Revision: 19922
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=19922
Author:   campbellbarton
Date:     2009-04-25 09:17:36 +0200 (Sat, 25 Apr 2009)

Log Message:
-----------
[#18606] Writing to KX_GameObject.orientation causes crash

Own bug, conversion function to get an orientation from python - 
PyOrientationTo() ignored user input completely :| (breaking the orientation 
attribute)

Also made KX_GameObject worldOrientation writable and minor doc fixes.

Modified Paths:
--------------
    trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
    trunk/blender/source/gameengine/Ketsji/KX_GameObject.h
    trunk/blender/source/gameengine/Ketsji/KX_PyMath.cpp
    trunk/blender/source/gameengine/PyDoc/KX_GameObject.py

Modified: trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp    2009-04-24 
21:51:36 UTC (rev 19921)
+++ trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp    2009-04-25 
07:17:36 UTC (rev 19922)
@@ -1133,7 +1133,7 @@
        KX_PYATTRIBUTE_RW_FUNCTION("state",             KX_GameObject, 
pyattr_get_state,        pyattr_set_state),
        KX_PYATTRIBUTE_RO_FUNCTION("meshes",    KX_GameObject, 
pyattr_get_meshes),
        
KX_PYATTRIBUTE_RW_FUNCTION("localOrientation",KX_GameObject,pyattr_get_localOrientation,pyattr_set_localOrientation),
-       
KX_PYATTRIBUTE_RO_FUNCTION("worldOrientation",KX_GameObject,pyattr_get_worldOrientation),
+       
KX_PYATTRIBUTE_RW_FUNCTION("worldOrientation",KX_GameObject,pyattr_get_worldOrientation,pyattr_set_worldOrientation),
        KX_PYATTRIBUTE_RW_FUNCTION("localPosition",     KX_GameObject, 
pyattr_get_localPosition,        pyattr_set_localPosition),
        KX_PYATTRIBUTE_RW_FUNCTION("worldPosition",     KX_GameObject, 
pyattr_get_worldPosition,    pyattr_set_worldPosition),
        KX_PYATTRIBUTE_RW_FUNCTION("localScaling",      KX_GameObject, 
pyattr_get_localScaling, pyattr_set_localScaling),
@@ -1515,6 +1515,26 @@
        return PyObjectFrom(self->NodeGetWorldOrientation());
 }
 
+int KX_GameObject::pyattr_set_worldOrientation(void *self_v, const 
KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+       KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
+       
+       /* if value is not a sequence PyOrientationTo makes an error */
+       MT_Matrix3x3 rot;
+       if (!PyOrientationTo(value, rot, "gameOb.worldOrientation = sequence: 
KX_GameObject, "))
+               return NULL;
+
+       if (self->GetSGNode() && self->GetSGNode()->GetSGParent()) {
+               
self->NodeSetLocalOrientation(self->GetSGNode()->GetSGParent()->GetWorldOrientation().inverse()*rot);
+       }
+       else {
+               self->NodeSetLocalOrientation(rot);
+       }
+       
+       self->NodeUpdateGS(0.f);
+       return 0;
+}
+
 PyObject* KX_GameObject::pyattr_get_localOrientation(void *self_v, const 
KX_PYATTRIBUTE_DEF *attrdef)
 {
        KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
@@ -1530,7 +1550,7 @@
        
        /* if value is not a sequence PyOrientationTo makes an error */
        MT_Matrix3x3 rot;
-       if (!PyOrientationTo(value, rot, "gameOb.orientation = sequence: 
KX_GameObject, "))
+       if (!PyOrientationTo(value, rot, "gameOb.localOrientation = sequence: 
KX_GameObject, "))
                return NULL;
 
        self->NodeSetLocalOrientation(rot);
@@ -2170,23 +2190,15 @@
 PyObject* KX_GameObject::PySetOrientation(PyObject* value)
 {
        ShowDeprecationWarning("setOrientation()", "the orientation property");
-       MT_Matrix3x3 matrix;
-       if (PyObject_IsMT_Matrix(value, 3) && PyMatTo(value, matrix))
-       {
-               NodeSetLocalOrientation(matrix);
-               NodeUpdateGS(0.f);
-               Py_RETURN_NONE;
-       }
+       MT_Matrix3x3 rot;
+       
+       /* if value is not a sequence PyOrientationTo makes an error */
+       if (!PyOrientationTo(value, rot, "gameOb.setOrientation(sequence): 
KX_GameObject, "))
+               return NULL;
 
