BGE object.life - gives you the life countdown for temporary objects.
[blender.git] / source / gameengine / Ketsji / KX_Scene.cpp
1 /*
2  * $Id$
3  *
4  * ***** BEGIN GPL LICENSE BLOCK *****
5  *
6  * This program is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU General Public License
8  * as published by the Free Software Foundation; either version 2
9  * of the License, or (at your option) any later version.
10  *
11  * This program is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14  * GNU General Public License for more details.
15  *
16  * You should have received a copy of the GNU General Public License
17  * along with this program; if not, write to the Free Software Foundation,
18  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
19  *
20  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
21  * All rights reserved.
22  *
23  * The Original Code is: all of this file.
24  *
25  * Contributor(s): none yet.
26  *
27  * ***** END GPL LICENSE BLOCK *****
28  * Ketsji scene. Holds references to all scene data.
29  */
30
31 #if defined(WIN32) && !defined(FREE_WINDOWS)
32 #pragma warning (disable : 4786)
33 #endif //WIN32
34
35 #include "KX_Scene.h"
36 #include "KX_PythonInit.h"
37 #include "MT_assert.h"
38 #include "KX_KetsjiEngine.h"
39 #include "KX_BlenderMaterial.h"
40 #include "RAS_IPolygonMaterial.h"
41 #include "ListValue.h"
42 #include "SCA_LogicManager.h"
43 #include "SCA_TimeEventManager.h"
44 //#include "SCA_AlwaysEventManager.h"
45 //#include "SCA_RandomEventManager.h"
46 //#include "KX_RayEventManager.h"
47 #include "KX_TouchEventManager.h"
48 #include "SCA_KeyboardManager.h"
49 #include "SCA_MouseManager.h"
50 //#include "SCA_PropertyEventManager.h"
51 #include "SCA_ActuatorEventManager.h"
52 #include "SCA_BasicEventManager.h"
53 #include "KX_Camera.h"
54 #include "SCA_JoystickManager.h"
55
56 #include "RAS_MeshObject.h"
57
58 #include "RAS_IRasterizer.h"
59 #include "RAS_BucketManager.h"
60
61 #include "FloatValue.h"
62 #include "SCA_IController.h"
63 #include "SCA_IActuator.h"
64 #include "SG_Node.h"
65 #include "SYS_System.h"
66 #include "SG_Controller.h"
67 #include "SG_IObject.h"
68 #include "SG_Tree.h"
69 #include "DNA_group_types.h"
70 #include "DNA_scene_types.h"
71
72 #include "KX_SG_NodeRelationships.h"
73
74 #include "KX_NetworkEventManager.h"
75 #include "NG_NetworkScene.h"
76 #include "PHY_IPhysicsEnvironment.h"
77 #include "KX_IPhysicsController.h"
78 #include "PHY_IGraphicController.h"
79 #include "KX_BlenderSceneConverter.h"
80 #include "KX_MotionState.h"
81
82 #include "BL_ModifierDeformer.h"
83 #include "BL_ShapeDeformer.h"
84 #include "BL_DeformableGameObject.h"
85
86 #ifdef USE_BULLET
87 #include "KX_SoftBodyDeformer.h"
88 #include "KX_ConvertPhysicsObject.h"
89 #include "CcdPhysicsEnvironment.h"
90 #include "CcdPhysicsController.h"
91 #endif
92
93 #include "KX_Light.h"
94
95 #include <stdio.h>
96
97 void* KX_SceneReplicationFunc(SG_IObject* node,void* gameobj,void* scene)
98 {
99         KX_GameObject* replica = ((KX_Scene*)scene)->AddNodeReplicaObject(node,(KX_GameObject*)gameobj);
100
101         if(replica)
102                 replica->Release();
103
104         return (void*)replica;
105 }
106
107 void* KX_SceneDestructionFunc(SG_IObject* node,void* gameobj,void* scene)
108 {
109         ((KX_Scene*)scene)->RemoveNodeDestructObject(node,(KX_GameObject*)gameobj);
110
111         return NULL;
112 };
113
114 bool KX_Scene::KX_ScenegraphUpdateFunc(SG_IObject* node,void* gameobj,void* scene)
115 {
116         return ((SG_Node*)node)->Schedule(((KX_Scene*)scene)->m_sghead);
117 }
118
