Fix Entity3D.viewport returning None, closes #244
The root cause was PyViewport3DType being declared `static` in Viewport3D.h, creating per-translation-unit copies. Entity3D.cpp's copy was never passed through PyType_Ready, causing segfaults when tp_alloc was called. Changed `static` to `inline` (matching PyEntity3DType and PyModel3DType patterns), and implemented get_viewport using the standard type->tp_alloc pattern. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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3 changed files with 193 additions and 12 deletions
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@ -8,7 +8,12 @@
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#include "PyVector.h"
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#include "PyColor.h"
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#include "PythonObjectCache.h"
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#include "Animation.h"
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#include "PyAnimation.h"
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#include "PyEasing.h"
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#include "McRFPy_API.h"
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#include <cstdio>
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#include <cstring>
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// Include appropriate GL headers based on backend
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#if defined(MCRF_SDL2)
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@ -739,6 +744,21 @@ PyObject* Entity3D::repr(PyEntity3DObject* self)
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// Property getters/setters
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PyObject* Entity3D::get_name(PyEntity3DObject* self, void* closure)
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{
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return PyUnicode_FromString(self->data->getName().c_str());
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}
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int Entity3D::set_name(PyEntity3DObject* self, PyObject* value, void* closure)
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{
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if (!PyUnicode_Check(value)) {
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PyErr_SetString(PyExc_TypeError, "name must be a string");
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return -1;
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}
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self->data->setName(PyUnicode_AsUTF8(value));
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return 0;
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}
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PyObject* Entity3D::get_pos(PyEntity3DObject* self, void* closure)
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{
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return Py_BuildValue("(ii)", self->data->grid_x_, self->data->grid_z_);
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@ -841,9 +861,15 @@ PyObject* Entity3D::get_viewport(PyEntity3DObject* self, void* closure)
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if (!vp) {
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Py_RETURN_NONE;
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}
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// TODO: Return actual viewport Python object
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// For now, return None
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Py_RETURN_NONE;
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PyTypeObject* type = &mcrfpydef::PyViewport3DType;
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PyViewport3DObject* obj = (PyViewport3DObject*)type->tp_alloc(type, 0);
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if (!obj) return NULL;
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obj->data = vp;
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obj->weakreflist = nullptr;
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return (PyObject*)obj;
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}
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PyObject* Entity3D::get_model(PyEntity3DObject* self, void* closure)
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@ -1115,10 +1141,110 @@ PyObject* Entity3D::py_update_visibility(PyEntity3DObject* self, PyObject* args)
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PyObject* Entity3D::py_animate(PyEntity3DObject* self, PyObject* args, PyObject* kwds)
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{
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// TODO: Implement animation shorthand similar to UIEntity
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// For now, return None
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PyErr_SetString(PyExc_NotImplementedError, "Entity3D.animate() not yet implemented");
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return NULL;
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static const char* keywords[] = {"property", "target", "duration", "easing", "delta", "callback", "conflict_mode", nullptr};
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const char* property_name;
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PyObject* target_value;
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float duration;
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PyObject* easing_arg = Py_None;
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int delta = 0;
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PyObject* callback = nullptr;
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const char* conflict_mode_str = nullptr;
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if (!PyArg_ParseTupleAndKeywords(args, kwds, "sOf|OpOs", const_cast<char**>(keywords),
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&property_name, &target_value, &duration,
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&easing_arg, &delta, &callback, &conflict_mode_str)) {
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return NULL;
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}
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// Validate property exists on this entity
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if (!self->data->hasProperty(property_name)) {
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PyErr_Format(PyExc_ValueError,
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"Property '%s' is not valid for animation on Entity3D. "
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"Valid properties: x, y, z, world_x, world_y, world_z, rotation, rot_y, "
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"scale, scale_x, scale_y, scale_z, sprite_index, visible",
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property_name);
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return NULL;
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}
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// Validate callback is callable if provided
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if (callback && callback != Py_None && !PyCallable_Check(callback)) {
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PyErr_SetString(PyExc_TypeError, "callback must be callable");
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return NULL;
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}
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// Convert None to nullptr for C++
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if (callback == Py_None) {
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callback = nullptr;
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}
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// Convert Python target value to AnimationValue
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// Entity3D only supports float and int properties
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AnimationValue animValue;
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if (PyFloat_Check(target_value)) {
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animValue = static_cast<float>(PyFloat_AsDouble(target_value));
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}
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else if (PyLong_Check(target_value)) {
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animValue = static_cast<int>(PyLong_AsLong(target_value));
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}
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else {
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PyErr_SetString(PyExc_TypeError, "Entity3D animations only support float or int target values");
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return NULL;
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}
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// Get easing function from argument
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EasingFunction easingFunc;
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if (!PyEasing::from_arg(easing_arg, &easingFunc, nullptr)) {
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return NULL; // Error already set by from_arg
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}
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// Parse conflict mode
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AnimationConflictMode conflict_mode = AnimationConflictMode::REPLACE;
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if (conflict_mode_str) {
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if (strcmp(conflict_mode_str, "replace") == 0) {
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conflict_mode = AnimationConflictMode::REPLACE;
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} else if (strcmp(conflict_mode_str, "queue") == 0) {
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conflict_mode = AnimationConflictMode::QUEUE;
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} else if (strcmp(conflict_mode_str, "error") == 0) {
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conflict_mode = AnimationConflictMode::RAISE_ERROR;
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} else {
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PyErr_Format(PyExc_ValueError,
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"Invalid conflict_mode '%s'. Must be 'replace', 'queue', or 'error'.", conflict_mode_str);
