style cleanup
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@@ -138,9 +138,9 @@ bool PyVecTo(PyObject* pyval, T& vec)
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#ifdef USE_MATHUTILS
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/* no need for BaseMath_ReadCallback() here, reading the sequences will do this */
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if(VectorObject_Check(pyval)) {
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if (VectorObject_Check(pyval)) {
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VectorObject *pyvec= (VectorObject *)pyval;
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if(BaseMath_ReadCallback(pyvec) == -1) {
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if (BaseMath_ReadCallback(pyvec) == -1) {
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return false; /* exception raised */
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}
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if (pyvec->size != Size(vec)) {
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@@ -150,9 +150,9 @@ bool PyVecTo(PyObject* pyval, T& vec)
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vec.setValue((float *) pyvec->vec);
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return true;
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}
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else if(QuaternionObject_Check(pyval)) {
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else if (QuaternionObject_Check(pyval)) {
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QuaternionObject *pyquat= (QuaternionObject *)pyval;
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if(BaseMath_ReadCallback(pyquat) == -1) {
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if (BaseMath_ReadCallback(pyquat) == -1) {
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return false; /* exception raised */
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}
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if (4 != Size(vec)) {
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@@ -163,9 +163,9 @@ bool PyVecTo(PyObject* pyval, T& vec)
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vec.setValue((float *) pyquat->quat);
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return true;
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}
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else if(EulerObject_Check(pyval)) {
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else if (EulerObject_Check(pyval)) {
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EulerObject *pyeul= (EulerObject *)pyval;
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if(BaseMath_ReadCallback(pyeul) == -1) {
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if (BaseMath_ReadCallback(pyeul) == -1) {
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return false; /* exception raised */
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}
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if (3 != Size(vec)) {
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@@ -174,10 +174,10 @@ bool PyVecTo(PyObject* pyval, T& vec)
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}
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vec.setValue((float *) pyeul->eul);
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return true;
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} else
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}
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else
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#endif
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if(PyTuple_Check(pyval))
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{
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if (PyTuple_Check(pyval)) {
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unsigned int numitems = PyTuple_GET_SIZE(pyval);
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if (numitems != Size(vec)) {
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PyErr_Format(PyExc_AttributeError, "error setting vector, %d args, should be %d", numitems, Size(vec));
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@@ -194,8 +194,8 @@ bool PyVecTo(PyObject* pyval, T& vec)
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return true;
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}
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else if (PyObject_TypeCheck(pyval, (PyTypeObject *)&PyObjectPlus::Type))
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{ /* note, include this check because PySequence_Check does too much introspection
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else if (PyObject_TypeCheck(pyval, (PyTypeObject *)&PyObjectPlus::Type)) {
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/* note, include this check because PySequence_Check does too much introspection
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* on the PyObject (like getting its __class__, on a BGE type this means searching up
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* the parent list each time only to discover its not a sequence.
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* GameObjects are often used as an alternative to vectors so this is a common case
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@@ -207,16 +207,14 @@ bool PyVecTo(PyObject* pyval, T& vec)
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PyErr_Format(PyExc_AttributeError, "expected a sequence type");
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return false;
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}
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else if (PySequence_Check(pyval))
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{
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else if (PySequence_Check(pyval)) {
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unsigned int numitems = PySequence_Size(pyval);
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if (numitems != Size(vec)) {
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PyErr_Format(PyExc_AttributeError, "error setting vector, %d args, should be %d", numitems, Size(vec));
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return false;
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}
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for (unsigned int x = 0; x < numitems; x++)
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{
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for (unsigned int x = 0; x < numitems; x++) {
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PyObject *item = PySequence_GetItem(pyval, x); /* new ref */
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vec[x] = PyFloat_AsDouble(item);
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Py_DECREF(item);
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@@ -228,8 +226,8 @@ bool PyVecTo(PyObject* pyval, T& vec)
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}
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return true;
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} else
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{
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}
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else {
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PyErr_Format(PyExc_AttributeError, "not a sequence type, expected a sequence of numbers size %d", Size(vec));
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}
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