119 bool KX_Scene::KX_ScenegraphRescheduleFunc(SG_IObject* node,void* gameobj,void* scene)
120 {
121         return ((SG_Node*)node)->Reschedule(((KX_Scene*)scene)->m_sghead);
122 }
123
124 SG_Callbacks KX_Scene::m_callbacks = SG_Callbacks(
125         KX_SceneReplicationFunc,
126         KX_SceneDestructionFunc,
127         KX_GameObject::UpdateTransformFunc,
128         KX_Scene::KX_ScenegraphUpdateFunc,
129         KX_Scene::KX_ScenegraphRescheduleFunc);
130
131 // temporarily var until there is a button in the userinterface
132 // (defined in KX_PythonInit.cpp)
133 extern bool gUseVisibilityTemp;
134
135 KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
136                                    class SCA_IInputDevice* mousedevice,
137                                    class NG_NetworkDeviceInterface *ndi,
138                                    const STR_String& sceneName,
139                                    Scene *scene,
140                                    class RAS_ICanvas* canvas): 
141         PyObjectPlus(),
142         m_keyboardmgr(NULL),
143         m_mousemgr(NULL),
144         m_sceneConverter(NULL),
145         m_physicsEnvironment(0),
146         m_sceneName(sceneName),
147         m_networkDeviceInterface(ndi),
148         m_active_camera(NULL),
149         m_ueberExecutionPriority(0),
150         m_blenderScene(scene)
151 {
152         m_suspendedtime = 0.0;
153         m_suspendeddelta = 0.0;
154
155         m_dbvt_culling = false;
156         m_dbvt_occlusion_res = 0;
157         m_activity_culling = false;
158         m_suspend = false;
159         m_isclearingZbuffer = true;
160         m_tempObjectList = new CListValue();
161         m_objectlist = new CListValue();
162         m_parentlist = new CListValue();
163         m_lightlist= new CListValue();
164         m_inactivelist = new CListValue();
165         m_euthanasyobjects = new CListValue();
166
167         m_logicmgr = new SCA_LogicManager();
168         
169         m_timemgr = new SCA_TimeEventManager(m_logicmgr);
170         m_keyboardmgr = new SCA_KeyboardManager(m_logicmgr,keyboarddevice);
171         m_mousemgr = new SCA_MouseManager(m_logicmgr,mousedevice, canvas);
172         
173         //SCA_AlwaysEventManager* alwaysmgr = new SCA_AlwaysEventManager(m_logicmgr);
174         //SCA_PropertyEventManager* propmgr = new SCA_PropertyEventManager(m_logicmgr);
175         SCA_ActuatorEventManager* actmgr = new SCA_ActuatorEventManager(m_logicmgr);
176         //SCA_RandomEventManager* rndmgr = new SCA_RandomEventManager(m_logicmgr);
177         SCA_BasicEventManager* basicmgr = new SCA_BasicEventManager(m_logicmgr);
178         //KX_RayEventManager* raymgr = new KX_RayEventManager(m_logicmgr);
179
180         KX_NetworkEventManager* netmgr = new KX_NetworkEventManager(m_logicmgr, ndi);
181         
182         
183
184         //m_logicmgr->RegisterEventManager(alwaysmgr);
185         //m_logicmgr->RegisterEventManager(propmgr);
186         m_logicmgr->RegisterEventManager(actmgr);
187         m_logicmgr->RegisterEventManager(m_keyboardmgr);
188         m_logicmgr->RegisterEventManager(m_mousemgr);
189         m_logicmgr->RegisterEventManager(m_timemgr);
190         //m_logicmgr->RegisterEventManager(rndmgr);
191         //m_logicmgr->RegisterEventManager(raymgr);
192         m_logicmgr->RegisterEventManager(netmgr);
193         m_logicmgr->RegisterEventManager(basicmgr);
194
195
196         SYS_SystemHandle hSystem = SYS_GetSystem();
197         bool nojoystick= SYS_GetCommandLineInt(hSystem,"nojoystick",0);
198         if (!nojoystick)
199         {
200                 SCA_JoystickManager *joymgr     = new SCA_JoystickManager(m_logicmgr);
