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Diffstat (limited to 'source/gameengine/Converter/BL_ActionActuator.cpp')
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1 files changed, 805 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
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+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
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+/**
+* $Id$
+*
+ * ***** BEGIN GPL/BL DUAL 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. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * 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): none yet.
+ *
+ * ***** END GPL/BL DUAL LICENSE BLOCK *****
+*/
+
+#include "SCA_LogicManager.h"
+#include "BL_ActionActuator.h"
+#include "BL_ArmatureObject.h"
+#include "BL_SkinDeformer.h"
+#include "KX_GameObject.h"
+#include "STR_HashedString.h"
+#include "DNA_action_types.h"
+#include "DNA_actuator_types.h"
+#include "BKE_action.h"
+#include "DNA_armature_types.h"
+#include "MEM_guardedalloc.h"
+#include "BLI_blenlib.h"
+#include "BLI_arithb.h"
+#include "MT_Matrix4x4.h"
+#include "BKE_utildefines.h"
+
+BL_ActionActuator::~BL_ActionActuator()
+{
+ if (m_pose) {
+ clear_pose(m_pose);
+ MEM_freeN(m_pose);
+ m_pose = NULL;
+ };
+
+ if (m_userpose){
+ clear_pose(m_userpose);
+ MEM_freeN(m_userpose);
+ m_userpose=NULL;
+ }
+ if (m_blendpose) {
+ clear_pose(m_blendpose);
+ MEM_freeN(m_blendpose);
+ m_blendpose = NULL;
+ };
+
+}
+
+void BL_ActionActuator::ProcessReplica(){
+ bPose *oldpose = m_pose;
+ bPose *oldbpose = m_blendpose;
+
+ m_pose = NULL;
+ m_blendpose = NULL;
+ m_localtime=m_starttime;
+ m_lastUpdate=-1;
+
+}
+
+void BL_ActionActuator::SetBlendTime (float newtime){
+ m_blendframe = newtime;
+}
+
+CValue* BL_ActionActuator::GetReplica() {
+ BL_ActionActuator* replica = new BL_ActionActuator(*this);//m_float,GetName());
+ replica->ProcessReplica();
+
+ // this will copy properties and so on...
+ CValue::AddDataToReplica(replica);
+ return replica;
+};
+
+bool BL_ActionActuator::Update(double curtime,double deltatime)
+{
+ bool bNegativeEvent = false;
+ bool bPositiveEvent = false;
+ int numevents = m_events.size();
+ bool keepgoing = true;
+ bool wrap = false;
+ bool apply=true;
+ int priority;
+ float newweight;
+
+ // result = true if animation has to be continued, false if animation stops
+ // maybe there are events for us in the queue !
+
+ for (vector<CValue*>::iterator i=m_events.end(); !(i==m_events.begin());)
+ {
+ i--;
+ if ((*i)->GetNumber() == 0.0f)
+ {
+ int ka=0;
+ bNegativeEvent = true;
+ }
+ else
+ bPositiveEvent= true;
+ (*i)->Release();
+ m_events.pop_back();
+ }
+
+ /* We know that action actuators have been discarded from all non armature objects:
+ if we're being called, we're attached to a BL_ArmatureObject */
+ BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent();
+ int length = m_endtime - m_starttime;
+
+ priority = m_priority;
+
+ /* Determine pre-incrementation behaviour and set appropriate flags */
+ switch (m_playtype){
+ case ACT_ACTION_MOTION:
+ if (bNegativeEvent){