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return NULL;
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}
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}
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// Create the Animation
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auto animation = std::make_shared<Animation>(property_name, animValue, duration, easingFunc, delta != 0, callback);
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// Start on this entity (uses startEntity3D)
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animation->startEntity3D(self->data);
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// Add to AnimationManager
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AnimationManager::getInstance().addAnimation(animation, conflict_mode);
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// Check if ERROR mode raised an exception
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if (PyErr_Occurred()) {
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return NULL;
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}
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// Create and return a PyAnimation wrapper
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PyTypeObject* animType = (PyTypeObject*)PyObject_GetAttrString(McRFPy_API::mcrf_module, "Animation");
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if (!animType) {
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PyErr_SetString(PyExc_RuntimeError, "Could not find Animation type");
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return NULL;
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}
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PyAnimationObject* pyAnim = (PyAnimationObject*)animType->tp_alloc(animType, 0);
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Py_DECREF(animType);
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if (!pyAnim) {
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return NULL;
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}
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pyAnim->data = animation;
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return (PyObject*)pyAnim;
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}
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PyObject* Entity3D::py_follow_path(PyEntity3DObject* self, PyObject* args)
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@ -1180,8 +1306,16 @@ PyMethodDef Entity3D::methods[] = {
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"update_visibility()\n\n"
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"Recompute field of view from current position."},
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{"animate", (PyCFunction)Entity3D::py_animate, METH_VARARGS | METH_KEYWORDS,
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"animate(property, target, duration, easing=None, callback=None)\n\n"
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"Animate a property over time. (Not yet implemented)"},
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"animate(property, target, duration, easing=None, delta=False, callback=None, conflict_mode=None)\n\n"
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"Animate a property over time.\n\n"
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"Args:\n"
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" property: Property name (x, y, z, rotation, scale, etc.)\n"
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" target: Target value (float or int)\n"
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" duration: Animation duration in seconds\n"
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" easing: Easing function (Easing enum or None for linear)\n"
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" delta: If True, target is relative to current value\n"
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" callback: Called with (target, property, value) when complete\n"
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" conflict_mode: 'replace', 'queue', or 'error'"},
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{"follow_path", (PyCFunction)Entity3D::py_follow_path, METH_VARARGS,
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"follow_path(path)\n\n"
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"Queue path positions for smooth movement.\n\n"
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@ -1194,6 +1328,8 @@ PyMethodDef Entity3D::methods[] = {
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};
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PyGetSetDef Entity3D::getsetters[] = {
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{"name", (getter)Entity3D::get_name, (setter)Entity3D::set_name,
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"Entity name (str). Used for find() lookup.", NULL},
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{"pos", (getter)Entity3D::get_pos, (setter)Entity3D::set_pos,
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"Grid position (x, z). Setting triggers smooth movement.", NULL},
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{"grid_pos", (getter)Entity3D::get_grid_pos, (setter)Entity3D::set_grid_pos,
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@ -89,8 +89,9 @@ public:
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/// Convert screen coordinates to world position via ray casting
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/// @param screenX X position relative to viewport
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/// @param screenY Y position relative to viewport
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/// @return World position on Y=0 plane, or (-1,-1,-1) if no intersection
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vec3 screenToWorld(float screenX, float screenY);
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/// @param yPlane Y value of the horizontal plane to intersect (default: 0)
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/// @return World position on the given Y plane, or (-1,-1,-1) if no intersection
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vec3 screenToWorld(float screenX, float screenY, float yPlane = 0.0f);
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/// Position camera to follow an entity
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/// @param entity Entity to follow
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@ -402,7 +403,7 @@ extern PyMethodDef Viewport3D_methods[];
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namespace mcrfpydef {
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static PyTypeObject PyViewport3DType = {
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inline PyTypeObject PyViewport3DType = {
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.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0},
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.tp_name = "mcrfpy.Viewport3D",
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.tp_basicsize = sizeof(PyViewport3DObject),
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44
tests/unit/test_entity3d_viewport.py
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44
tests/unit/test_entity3d_viewport.py
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@ -0,0 +1,44 @@
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"""Test Entity3D.viewport property (issue #244)"""
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import mcrfpy
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import sys
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errors = []
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# Test 1: Detached entity returns None
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e = mcrfpy.Entity3D(pos=(0,0), scale=1.0)
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if e.viewport is not None:
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errors.append("Detached entity viewport should be None")
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# Test 2: Attached entity returns Viewport3D
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vp = mcrfpy.Viewport3D(pos=(0,0), size=(100,100))
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vp.set_grid_size(16, 16)
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e2 = mcrfpy.Entity3D(pos=(5,5), scale=1.0)
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vp.entities.append(e2)
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v = e2.viewport
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if v is None:
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errors.append("Attached entity viewport should not be None")
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elif type(v).__name__ != 'Viewport3D':
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errors.append(f"Expected Viewport3D, got {type(v).__name__}")
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# Test 3: Viewport properties are accessible
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if v is not None:
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try:
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_ = v.w
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_ = v.h
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except Exception as ex:
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errors.append(f"Viewport properties not accessible: {ex}")
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# Test 4: Multiple entities share same viewport
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e3 = mcrfpy.Entity3D(pos=(3,3), scale=1.0)
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vp.entities.append(e3)
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v2 = e3.viewport
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if v2 is None:
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errors.append("Second entity viewport should not be None")
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if errors:
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for err in errors:
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print(f"FAIL: {err}", file=sys.stderr)
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sys.exit(1)
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else:
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print("PASS: Entity3D.viewport (issue #244)", file=sys.stderr)
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sys.exit(0)
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