201                 m_logicmgr->RegisterEventManager(joymgr);
202         }
203
204         MT_assert (m_networkDeviceInterface != NULL);
205         m_networkScene = new NG_NetworkScene(m_networkDeviceInterface);
206         
207         m_rootnode = NULL;
208
209         m_bucketmanager=new RAS_BucketManager();
210         
211 #ifndef DISABLE_PYTHON
212         m_attr_dict = PyDict_New(); /* new ref */
213         m_draw_call_pre = NULL;
214         m_draw_call_post = NULL;
215 #endif
216 }
217
218
219
220 KX_Scene::~KX_Scene()
221 {
222         // The release of debug properties used to be in SCA_IScene::~SCA_IScene
223         // It's still there but we remove all properties here otherwise some
224         // reference might be hanging and causing late release of objects
225         RemoveAllDebugProperties();
226
227         while (GetRootParentList()->GetCount() > 0) 
228         {
229                 KX_GameObject* parentobj = (KX_GameObject*) GetRootParentList()->GetValue(0);
230                 this->RemoveObject(parentobj);
231         }
232
233         if(m_objectlist)
234                 m_objectlist->Release();
235
236         if (m_parentlist)
237                 m_parentlist->Release();
238         
239         if (m_inactivelist)
240                 m_inactivelist->Release();
241
242         if (m_lightlist)
243                 m_lightlist->Release();
244         
245         if (m_tempObjectList)
246                 m_tempObjectList->Release();
247
248         if (m_euthanasyobjects)
249                 m_euthanasyobjects->Release();
250
251         if (m_logicmgr)
252                 delete m_logicmgr;
253
254         if (m_physicsEnvironment)
255                 delete m_physicsEnvironment;
256
257         if (m_networkScene)
258                 delete m_networkScene;
259         
260         if (m_bucketmanager)
261         {
262                 delete m_bucketmanager;
263         }
264
265 #ifndef DISABLE_PYTHON
266         PyDict_Clear(m_attr_dict);
267         Py_DECREF(m_attr_dict);
268
269         Py_XDECREF(m_draw_call_pre);
270         Py_XDECREF(m_draw_call_post);
271 #endif
272 }
273
274 RAS_BucketManager* KX_Scene::GetBucketManager()
275 {
276         return m_bucketmanager;
277 }
278
279
280 CListValue* KX_Scene::GetTempObjectList()
281 {
282         return m_tempObjectList;
283 }
284
285 CListValue* KX_Scene::GetObjectList()
286 {
287         return m_objectlist;
288 }
289
290
291 CListValue* KX_Scene::GetRootParentList()
292 {
293         return m_parentlist;
294 }
295
296 CListValue* KX_Scene::GetInactiveList()
297 {
298         return m_inactivelist;
299 }
300
301
302
303 CListValue* KX_Scene::GetLightList()
304 {
305         return m_lightlist;
306 }
307
308 SCA_LogicManager* KX_Scene::GetLogicManager()
309 {
310         return m_logicmgr;
311 }
312
313 SCA_TimeEventManager* KX_Scene::GetTimeEventManager()
314 {
315         return m_timemgr;
316 }
317
318
319
320  
321 list<class KX_Camera*>* KX_Scene::GetCameras()
322 {
323         return &m_cameras;
324 }
325
326
327
328 void KX_Scene::SetFramingType(RAS_FrameSettings & frame_settings)
329 {
330         m_frame_settings = frame_settings;
331 };
332
333 /**
334  * Return a const reference to the framing 
335  * type set by the above call.
336  * The contents are not guarenteed to be sensible
337  * if you don't call the above function.
338  */
339 const RAS_FrameSettings& KX_Scene::GetFramingType() const 
340 {
341         return m_frame_settings;
342 };      
343
344
345
346 /**
347  * Store the current scene's viewport on the 
348  * game engine canvas.
