
}
}
return 0;
}
if (!PySequence_Check(value))
return EXPP_ReturnIntError( PyExc_ValueError,
"Error, must assign a sequence of objects to scn.objects.selected" );
/* for context and selected, just deselect, dont remove */
for (base= scene->base.first; base; base= base->next) {
base->flag &= ~SELECT;
base->object->flag &= ~SELECT;
}
size = PySequence_Length(value);
while (size) {
size--;
item = PySequence_GetItem(value, size);
if ( PyObject_TypeCheck(item, &Object_Type) ) {
blen_ob= ((BPy_Object *)item)->object;
base = object_in_scene( blen_ob, scene );
if (base) {
blen_ob->flag |= SELECT;
base->flag |= SELECT;
if (mode==EXPP_OBSEQ_CONTEXT && G.vd) {
blen_ob->lay= base->lay= G.vd->lay;
}
}
}
Py_DECREF(item);
}
return 0;
}
static PyObject *SceneObSeq_CreatePyObject( BPy_Scene *self, Base *iter, int mode )
{
BPy_SceneObSeq *seq = PyObject_NEW( BPy_SceneObSeq, &SceneObSeq_Type);
seq->bpyscene = self; Py_INCREF(self);
seq->iter = iter;
seq->mode = mode;
return (PyObject *)seq;
}
static int SceneObSeq_len( BPy_SceneObSeq * self )
{
Scene *scene= self->bpyscene->scene;
SCENE_DEL_CHECK_INT(self->bpyscene);
if (self->mode == EXPP_OBSEQ_NORMAL)
return BLI_countlist( &( scene->base ) );
else if (self->mode == EXPP_OBSEQ_SELECTED) {
int len=0;
Base *base;
for (base= scene->base.first; base; base= base->next) {
if (base->flag & SELECT) {
len++;
}
}
return len;
} else if (self->mode == EXPP_OBSEQ_CONTEXT) {
int len=0;
Base *base;
if( G.vd == NULL ) /* No 3d view has been initialized yet, simply return an empty list */
return 0;
for (base= scene->base.first; base; base= base->next) {
if ((base->flag & SELECT) && (base->lay & G.vd->lay)) {
len++;
}
}
return len;
}
/*should never run this */
return 0;
}
/*
* retrive a single Object from somewhere in the Object list
*/
static PyObject *SceneObSeq_item( BPy_SceneObSeq * self, int i )
{
int index=0;
PyObject *bpy_obj;
Base *base= NULL;
Scene *scene= self->bpyscene->scene;
SCENE_DEL_CHECK_PY(self->bpyscene);
/* objects */
if (self->mode==EXPP_OBSEQ_NORMAL)
for (base= scene->base.first; base && i!=index; base= base->next, index++) {}
/* selected */
else if (self->mode==EXPP_OBSEQ_SELECTED)
for (base= scene->base.first; base && i!=index; base= base->next)
if (base->flag & SELECT)
index++;
/* context */
else if (self->mode==EXPP_OBSEQ_CONTEXT)
if (G.vd)
for (base= scene->base.first; base && i!=index; base= base->next)
if ((base->flag & SELECT) && (base->lay & G.vd->lay))
index++;
if (!(base))
return EXPP_ReturnPyObjError( PyExc_IndexError,
"array index out of range" );
bpy_obj = Object_CreatePyObject( base->object );
if( !bpy_obj )
return EXPP_ReturnPyObjError( PyExc_RuntimeError,
"PyObject_New() failed" );
return (PyObject *)bpy_obj;
}
static PySequenceMethods SceneObSeq_as_sequence = {
( inquiry ) SceneObSeq_len, /* sq_length */
( binaryfunc ) 0, /* sq_concat */
( intargfunc ) 0, /* sq_repeat */
( intargfunc ) SceneObSeq_item, /* sq_item */
( intintargfunc ) 0, /* sq_slice */
( intobjargproc ) 0, /* sq_ass_item */
( intintobjargproc ) 0, /* sq_ass_slice */
0,0,0,
};
/************************************************************************
*
* Python SceneObSeq_Type iterator (iterates over GroupObjects)
*
************************************************************************/
/*
* Initialize the interator index
*/
static PyObject *SceneObSeq_getIter( BPy_SceneObSeq * self )
{
/* we need to get the first base, but for selected context we may need to advance
to the first selected or first conext base */
Base *base= self->bpyscene->scene->base.first;
SCENE_DEL_CHECK_PY(self->bpyscene);
if (self->mode==EXPP_OBSEQ_SELECTED)
while (base && !(base->flag & SELECT))
base= base->next;
else if (self->mode==EXPP_OBSEQ_CONTEXT) {
if (!G.vd)
base= NULL; /* will never iterate if we have no */
else
while (base && !((base->flag & SELECT) && (base->lay & G.vd->lay)))
base= base->next;
}
/* create a new iterator if were alredy using this one */
if (self->iter==NULL) {
self->iter = base;
return EXPP_incr_ret ( (PyObject *) self );
} else {
return SceneObSeq_CreatePyObject(self->bpyscene, base, self->mode);
}
}
/*
* Return next SceneOb.