+ keepgoing=false;
+ apply=false;
+ };
+ break;
+ case ACT_ACTION_FROM_PROP:
+ if (bNegativeEvent){
+ apply=false;
+ keepgoing=false;
+ }
+ break;
+ case ACT_ACTION_LOOP_END:
+ if (bPositiveEvent){
+ if (!(m_flag & ACT_FLAG_LOCKINPUT)){
+ m_flag &= ~ACT_FLAG_KEYUP;
+ m_flag &= ~ACT_FLAG_REVERSE;
+ m_flag |= ACT_FLAG_LOCKINPUT;
+ m_localtime = m_starttime;
+ }
+ }
+ if (bNegativeEvent){
+ m_flag |= ACT_FLAG_KEYUP;
+ }
+ break;
+ case ACT_ACTION_LOOP_STOP:
+ if (bPositiveEvent){
+ if (!(m_flag & ACT_FLAG_LOCKINPUT)){
+ m_flag &= ~ACT_FLAG_REVERSE;
+ }
+ }
+ if (bNegativeEvent){
+ keepgoing=false;
+ apply=false;
+ }
+ break;
+ case ACT_ACTION_FLIPPER:
+ if (bPositiveEvent){
+ if (!(m_flag & ACT_FLAG_LOCKINPUT)){
+ m_flag &= ~ACT_FLAG_REVERSE;
+ }
+ }
+ else if (bNegativeEvent){
+ m_flag |= ACT_FLAG_REVERSE;
+ }
+ break;
+ case ACT_ACTION_PLAY:
+ if (bPositiveEvent){
+ if (!(m_flag & ACT_FLAG_LOCKINPUT)){
+ m_flag &= ~ACT_FLAG_REVERSE;
+ m_localtime = m_starttime;
+ m_flag |= ACT_FLAG_LOCKINPUT;
+ }
+ }
+ break;
+ default:
+ break;
+ }
+
+ /* Perform increment */
+ if (keepgoing){
+ if (m_playtype == ACT_ACTION_MOTION){
+ MT_Point3 newpos;
+ MT_Point3 deltapos;
+
+ newpos = obj->NodeGetWorldPosition();
+
+ /* Find displacement */
+ deltapos = newpos-m_lastpos;
+ m_localtime += (length/m_stridelength) * deltapos.length();
+ m_lastpos = newpos;
+ }
+ else{
+ if (m_flag & ACT_FLAG_REVERSE)
+ m_localtime -= deltatime* KX_FIXED_FRAME_PER_SEC;
+ else
+ m_localtime += deltatime* KX_FIXED_FRAME_PER_SEC;
+ }
+ }
+
+ /* Check if a wrapping response is needed */
+ if (length){
+ if (m_flag & ACT_FLAG_REVERSE){
+ if (m_localtime < m_starttime){
+ m_localtime = m_endtime+(
+ (int)((m_localtime - m_starttime)/length)
+ *(int)length);
+ wrap = true;
+ }
+ }
+ else{
+ if (m_localtime > m_endtime){
+ m_localtime = m_starttime+(
+ (int)((m_localtime - m_endtime)/length)
+ *(int)length);
+ wrap = true;
+ }
+ }
+
+ }
+ else
+ m_localtime = m_starttime;
+
+ /* Perform post-increment tasks */
+ switch (m_playtype){
+ case ACT_ACTION_FROM_PROP:
+ {
+ CValue* propval = GetParent()->GetProperty(m_propname);
+ if (propval) {
+ m_localtime = propval->GetNumber();
+ };
+
+ if (bNegativeEvent){
+ keepgoing=false;
+ }
+ }
+ break;
+ case ACT_ACTION_MOTION:
+ break;
+ case ACT_ACTION_LOOP_STOP:
+ break;
+ case ACT_ACTION_FLIPPER:
+ if (wrap){
+ if (!(m_flag & ACT_FLAG_REVERSE)){
+ m_localtime=m_endtime;
+ keepgoing = false;
+ }
+ else {
+ m_localtime=m_starttime;
+ keepgoing = false;
+ }
+ }
+ break;
+ case ACT_ACTION_LOOP_END:
+ if (wrap){
+ if (m_flag & ACT_FLAG_KEYUP){
+ keepgoing = false;
+ m_localtime = m_endtime;
+ m_flag &= ~ACT_FLAG_LOCKINPUT;
+ }
+ }
+ break;
+ case ACT_ACTION_PLAY:
+ if (wrap){
+ m_localtime = m_endtime;
+ keepgoing = false;
+ m_flag &= ~ACT_FLAG_LOCKINPUT;
+ }
+ break;
+ default:
+ keepgoing = false;
+ break;
+ }
+
+
+ if (bNegativeEvent){
+ m_blendframe=0.0;
+
+ }
+
+
+ /* Apply the pose if necessary*/
+ if (apply){
+
+ /* Priority test */
+ if (obj->SetActiveAction(this, priority, curtime)){
+
+ /* Get the underlying pose from the armature */