349  */
350 void KX_Scene::SetSceneViewport(const RAS_Rect &viewport)
351 {
352         m_viewport = viewport;
353 }
354
355
356
357 const RAS_Rect& KX_Scene::GetSceneViewport() const 
358 {
359         return m_viewport;
360 }
361
362
363
364 void KX_Scene::SetWorldInfo(class KX_WorldInfo* worldinfo)
365 {
366         m_worldinfo = worldinfo;
367 }
368
369
370
371 class KX_WorldInfo* KX_Scene::GetWorldInfo()
372 {
373         return m_worldinfo;
374 }
375
376
377 const STR_String& KX_Scene::GetName()
378 {
379         return m_sceneName;
380 }
381
382
383 void KX_Scene::Suspend()
384 {
385         m_suspend = true;
386 }
387
388 void KX_Scene::Resume()
389 {
390         m_suspend = false;
391 }
392
393 void KX_Scene::SetActivityCulling(bool b)
394 {
395         m_activity_culling = b;
396 }
397
398 bool KX_Scene::IsSuspended()
399 {
400         return m_suspend;
401 }
402
403 bool KX_Scene::IsClearingZBuffer()
404 {
405         return m_isclearingZbuffer;
406 }
407
408 void KX_Scene::EnableZBufferClearing(bool isclearingZbuffer)
409 {
410         m_isclearingZbuffer = isclearingZbuffer;
411 }
412
413 void KX_Scene::RemoveNodeDestructObject(class SG_IObject* node,class CValue* gameobj)
414 {
415         KX_GameObject* orgobj = (KX_GameObject*)gameobj;        
416         if (NewRemoveObject(orgobj) != 0)
417         {
418                 // object is not yet deleted because a reference is hanging somewhere.
419                 // This should not happen anymore since we use proxy object for Python
420                 // confident enough to put an assert?
421                 //assert(false);
422                 printf("Zombie object! name=%s\n", orgobj->GetName().ReadPtr());
423                 orgobj->SetSGNode(NULL);
424                 PHY_IGraphicController* ctrl = orgobj->GetGraphicController();
425                 if (ctrl)
426                 {
427                         // a graphic controller is set, we must delete it as the node will be deleted
428                         delete ctrl;
429                         orgobj->SetGraphicController(NULL);
430                 }
431         }
432         if (node)
433                 delete node;
434 }
435
436 KX_GameObject* KX_Scene::AddNodeReplicaObject(class SG_IObject* node, class CValue* gameobj)
437 {
438         // for group duplication, limit the duplication of the hierarchy to the
439         // objects that are part of the group. 
440         if (!IsObjectInGroup(gameobj))
441                 return NULL;
442         
443         KX_GameObject* orgobj = (KX_GameObject*)gameobj;
444         KX_GameObject* newobj = (KX_GameObject*)orgobj->GetReplica();
445         m_map_gameobject_to_replica.insert(orgobj, newobj);
446
447         // also register 'timers' (time properties) of the replica
448         int numprops = newobj->GetPropertyCount();
449
450         for (int i = 0; i < numprops; i++)
451         {
452                 CValue* prop = newobj->GetProperty(i);
453
454                 if (prop->GetProperty("timer"))
455                         this->m_timemgr->AddTimeProperty(prop);
456         }
457
458         if (node)
459         {
460                 newobj->SetSGNode((SG_Node*)node);
461         }
462         else
463         {
464                 m_rootnode = new SG_Node(newobj,this,KX_Scene::m_callbacks);
465         
466                 // this fixes part of the scaling-added object bug
467                 SG_Node* orgnode = orgobj->GetSGNode();
468                 m_rootnode->SetLocalScale(orgnode->GetLocalScale());
469                 m_rootnode->SetLocalPosition(orgnode->GetLocalPosition());
470                 m_rootnode->SetLocalOrientation(orgnode->GetLocalOrientation());
471
472                 // define the relationship between this node and it's parent.
473                 KX_NormalParentRelation * parent_relation = 
474                         KX_NormalParentRelation::New();
475                 m_rootnode->SetParentRelation(parent_relation);
476
477                 newobj->SetSGNode(m_rootnode);
478         }
479         
480         SG_IObject* replicanode = newobj->GetSGNode();
481 //      SG_Node* rootnode = (replicanode == m_rootnode ? NULL : m_rootnode);
482
483         replicanode->SetSGClientObject(newobj);
484
485         // this is the list of object that are send to the graphics pipeline
486         m_objectlist->Add(newobj->AddRef());
487         if (newobj->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
488                 m_lightlist->Add(newobj->AddRef());
489         newobj->AddMeshUser();
490
491         // logic cannot be replicated, until the whole hierarchy is replicated.