*/
static PyObject *SceneObSeq_nextIter( BPy_SceneObSeq * self )
{
PyObject *object;
Base *base;
if( !(self->iter) || !(self->bpyscene->scene) ) {
self->iter= NULL;
return EXPP_ReturnPyObjError( PyExc_StopIteration,
"iterator at end" );
}
object= Object_CreatePyObject( self->iter->object );
base= self->iter->next;
if (self->mode==EXPP_OBSEQ_SELECTED)
while (base && !(base->flag & SELECT))
base= base->next;
else if (self->mode==EXPP_OBSEQ_CONTEXT) {
if (!G.vd)
base= NULL; /* will never iterate if we have no */
else
while (base && !((base->flag & SELECT) && (base->lay & G.vd->lay)))
base= base->next;
}
self->iter= base;
return object;
}
static PyObject *SceneObSeq_link( BPy_SceneObSeq * self, PyObject *pyobj )
{
SCENE_DEL_CHECK_PY(self->bpyscene);
/* this shold eventually replace Scene_link */
if (self->mode != EXPP_OBSEQ_NORMAL)
return (EXPP_ReturnPyObjError( PyExc_TypeError,
"Cannot link to objects.selection or objects.context!" ));
/*
if (self->iter != NULL)
return EXPP_ReturnPyObjError( PyExc_RuntimeError,
"Cannot modify scene objects while iterating" );
*/
return Scene_link(self->bpyscene, pyobj);
}
/* This is buggy with new object data not already linked to an object, for now use the above code */
static PyObject *SceneObSeq_new( BPy_SceneObSeq * self, PyObject *args )
{
void *data = NULL;
char *name = NULL;
char *desc = NULL;
short type = OB_EMPTY;
struct Object *object;
Base *base;
PyObject *py_data;
Scene *scene= self->bpyscene->scene;
SCENE_DEL_CHECK_PY(self->bpyscene);
if (self->mode != EXPP_OBSEQ_NORMAL)
return EXPP_ReturnPyObjError( PyExc_TypeError,
"Cannot add new to objects.selection or objects.context!" );
if( !PyArg_ParseTuple( args, "O|s", &py_data, &name ) )
return EXPP_ReturnPyObjError( PyExc_TypeError,
"expected an object and optionally a string as arguments" );
if( Armature_CheckPyObject( py_data ) ) {
data = ( void * ) Armature_FromPyObject( py_data );
type = OB_ARMATURE;
} else if( Camera_CheckPyObject( py_data ) ) {
data = ( void * ) Camera_FromPyObject( py_data );
type = OB_CAMERA;
} else if( Lamp_CheckPyObject( py_data ) ) {
data = ( void * ) Lamp_FromPyObject( py_data );
type = OB_LAMP;
} else if( Curve_CheckPyObject( py_data ) ) {
data = ( void * ) Curve_FromPyObject( py_data );
type = OB_CURVE;
} else if( NMesh_CheckPyObject( py_data ) ) {
data = ( void * ) NMesh_FromPyObject( py_data, NULL );
type = OB_MESH;
if( !data ) /* NULL means there is already an error */
return NULL;
} else if( Mesh_CheckPyObject( py_data ) ) {
data = ( void * ) Mesh_FromPyObject( py_data, NULL );
type = OB_MESH;
} else if( Lattice_CheckPyObject( py_data ) ) {
data = ( void * ) Lattice_FromPyObject( py_data );
type = OB_LATTICE;
} else if( Metaball_CheckPyObject( py_data ) ) {
data = ( void * ) Metaball_FromPyObject( py_data );
type = OB_MBALL;
} else if( Text3d_CheckPyObject( py_data ) ) {
data = ( void * ) Text3d_FromPyObject( py_data );
type = OB_FONT;
} else if( ( desc = PyString_AsString( (PyObject *)py_data ) ) != NULL ) {
if( !strcmp( desc, "Empty" ) ) {
type = OB_EMPTY;
data = NULL;
} else
goto typeError;
} else {
typeError:
return EXPP_ReturnPyObjError( PyExc_TypeError,
"expected an object and optionally a string as arguments" );
}
if (!name) {
if (type == OB_EMPTY)
name = "Empty";
else
name = ((ID *)data)->name + 2;
}
object = alloc_libblock( &( G.main->object ), ID_OB, name );
if( data ) {
object->data = data;
id_us_plus((ID *)data);
}
object->flag = SELECT;
object->type = type;
/* Object properties copied from M_Object_New */
/* creates the curve for the text object */
if (type == OB_FONT)
text_to_curve(object, 0);
/* transforms */
QuatOne( object->quat );
QuatOne( object->dquat );
object->col[3] = 1.0; /* alpha */
object->size[0] = object->size[1] = object->size[2] = 1.0;
object->loc[0] = object->loc[1] = object->loc[2] = 0.0;
Mat4One( object->parentinv );
Mat4One( object->obmat );
object->dt = OB_SHADED; /* drawtype*/
object->empty_drawsize= 1.0;
object->empty_drawtype= OB_ARROWS;
if( U.flag & USER_MAT_ON_OB ) {
object->colbits = -1;
}
switch ( object->type ) {
case OB_CAMERA: /* fall through. */
case OB_LAMP:
object->trackflag = OB_NEGZ;
object->upflag = OB_POSY;
break;
default:
object->trackflag = OB_POSY;
object->upflag = OB_POSZ;
}
object->ipoflag = OB_OFFS_OB + OB_OFFS_PARENT;
/* duplivert settings */
object->dupon = 1;
object->dupoff = 0;
object->dupsta = 1;
object->dupend = 100;
/* Gameengine defaults */
object->mass = 1.0;
object->inertia = 1.0;
object->formfactor = 0.4f;
object->damping = 0.04f;
object->rdamping = 0.1f;
object->anisotropicFriction[0] = 1.0;
object->anisotropicFriction[1] = 1.0;
object->anisotropicFriction[2] = 1.0;
object->gameflag = OB_PROP;
G.totobj++;
/* link to scene */
base = MEM_callocN( sizeof( Base ), "pynewbase" );
if( !base )
return EXPP_ReturnPyObjError( PyExc_MemoryError,
"couldn't allocate new Base for object" );
base->object = object; /* link object to the new base */
base->lay= object->lay = scene->lay & ((1<<20)-1); /* Layer, by default visible*/
base->flag = SELECT;
object->id.us = 1; /* we will exist once in this scene */
BLI_addhead( &(scene->base), base ); /* finally, link new base to scene */
/* make sure data and object materials are consistent */
test_object_materials( (ID *)object->data );
return Object_CreatePyObject( object );
}
static PyObject *SceneObSeq_unlink( BPy_SceneObSeq * self, PyObject *args )
{
PyObject *pyobj;
Object *blen_ob;
Scene *scene;
Base *base= NULL;
SCENE_DEL_CHECK_PY(self->bpyscene);
if (self->mode != EXPP_OBSEQ_NORMAL)
return (EXPP_ReturnPyObjError( PyExc_TypeError,
"Cannot add new to objects.selection or objects.context!" ));
if( !PyArg_ParseTuple( args, "O!", &Object_Type, &pyobj ) )
return ( EXPP_ReturnPyObjError( PyExc_TypeError,
"expected a python object as an argument" ) );
blen_ob = ( ( BPy_Object * ) pyobj )->object;
scene = self->bpyscene->scene;
/* is the object really in the scene? */
base = object_in_scene( blen_ob, scene);
if( base ) { /* if it is, remove it */
/* check that there is a data block before decrementing refcount */
if( (ID *)base->object->data )
((ID *)base->object->data)->us--;
else if( blen_ob->type != OB_EMPTY )
return EXPP_ReturnPyObjError( PyExc_RuntimeError,
"Object has no data!" );