+ obj->GetPose(&m_pose);
+
+ /* Override the necessary channels with ones from the action */
+ get_pose_from_action(&m_pose, m_action, m_localtime);
+
+ /* Perform the user override (if any) */
+ if (m_userpose){
+ get_pose_from_pose(&m_pose, m_userpose);
+ clear_pose(m_userpose);
+ MEM_freeN(m_userpose);
+ m_userpose = NULL;
+ }
+#if 1
+ /* Handle blending */
+ if (m_blendin && (m_blendframe<m_blendin)){
+ /* If this is the start of a blending sequence... */
+ if ((m_blendframe==0.0) || (!m_blendpose)){
+ obj->GetMRDPose(&m_blendpose);
+ }
+
+ /* Find percentages */
+ newweight = (m_blendframe/(float)m_blendin);
+ blend_poses(m_pose, m_blendpose, 1.0 - newweight, POSE_BLEND);
+
+ /* Increment current blending percentage */
+ m_blendframe+=(deltatime*KX_FIXED_FRAME_PER_SEC);
+ if (m_blendframe>m_blendin)
+ m_blendframe = m_blendin;
+
+ }
+#endif
+ m_lastUpdate = m_localtime;
+ obj->SetPose (m_pose);
+ }
+ else{
+ m_blendframe = 0.0;
+ }
+ }
+
+ if (!keepgoing){
+ m_blendframe = 0.0;
+ }
+ return keepgoing;
+};
+
+/* ------------------------------------------------------------------------- */
+/* Python functions */
+/* ------------------------------------------------------------------------- */
+
+/* Integration hooks ------------------------------------------------------- */
+
+PyTypeObject BL_ActionActuator::Type = {
+ PyObject_HEAD_INIT(&PyType_Type)
+ 0,
+ "BL_ActionActuator",
+ sizeof(BL_ActionActuator),
+ 0,
+ PyDestructor,
+ 0,
+ __getattr,
+ __setattr,
+ 0, //&MyPyCompare,
+ __repr,
+ 0, //&cvalue_as_number,
+ 0,
+ 0,
+ 0,
+ 0
+};
+
+PyParentObject BL_ActionActuator::Parents[] = {
+ &BL_ActionActuator::Type,
+ &SCA_IActuator::Type,
+ &SCA_ILogicBrick::Type,
+ &CValue::Type,
+ NULL
+};
+
+PyMethodDef BL_ActionActuator::Methods[] = {
+ {"setAction", (PyCFunction) BL_ActionActuator::sPySetAction, METH_VARARGS, SetAction_doc},
+ {"setStart", (PyCFunction) BL_ActionActuator::sPySetStart, METH_VARARGS, SetStart_doc},
+ {"setEnd", (PyCFunction) BL_ActionActuator::sPySetEnd, METH_VARARGS, SetEnd_doc},
+ {"setBlendin", (PyCFunction) BL_ActionActuator::sPySetBlendin, METH_VARARGS, SetBlendin_doc},
+ {"setPriority", (PyCFunction) BL_ActionActuator::sPySetPriority, METH_VARARGS, SetPriority_doc},
+ {"setFrame", (PyCFunction) BL_ActionActuator::sPySetFrame, METH_VARARGS, SetFrame_doc},
+ {"setProperty", (PyCFunction) BL_ActionActuator::sPySetProperty, METH_VARARGS, SetProperty_doc},
+ {"setBlendtime", (PyCFunction) BL_ActionActuator::sPySetBlendtime, METH_VARARGS, SetBlendtime_doc},
+
+ {"getAction", (PyCFunction) BL_ActionActuator::sPyGetAction, METH_VARARGS, GetAction_doc},
+ {"getStart", (PyCFunction) BL_ActionActuator::sPyGetStart, METH_VARARGS, GetStart_doc},
+ {"getEnd", (PyCFunction) BL_ActionActuator::sPyGetEnd, METH_VARARGS, GetEnd_doc},
+ {"getBlendin", (PyCFunction) BL_ActionActuator::sPyGetBlendin, METH_VARARGS, GetBlendin_doc},
+ {"getPriority", (PyCFunction) BL_ActionActuator::sPyGetPriority, METH_VARARGS, GetPriority_doc},
+ {"getFrame", (PyCFunction) BL_ActionActuator::sPyGetFrame, METH_VARARGS, GetFrame_doc},