492         m_logicHierarchicalGameObjects.push_back(newobj);
493         //replicate controllers of this node
494         SGControllerList        scenegraphcontrollers = orgobj->GetSGNode()->GetSGControllerList();
495         replicanode->RemoveAllControllers();
496         SGControllerList::iterator cit;
497         //int numcont = scenegraphcontrollers.size();
498         
499         for (cit = scenegraphcontrollers.begin();!(cit==scenegraphcontrollers.end());++cit)
500         {
501                 // controller replication is quite complicated
502                 // only replicate ipo and physics controller for now
503
504                 SG_Controller* replicacontroller = (*cit)->GetReplica((SG_Node*) replicanode);
505                 if (replicacontroller)
506                 {
507                         replicacontroller->SetObject(replicanode);
508                         replicanode->AddSGController(replicacontroller);
509                 }
510         }
511         // replicate graphic controller
512         if (orgobj->GetGraphicController())
513         {
514                 PHY_IMotionState* motionstate = new KX_MotionState(newobj->GetSGNode());
515                 PHY_IGraphicController* newctrl = orgobj->GetGraphicController()->GetReplica(motionstate);
516                 newctrl->setNewClientInfo(newobj->getClientInfo());
517                 newobj->SetGraphicController(newctrl);
518         }
519         return newobj;
520 }
521
522
523
524 // before calling this method KX_Scene::ReplicateLogic(), make sure to
525 // have called 'GameObject::ReParentLogic' for each object this
526 // hierarchy that's because first ALL bricks must exist in the new
527 // replica of the hierarchy in order to make cross-links work properly
528 // !
529 // It is VERY important that the order of sensors and actuators in
530 // the replicated object is preserved: it is used to reconnect the logic.
531 // This method is more robust then using the bricks name in case of complex 
532 // group replication. The replication of logic bricks is done in 
533 // SCA_IObject::ReParentLogic(), make sure it preserves the order of the bricks.
534 void KX_Scene::ReplicateLogic(KX_GameObject* newobj)
535 {
536         // also relink the controller to sensors/actuators
537         SCA_ControllerList& controllers = newobj->GetControllers();
538         //SCA_SensorList&     sensors     = newobj->GetSensors();
539         //SCA_ActuatorList&   actuators   = newobj->GetActuators();
540
541         for (SCA_ControllerList::iterator itc = controllers.begin(); !(itc==controllers.end());itc++)
542         {
543                 SCA_IController* cont = (*itc);
544                 cont->SetUeberExecutePriority(m_ueberExecutionPriority);
545                 vector<SCA_ISensor*> linkedsensors = cont->GetLinkedSensors();
546                 vector<SCA_IActuator*> linkedactuators = cont->GetLinkedActuators();
547
548                 // disconnect the sensors and actuators
549                 // do it directly on the list at this controller is not connected to anything at this stage
550                 cont->GetLinkedSensors().clear();
551                 cont->GetLinkedActuators().clear();
552                 
553                 // now relink each sensor
554                 for (vector<SCA_ISensor*>::iterator its = linkedsensors.begin();!(its==linkedsensors.end());its++)
555                 {
556                         SCA_ISensor* oldsensor = (*its);
557                         SCA_IObject* oldsensorobj = oldsensor->GetParent();
558                         SCA_IObject* newsensorobj = NULL;
559                 
560                         // the original owner of the sensor has been replicated?
561                         void **h_obj = m_map_gameobject_to_replica[oldsensorobj];
562                         if (h_obj)
563                                 newsensorobj = (SCA_IObject*)(*h_obj);
564                         if (!newsensorobj)
565                         {
566                                 // no, then the sensor points outside the hierachy, keep it the same
567                                 if (m_objectlist->SearchValue(oldsensorobj))
568                                         // only replicate links that points to active objects
569                                         m_logicmgr->RegisterToSensor(cont,oldsensor);
570                         }
571                         else
572                         {
573                                 // yes, then the new sensor has the same position
574                                 SCA_SensorList& sensorlist = oldsensorobj->GetSensors();
575                                 SCA_SensorList::iterator sit;
576                                 SCA_ISensor* newsensor = NULL;
577                                 int sensorpos;
578
579                                 for (sensorpos=0, sit=sensorlist.begin(); sit!=sensorlist.end(); sit++, sensorpos++)
580                                 {
581                                         if ((*sit) == oldsensor) 
582                                         {
583                                                 newsensor = newsensorobj->GetSensors().at(sensorpos);
584                                                 break;
585                                         }
586                                 }
587                                 assert(newsensor != NULL);
588                                 m_logicmgr->RegisterToSensor(cont,newsensor);
589                         }
590                 }
591                 
592                 // now relink each actuator
593                 for (vector<SCA_IActuator*>::iterator ita = linkedactuators.begin();!(ita==linkedactuators.end());ita++)
594                 {
595                         SCA_IActuator* oldactuator = (*ita);
596                         SCA_IObject* oldactuatorobj = oldactuator->GetParent();
597                         SCA_IObject* newactuatorobj = NULL;
598
599                         // the original owner of the sensor has been replicated?