if (scene->basact==base)
scene->basact= NULL; /* in case the object was selected */
BLI_remlink( &scene->base, base );
base->object->id.us--;
MEM_freeN( base );
}
Py_RETURN_NONE;
}
PyObject *SceneObSeq_getActive(BPy_SceneObSeq *self)
{
PyObject *pyob;
Base *base;
SCENE_DEL_CHECK_PY(self->bpyscene);
if (self->mode!=EXPP_OBSEQ_NORMAL)
return (EXPP_ReturnPyObjError( PyExc_TypeError,
"cannot get active from objects.selected or objects.context" ));
base= self->bpyscene->scene->basact;
if (!base)
Py_RETURN_NONE;
pyob = Object_CreatePyObject( base->object );
if (!pyob)
return EXPP_ReturnPyObjError(PyExc_MemoryError,
"couldn't create new object wrapper!");
return pyob;
}
static int SceneObSeq_setActive(BPy_SceneObSeq *self, PyObject *value)
{
Base *base;
SCENE_DEL_CHECK_INT(self->bpyscene);
if (self->mode!=EXPP_OBSEQ_NORMAL)
return (EXPP_ReturnIntError( PyExc_TypeError,
"cannot set active from objects.selected or objects.context" ));
if (value==Py_None) {
self->bpyscene->scene->basact= NULL;
return 0;
}
if (!BPy_Object_Check(value))
return (EXPP_ReturnIntError( PyExc_ValueError,
"Object or None types can only be assigned to active!" ));
base = object_in_scene( ((BPy_Object *)value)->object, self->bpyscene->scene );
if (!base)
return (EXPP_ReturnIntError( PyExc_ValueError,
"cannot assign an active object outside the scene." ));
self->bpyscene->scene->basact= base;
return 0;
}
static struct PyMethodDef BPy_SceneObSeq_methods[] = {
{"link", (PyCFunction)SceneObSeq_link, METH_VARARGS,
"link object to this scene"},
{"new", (PyCFunction)SceneObSeq_new, METH_VARARGS,
"Create a new object in this scene from the obdata given and return a new object"},
{"unlink", (PyCFunction)SceneObSeq_unlink, METH_VARARGS,
"unlinks the object from the scene"},
{NULL, NULL, 0, NULL}
};
/************************************************************************
*
* Python SceneObSeq_Type standard operations
*
************************************************************************/
static void SceneObSeq_dealloc( BPy_SceneObSeq * self )
{
Py_DECREF(self->bpyscene);
PyObject_DEL( self );
}
static int SceneObSeq_compare( BPy_SceneObSeq * a, BPy_SceneObSeq * b )
{
return ( a->bpyscene->scene == b->bpyscene->scene && a->mode == b->mode) ? 0 : -1;
}
/*
* repr function
* callback functions building meaninful string to representations
*/
static PyObject *SceneObSeq_repr( BPy_SceneObSeq * self )
{
if( !(self->bpyscene->scene) )
return PyString_FromFormat( "[Scene ObjectSeq Removed]" );
else if (self->mode==EXPP_OBSEQ_SELECTED)
return PyString_FromFormat( "[Scene ObjectSeq Selected \"%s\"]",
self->bpyscene->scene->id.name + 2 );
else if (self->mode==EXPP_OBSEQ_CONTEXT)
return PyString_FromFormat( "[Scene ObjectSeq Context \"%s\"]",
self->bpyscene->scene->id.name + 2 );
/*self->mode==0*/
return PyString_FromFormat( "[Scene ObjectSeq \"%s\"]",
self->bpyscene->scene->id.name + 2 );
}
static PyGetSetDef SceneObSeq_getseters[] = {
{"selected",
(getter)SceneObSeq_getObjects, (setter)SceneObSeq_setObjects,
"sequence of selected objects",
(void *)EXPP_OBSEQ_SELECTED},
{"context",