+ {"getProperty", (PyCFunction) BL_ActionActuator::sPyGetProperty, METH_VARARGS, GetProperty_doc},
+ {"setChannel", (PyCFunction) BL_ActionActuator::sPySetChannel, METH_VARARGS, SetChannel_doc},
+// {"getChannel", (PyCFunction) BL_ActionActuator::sPyGetChannel, METH_VARARGS},
+
+ {NULL,NULL} //Sentinel
+};
+
+PyObject* BL_ActionActuator::_getattr(char* attr) {
+ _getattr_up(SCA_IActuator);
+}
+
+/* setStart */
+char BL_ActionActuator::GetAction_doc[] =
+"getAction()\n"
+"\tReturns a string containing the name of the current action.\n";
+
+PyObject* BL_ActionActuator::PyGetAction(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ PyObject *result;
+
+ if (m_action){
+ result = Py_BuildValue("s", m_action->id.name+2);
+ }
+ else{
+ Py_INCREF(Py_None);
+ result = Py_None;
+ }
+
+ return result;
+}
+
+/* getProperty */
+char BL_ActionActuator::GetProperty_doc[] =
+"getProperty()\n"
+"\tReturns the name of the property to be used in FromProp mode.\n";
+
+PyObject* BL_ActionActuator::PyGetProperty(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ PyObject *result;
+
+ result = Py_BuildValue("s", m_propname);
+
+ return result;
+}
+
+/* getFrame */
+char BL_ActionActuator::GetFrame_doc[] =
+"getFrame()\n"
+"\tReturns the current frame number.\n";
+
+PyObject* BL_ActionActuator::PyGetFrame(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ PyObject *result;
+
+ result = Py_BuildValue("f", m_localtime);
+
+ return result;
+}
+
+/* getEnd */
+char BL_ActionActuator::GetEnd_doc[] =
+"getEnd()\n"
+"\tReturns the last frame of the action.\n";
+
+PyObject* BL_ActionActuator::PyGetEnd(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ PyObject *result;
+
+ result = Py_BuildValue("f", m_endtime);
+
+ return result;
+}
+
+/* getStart */
+char BL_ActionActuator::GetStart_doc[] =
+"getStart()\n"
+"\tReturns the starting frame of the action.\n";
+
+PyObject* BL_ActionActuator::PyGetStart(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ PyObject *result;
+
+ result = Py_BuildValue("f", m_starttime);
+
+ return result;
+}
+
+/* getBlendin */
+char BL_ActionActuator::GetBlendin_doc[] =
+"getBlendin()\n"
+"\tReturns the number of interpolation animation frames to be\n"
+"\tgenerated when this actuator is triggered.\n";
+
+PyObject* BL_ActionActuator::PyGetBlendin(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ PyObject *result;
+
+ result = Py_BuildValue("f", m_blendin);
+
+ return result;
+}
+
+/* getPriority */
+char BL_ActionActuator::GetPriority_doc[] =
+"getPriority()\n"
+"\tReturns the priority for this actuator. Actuators with lower\n"
+"\tPriority numbers will override actuators with higher numbers.\n";
+
+PyObject* BL_ActionActuator::PyGetPriority(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ PyObject *result;
+
+ result = Py_BuildValue("i", m_priority);
+
+ return result;
+}
+
+/* setAction */
+char BL_ActionActuator::SetAction_doc[] =
+"setAction(action, (reset))\n"
+"\t - action : The name of the action to set as the current action.\n"
+"\t - reset : Optional parameter indicating whether to reset the\n"