600                         void **h_obj = m_map_gameobject_to_replica[oldactuatorobj];
601                         if (h_obj)
602                                 newactuatorobj = (SCA_IObject*)(*h_obj);
603
604                         if (!newactuatorobj)
605                         {
606                                 // no, then the sensor points outside the hierachy, keep it the same
607                                 if (m_objectlist->SearchValue(oldactuatorobj))
608                                         // only replicate links that points to active objects
609                                         m_logicmgr->RegisterToActuator(cont,oldactuator);
610                         }
611                         else
612                         {
613                                 // yes, then the new sensor has the same position
614                                 SCA_ActuatorList& actuatorlist = oldactuatorobj->GetActuators();
615                                 SCA_ActuatorList::iterator ait;
616                                 SCA_IActuator* newactuator = NULL;
617                                 int actuatorpos;
618
619                                 for (actuatorpos=0, ait=actuatorlist.begin(); ait!=actuatorlist.end(); ait++, actuatorpos++)
620                                 {
621                                         if ((*ait) == oldactuator) 
622                                         {
623                                                 newactuator = newactuatorobj->GetActuators().at(actuatorpos);
624                                                 break;
625                                         }
626                                 }
627                                 assert(newactuator != NULL);
628                                 m_logicmgr->RegisterToActuator(cont,newactuator);
629                                 newactuator->SetUeberExecutePriority(m_ueberExecutionPriority);
630                         }
631                 }
632         }
633         // ready to set initial state
634         newobj->ResetState();
635 }
636
637 void KX_Scene::DupliGroupRecurse(CValue* obj, int level)
638 {
639         KX_GameObject* groupobj = (KX_GameObject*) obj;
640         KX_GameObject* replica;
641         KX_GameObject* gameobj;
642         Object* blgroupobj = groupobj->GetBlenderObject();
643         Group* group;
644         GroupObject *go;
645         vector<KX_GameObject*> duplilist;
646
647         if (!groupobj->GetSGNode() ||
648                 !groupobj->IsDupliGroup() ||
649                 level>MAX_DUPLI_RECUR)
650                 return;
651
652         // we will add one group at a time
653         m_logicHierarchicalGameObjects.clear();
654         m_map_gameobject_to_replica.clear();
655         m_ueberExecutionPriority++;
656         // for groups will do something special: 
657         // we will force the creation of objects to those in the group only
658         // Again, this is match what Blender is doing (it doesn't care of parent relationship)
659         m_groupGameObjects.clear();
660
661         group = blgroupobj->dup_group;
662         for(go=(GroupObject*)group->gobject.first; go; go=(GroupObject*)go->next) 
663         {
664                 Object* blenderobj = go->ob;
665                 if (blgroupobj == blenderobj)
666                         // this check is also in group_duplilist()
667                         continue;
668
669                 gameobj = (KX_GameObject*)m_logicmgr->FindGameObjByBlendObj(blenderobj);
670                 if (gameobj == NULL) 
671                 {
672                         // this object has not been converted!!!