(getter)SceneObSeq_getObjects, (setter)SceneObSeq_setObjects,
"sequence of user context objects",
(void *)EXPP_OBSEQ_CONTEXT},
{"active",
(getter)SceneObSeq_getActive, (setter)SceneObSeq_setActive,
"active object",
NULL},
{NULL,NULL,NULL,NULL,NULL} /* Sentinel */
};
/*****************************************************************************/
/* Python SceneObSeq_Type structure definition: */
/*****************************************************************************/
PyTypeObject SceneObSeq_Type = {
PyObject_HEAD_INIT( NULL ) /* required py macro */
0, /* ob_size */
/* For printing, in format "<module>.<name>" */
"Blender SceneObSeq", /* char *tp_name; */
sizeof( BPy_SceneObSeq ), /* int tp_basicsize; */
0, /* tp_itemsize; For allocation */
/* Methods to implement standard operations */
( destructor ) SceneObSeq_dealloc,/* destructor tp_dealloc; */
NULL, /* printfunc tp_print; */
NULL, /* getattrfunc tp_getattr; */
NULL, /* setattrfunc tp_setattr; */
( cmpfunc ) SceneObSeq_compare, /* cmpfunc tp_compare; */
( reprfunc ) SceneObSeq_repr, /* reprfunc tp_repr; */
/* Method suites for standard classes */
NULL, /* PyNumberMethods *tp_as_number; */
&SceneObSeq_as_sequence, /* PySequenceMethods *tp_as_sequence; */
NULL, /* PyMappingMethods *tp_as_mapping; */
/* More standard operations (here for binary compatibility) */
NULL, /* hashfunc tp_hash; */
NULL, /* ternaryfunc tp_call; */
NULL, /* reprfunc tp_str; */
NULL, /* getattrofunc tp_getattro; */
NULL, /* setattrofunc tp_setattro; */
/* Functions to access object as input/output buffer */
NULL, /* PyBufferProcs *tp_as_buffer; */
/*** Flags to define presence of optional/expanded features ***/
Py_TPFLAGS_DEFAULT, /* long tp_flags; */
NULL, /* char *tp_doc; Documentation string */
/*** Assigned meaning in release 2.0 ***/
/* call function for all accessible objects */
NULL, /* traverseproc tp_traverse; */
/* delete references to contained objects */
NULL, /* inquiry tp_clear; */
/*** Assigned meaning in release 2.1 ***/
/*** rich comparisons ***/
NULL, /* richcmpfunc tp_richcompare; */
/*** weak reference enabler ***/
0, /* long tp_weaklistoffset; */
/*** Added in release 2.2 ***/
/* Iterators */
( getiterfunc) SceneObSeq_getIter, /* getiterfunc tp_iter; */
( iternextfunc ) SceneObSeq_nextIter, /* iternextfunc tp_iternext; */
/*** Attribute descriptor and subclassing stuff ***/
BPy_SceneObSeq_methods, /* struct PyMethodDef *tp_methods; */
NULL, /* struct PyMemberDef *tp_members; */
SceneObSeq_getseters, /* struct PyGetSetDef *tp_getset; */
NULL, /* struct _typeobject *tp_base; */
NULL, /* PyObject *tp_dict; */
NULL, /* descrgetfunc tp_descr_get; */
NULL, /* descrsetfunc tp_descr_set; */
0, /* long tp_dictoffset; */
NULL, /* initproc tp_init; */
NULL, /* allocfunc tp_alloc; */
NULL, /* newfunc tp_new; */
/* Low-level free-memory routine */
NULL, /* freefunc tp_free; */
/* For PyObject_IS_GC */
NULL, /* inquiry tp_is_gc; */
NULL, /* PyObject *tp_bases; */
/* method resolution order */
NULL, /* PyObject *tp_mro; */
NULL, /* PyObject *tp_cache; */
NULL, /* PyObject *tp_subclasses; */
NULL, /* PyObject *tp_weaklist; */
NULL
};