-       MT_Quaternion quat;
-       if (PyVecTo(value, quat))
-       {
-               matrix.setRotation(quat);
-               NodeSetLocalOrientation(matrix);
-               NodeUpdateGS(0.f);
-               Py_RETURN_NONE;
-       }
-       return NULL;
+       NodeSetLocalOrientation(rot);
+       NodeUpdateGS(0.f);
+       Py_RETURN_NONE;
 }
 
 PyObject* KX_GameObject::PyAlignAxisToVect(PyObject* args)

Modified: trunk/blender/source/gameengine/Ketsji/KX_GameObject.h
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_GameObject.h      2009-04-24 
21:51:36 UTC (rev 19921)
+++ trunk/blender/source/gameengine/Ketsji/KX_GameObject.h      2009-04-25 
07:17:36 UTC (rev 19922)
@@ -884,6 +884,7 @@
        static PyObject*        pyattr_get_localInertia(void *self_v, const 
KX_PYATTRIBUTE_DEF *attrdef);
        static int                      pyattr_set_localInertia(void *self_v, 
const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
        static PyObject*        pyattr_get_worldOrientation(void *self_v, const 
KX_PYATTRIBUTE_DEF *attrdef);
+       static int                      pyattr_set_worldOrientation(void 
*self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
        static PyObject*        pyattr_get_localOrientation(void *self_v, const 
KX_PYATTRIBUTE_DEF *attrdef);
        static int                      pyattr_set_localOrientation(void 
*self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
        static PyObject*        pyattr_get_worldScaling(void *self_v, const 
KX_PYATTRIBUTE_DEF *attrdef);

Modified: trunk/blender/source/gameengine/Ketsji/KX_PyMath.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_PyMath.cpp        2009-04-24 
21:51:36 UTC (rev 19921)
+++ trunk/blender/source/gameengine/Ketsji/KX_PyMath.cpp        2009-04-25 
07:17:36 UTC (rev 19922)
@@ -75,9 +75,8 @@
        return false;
 }
 
-bool PyOrientationTo(PyObject* pyval, MT_Matrix3x3 &mat, const char 
*error_prefix)
+bool PyOrientationTo(PyObject* pyval, MT_Matrix3x3 &rot, const char 
*error_prefix)
 {
-       MT_Matrix3x3 rot;
        int size= PySequence_Size(pyval);
        
        if (size == 4)

Modified: trunk/blender/source/gameengine/PyDoc/KX_GameObject.py
===================================================================
--- trunk/blender/source/gameengine/PyDoc/KX_GameObject.py      2009-04-24 
21:51:36 UTC (rev 19921)
+++ trunk/blender/source/gameengine/PyDoc/KX_GameObject.py      2009-04-25 
07:17:36 UTC (rev 19922)
@@ -49,13 +49,13 @@
        @type scaling: list [sx, sy, sz] On write: local scaling, on read: 
world scaling
        @ivar localOrientation: The object's local orientation. 3x3 Matrix. You 
can also write a Quaternion or Euler vector.
        @type localOrientation: 3x3 Matrix [[float]]
-       @ivar worldOrientation: The object's world orientation. Read-only.
+       @ivar worldOrientation: The object's world orientation.
        @type worldOrientation: 3x3 Matrix [[float]]
        @ivar localScaling: The object's local scaling factor.
        @type localScaling: list [sx, sy, sz]
        @ivar worldScaling: The object's world scaling factor. Read-only
        @type worldScaling: list [sx, sy, sz]
-       @ivar localPosition: The object's local position. 
+       @ivar localPosition: The object's local position.
        @type localPosition: list [x, y, z]
        @ivar worldPosition: The object's world position. 
        @type worldPosition: list [x, y, z]
@@ -87,10 +87,10 @@
                Delete this object, can be used inpace of the EndObject 
Actuator.
                The actual removal of the object from the scene is delayed.
                """     
-       def replaceMesh(mesh_name):
+       def replaceMesh(mesh):
                """
                Replace the mesh of this object with a new mesh. This works the 
same was as the actuator.
-               @type mesh_name: string
+               @type mesh: L{KX_MeshProxy<KX_MeshProxy.KX_MeshProxy>} or mesh 
name
                """     
        def getVisible():
                """
@@ -468,7 +468,7 @@
                @type objfrom: L{KX_GameObject} or 3-tuple or None
                @param dist: max distance to look (can be negative => look 
behind); 0 or omitted => detect up to to
                @type dist: float
-               @param prop: property name that object must have; can be 
omitted => detect any object
+               @param prop: property name that object must have; can be 
omitted or "" => detect any object
                @type prop: string
                @param face: normal option: 1=>return face normal; 0 or omitted 
=> normal is oriented towards origin
                @type face: int


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