+"\t blend timer or not. A value of 1 indicates that the\n"
+"\t timer should be reset. A value of 0 will leave it\n"
+"\t unchanged. If reset is not specified, the timer will"
+"\t be reset.\n";
+
+PyObject* BL_ActionActuator::PySetAction(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ char *string;
+ int reset = 1;
+
+ if (PyArg_ParseTuple(args,"s|i",&string, &reset))
+ {
+ bAction *action;
+
+ action = (bAction*)SCA_ILogicBrick::m_sCurrentLogicManager->GetActionByName(STR_String(string));
+
+ if (!action){
+ /* NOTE! Throw an exception or something */
+ // printf ("setAction failed: Action not found\n", string);
+ }
+ else{
+ m_action=action;
+ if (reset)
+ m_blendframe = 0;
+ }
+ }
+
+ Py_INCREF(Py_None);
+ return Py_None;
+}
+
+/* setStart */
+char BL_ActionActuator::SetStart_doc[] =
+"setStart(start)\n"
+"\t - start : Specifies the starting frame of the animation.\n";
+
+PyObject* BL_ActionActuator::PySetStart(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ float start;
+
+ if (PyArg_ParseTuple(args,"f",&start))
+ {
+ m_starttime = start;
+ }
+
+ Py_INCREF(Py_None);
+ return Py_None;
+}
+
+/* setEnd */
+char BL_ActionActuator::SetEnd_doc[] =
+"setEnd(end)\n"
+"\t - end : Specifies the ending frame of the animation.\n";
+
+PyObject* BL_ActionActuator::PySetEnd(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ float end;
+
+ if (PyArg_ParseTuple(args,"f",&end))
+ {
+ m_endtime = end;
+ }
+
+ Py_INCREF(Py_None);
+ return Py_None;
+}
+
+/* setBlendin */
+char BL_ActionActuator::SetBlendin_doc[] =
+"setBlendin(blendin)\n"
+"\t - blendin : Specifies the number of frames of animation to generate\n"
+"\t when making transitions between actions.\n";
+
+PyObject* BL_ActionActuator::PySetBlendin(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ float blendin;
+
+ if (PyArg_ParseTuple(args,"f",&blendin))
+ {
+ m_blendin = blendin;
+ }
+
+ Py_INCREF(Py_None);
+ return Py_None;
+}
+
+/* setBlendtime */
+char BL_ActionActuator::SetBlendtime_doc[] =
+"setBlendtime(blendtime)\n"
+"\t - blendtime : Allows the script to directly modify the internal timer\n"
+"\t used when generating transitions between actions. This\n"
+"\t parameter must be in the range from 0.0 to 1.0.\n";
+
+PyObject* BL_ActionActuator::PySetBlendtime(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ float blendframe;
+
+ if (PyArg_ParseTuple(args,"f",&blendframe))
+ {
+ m_blendframe = blendframe * m_blendin;
+ if (m_blendframe<0)
+ m_blendframe = 0;
+ if (m_blendframe>m_blendin)
+ m_blendframe = m_blendin;
+ }
+
+ Py_INCREF(Py_None);
+ return Py_None;
+}
+
+/* setPriority */
+char BL_ActionActuator::SetPriority_doc[] =
+"setPriority(priority)\n"
+"\t - priority : Specifies the new priority. Actuators will lower\n"
+"\t priority numbers will override actuators with higher\n"
+"\t numbers.\n";
+
+PyObject* BL_ActionActuator::PySetPriority(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ int priority;
+
+ if (PyArg_ParseTuple(args,"i",&priority))
+ {
+ m_priority = priority;
+ }
+
+ Py_INCREF(Py_None);
+ return Py_None;
+}
+
+/* setFrame */
+char BL_ActionActuator::SetFrame_doc[] =
