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blender-archive/source/blender/python/generic/matrix.h
Campbell Barton eb22a7b210 PyRNA API support for matrix types as Mathutils matrix (with callbacks) rather then a generic rna sequence of floats.
Any 3x3 or 4x4 rna matrix will automatically be returned as a Mathutils matrix.
This makes useful stuff like multiplying a vector location by an object matrix possible.
 ob = bpy.data.scenes[0].objects[0]
 print (ob.data.verts[0].co * ob.matrix)

Also added mathutils matrix types to the BGE GameObject.localOrientation, worldOrientation

* MT_Matrix3x3 added getValue3x3 and setValue3x3, assumed a 4x3 float array.
* KX_GameObject.cpp convenience functions NodeSetGlobalOrientation, NodeGetLocalOrientation, NodeGetLocalScaling, NodeGetLocalPosition.
* 2.5 python api now initializes modules BGL, Mathutils and Geometry
* modules py3 PyModuleDef's use PyModuleDef_HEAD_INIT, rather then {}, was making msvc fail to build.
* added macros for Vector_ReadCallback, Vector_WriteCallback etc. to check if the callback pointer is set before calling the function.
2009-06-23 13:34:45 +00:00

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2.3 KiB
C++

/*
* $Id$
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Joseph Gilbert
*
* ***** END GPL LICENSE BLOCK *****
*
*/
#ifndef EXPP_matrix_h
#define EXPP_matrix_h
#include <Python.h>
extern PyTypeObject matrix_Type;
#define MatrixObject_Check(v) ((v)->ob_type == &matrix_Type)
typedef float **ptRow;
typedef struct _Matrix {
PyObject_VAR_HEAD
ptRow matrix; /*ptr to the contigPtr (accessor)*/
float* contigPtr; /*1D array of data (alias)*/
PyObject* cb_user; /* if this vector references another object, otherwise NULL, *Note* this owns its reference */
unsigned char rowSize;
unsigned char colSize;
unsigned char wrapped; /*is wrapped data?*/
unsigned char cb_type; /* which user funcs do we adhere to, RNA, GameObject, etc */
unsigned int cb_subtype; /* subtype: location, rotation... to avoid defining many new functions for every attribute of the same type */
} MatrixObject;
/*struct data contains a pointer to the actual data that the
object uses. It can use either PyMem allocated data (which will
be stored in py_data) or be a wrapper for data allocated through
blender (stored in blend_data). This is an either/or struct not both*/
/*prototypes*/
PyObject *newMatrixObject(float *mat, int rowSize, int colSize, int type);
PyObject *newMatrixObject_cb(PyObject *user, int rowSize, int colSize, int cb_type, int cb_subtype);
extern int mathutils_matrix_vector_cb_index;
extern struct Mathutils_Callback mathutils_matrix_vector_cb;
#endif /* EXPP_matrix_H */