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blender-archive/source/blender/python/generic/vector.h
Campbell Barton bce3f7e019 PyAPI Mathutils Vector callbacks, referencing other PyObjects rather then thin wrapping vectors which is crash prone.
in short, vectors can work as if they are thin wrapped but not crash blender if the original data is removed.

* RNA vector's return Mathutils vector types.
* BGE vectors for GameObject's localPosition, worldPosition, localPosition, localScale, worldScale, localInertia.
* Comment USE_MATHUTILS define to disable returning vectors.

Example...

* 2.49... *
 loc = gameOb.worldPosition
 loc[1] = 0
 gameOb.worldPosition = loc

* With vectors... *
 gameOb.worldPosition[1] = 0


* But this wont crash... *
 loc = gameOb.worldPosition
 gameOb.endObject()
 loc[1] = 0 # will raise an error that the objects removed.

This breaks games which assume return values are lists.

Will add this to eulers, matrix and quaternion types later.
2009-06-22 04:26:48 +00:00

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/* $Id: vector.h 20332 2009-05-22 03:22:56Z campbellbarton $
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Willian P. Germano & Joseph Gilbert
*
* ***** END GPL LICENSE BLOCK *****
*
*/
#ifndef EXPP_vector_h
#define EXPP_vector_h
#include <Python.h>
#include "../intern/bpy_compat.h"
extern PyTypeObject vector_Type;
#define VectorObject_Check(v) (((PyObject *)v)->ob_type == &vector_Type)
typedef struct {
PyObject_VAR_HEAD
float *vec; /*1D array of data (alias), wrapped status depends on wrapped status */
PyObject *user; /* if this vector references another object, otherwise NULL, *Note* this owns its reference */
unsigned char size; /* vec size 2,3 or 4 */
unsigned char wrapped; /* wrapped data type? */
unsigned char callback_type; /* which user funcs do we adhere to, RNA, GameObject, etc */
unsigned char subtype; /* subtype: location, rotation... to avoid defining many new functions for every attribute of the same type */
} VectorObject;
/*prototypes*/
PyObject *newVectorObject(float *vec, int size, int type);
PyObject *newVectorObject_cb(PyObject *user, int size, int callback_type, int subtype);
#endif /* EXPP_vector_h */