+"setFrame(frame)\n"
+"\t - frame : Specifies the new current frame for the animation\n";
+
+PyObject* BL_ActionActuator::PySetFrame(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ float frame;
+
+ if (PyArg_ParseTuple(args,"f",&frame))
+ {
+ m_localtime = frame;
+ if (m_localtime<m_starttime)
+ m_localtime=m_starttime;
+ else if (m_localtime>m_endtime)
+ m_localtime=m_endtime;
+ }
+
+ Py_INCREF(Py_None);
+ return Py_None;
+}
+
+/* setProperty */
+char BL_ActionActuator::SetProperty_doc[] =
+"setProperty(prop)\n"
+"\t - prop : A string specifying the property name to be used in\n"
+"\t FromProp playback mode.\n";
+
+PyObject* BL_ActionActuator::PySetProperty(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ char *string;
+
+ if (PyArg_ParseTuple(args,"s",&string))
+ {
+ m_propname = string;
+ }
+
+ Py_INCREF(Py_None);
+ return Py_None;
+}
+
+/*
+PyObject* BL_ActionActuator::PyGetChannel(PyObject* self,
+ PyObject* args,
+ PyObject* kwds) {
+ char *string;
+
+ if (PyArg_ParseTuple(args,"s",&string))
+ {
+ m_propname = string;
+ }
+
+ Py_INCREF(Py_None);
+ return Py_None;
+}
+*/
+
+/* setChannel */
+char BL_ActionActuator::SetChannel_doc[] =
+"setChannel(channel, matrix)\n"
+"\t - channel : A string specifying the name of the bone channel.\n"
+"\t - matrix : A 4x4 matrix specifying the overriding transformation\n"
+"\t as an offset from the bone's rest position.\n";
+
+PyObject* BL_ActionActuator::PySetChannel(PyObject* self,
+ PyObject* args,
+ PyObject* kwds)
+{
+ float matrix[4][4];
+ char *string;
+ PyObject* pylist;
+ bool error = false;
+ int row,col;
+ int mode = 0; /* 0 for bone space, 1 for armature/world space */
+
+ PyArg_ParseTuple(args,"sO|i", &string, &pylist, &mode);
+
+ if (pylist->ob_type == &CListValue::Type)
+ {
+ CListValue* listval = (CListValue*) pylist;
+ if (listval->GetCount() == 4)
+ {
+ for (row=0;row<4;row++) // each row has a 4-vector [x,y,z, w]
+ {
+ CListValue* vecval = (CListValue*)listval->GetValue(row);
+ for (col=0;col<4;col++)
+ {
+ matrix[row][col] = vecval->GetValue(col)->GetNumber();
+
+ }
+ }
+ }
+ else
+ {
+ error = true;
+ }
+ }
+ else
+ {
+ // assert the list is long enough...
+ int numitems = PyList_Size(pylist);
+ if (numitems == 4)
+ {
+ for (row=0;row<4;row++) // each row has a 4-vector [x,y,z, w]
+ {
+
+ PyObject* veclist = PyList_GetItem(pylist,row); // here we have a vector4 list
+ for (col=0;col<4;col++)
+ {
+ matrix[row][col] = PyFloat_AsDouble(PyList_GetItem(veclist,col));
+
+ }
+ }
+ }
+ else
+ {
+ error = true;
+ }
+ }
+
+ if (!error)
+ {
+
+/* DO IT HERE */
+ bPoseChannel *pchan;
+
+ pchan = (bPoseChannel*) MEM_callocN(sizeof(bPoseChannel), "userChannel");
+ strcpy(pchan->name, string);
+ Mat4ToQuat(matrix, pchan->quat);
+ Mat4ToSize(matrix, pchan->size);
+ VECCOPY (pchan->loc, matrix[3]);
+
+ pchan->flag |= POSE_ROT|POSE_LOC|POSE_SIZE;
+
+ if (!m_userpose){
+ m_userpose = (bPose*)MEM_callocN(sizeof(bPose), "userPose");
+ }
+
+ verify_pose_channel(m_userpose, string);
+ set_pose_channel(m_userpose, pchan);
+ }
+
+ Py_INCREF(Py_None);
+ return Py_None;
+}
+