673                         // Should not happen as dupli group are created automatically 
674                         continue;
675                 }
676
677                 gameobj->SetBlenderGroupObject(blgroupobj);
678
679                 if ((blenderobj->lay & group->layer)==0)
680                 {
681                         // object is not visible in the 3D view, will not be instantiated
682                         continue;
683                 }
684                 m_groupGameObjects.insert(gameobj);
685         }
686
687         set<CValue*>::iterator oit;
688         for (oit=m_groupGameObjects.begin(); oit != m_groupGameObjects.end(); oit++)
689         {
690                 gameobj = (KX_GameObject*)(*oit);
691
692                 KX_GameObject *parent = gameobj->GetParent();
693                 if (parent != NULL)
694                 {
695                         parent->Release(); // GetParent() increased the refcount
696
697                         // this object is not a top parent. Either it is the child of another
698                         // object in the group and it will be added automatically when the parent
699                         // is added. Or it is the child of an object outside the group and the group
700                         // is inconsistent, skip it anyway
701                         continue;
702                 }
703                 replica = (KX_GameObject*) AddNodeReplicaObject(NULL,gameobj);
704                 // add to 'rootparent' list (this is the list of top hierarchy objects, updated each frame)
705                 m_parentlist->Add(replica->AddRef());
706
707                 // recurse replication into children nodes
708                 NodeList& children = gameobj->GetSGNode()->GetSGChildren();
709
710                 replica->GetSGNode()->ClearSGChildren();
711                 for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
712                 {
713                         SG_Node* orgnode = (*childit);
714                         SG_Node* childreplicanode = orgnode->GetSGReplica();
715                         if (childreplicanode)
716                                 replica->GetSGNode()->AddChild(childreplicanode);
717                 }
718                 // don't replicate logic now: we assume that the objects in the group can have
719                 // logic relationship, even outside parent relationship
720                 // In order to match 3D view, the position of groupobj is used as a 
721                 // transformation matrix instead of the new position. This means that 
722                 // the group reference point is 0,0,0
723
724                 // get the rootnode's scale
725                 MT_Vector3 newscale = groupobj->NodeGetWorldScaling();
726                 // set the replica's relative scale with the rootnode's scale
727                 replica->NodeSetRelativeScale(newscale);
728
729                 MT_Point3 offset(group->dupli_ofs);
730                 MT_Point3 newpos = groupobj->NodeGetWorldPosition() + 
731                         newscale*(groupobj->NodeGetWorldOrientation() * (gameobj->NodeGetWorldPosition()-offset));
732                 replica->NodeSetLocalPosition(newpos);
733                 // set the orientation after position for softbody!
734                 MT_Matrix3x3 newori = groupobj->NodeGetWorldOrientation() * gameobj->NodeGetWorldOrientation();
735                 replica->NodeSetLocalOrientation(newori);
736                 // update scenegraph for entire tree of children
737                 replica->GetSGNode()->UpdateWorldData(0);
738                 replica->GetSGNode()->SetBBox(gameobj->GetSGNode()->BBox());
739                 replica->GetSGNode()->SetRadius(gameobj->GetSGNode()->Radius());
740                 // we can now add the graphic controller to the physic engine
741                 replica->ActivateGraphicController(true);
742
743                 // done with replica
744                 replica->Release();
745         }
746
747         // the logic must be replicated first because we need
748         // the new logic bricks before relinking
749         vector<KX_GameObject*>::iterator git;
750         for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
751         {
752                 (*git)->ReParentLogic();
753         }
754         
755         //      relink any pointers as necessary, sort of a temporary solution
756         for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
757         {
758                 // this will also relink the actuator to objects within the hierarchy
759                 (*git)->Relink(&m_map_gameobject_to_replica);
760                 // add the object in the layer of the parent
761                 (*git)->SetLayer(groupobj->GetLayer());
762                 // If the object was a light, we need to update it's RAS_LightObject as well
763                 if ((*git)->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
764                 {
765                         KX_LightObject* lightobj = static_cast<KX_LightObject*>(*git);
766                         lightobj->GetLightData()->m_layer = groupobj->GetLayer();
767                 }
768         }
769
770         // replicate crosslinks etc. between logic bricks
771         for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
772         {
773                 ReplicateLogic((*git));
774         }
775         
776         // now look if object in the hierarchy have dupli group and recurse
777         for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
778         {
779                 if ((*git) != groupobj && (*git)->IsDupliGroup())
780                         // can't instantiate group immediately as it destroys m_logicHierarchicalGameObjects
781                         duplilist.push_back((*git));
782         }
783
784         for (git = duplilist.begin(); !(git == duplilist.end()); ++git)
785         {
786                 DupliGroupRecurse((*git), level+1);
787         }
788 }
789
790
791 SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
792                                                                                 class CValue* parentobject,
793                                                                                 int lifespan)
794 {
795
796         m_logicHierarchicalGameObjects.clear();
797         m_map_gameobject_to_replica.clear();
798         m_groupGameObjects.clear();
799
800         // todo: place a timebomb in the object, for temporarily objects :)
801         // lifespan of zero means 'this object lives forever'
802         KX_GameObject* originalobj = (KX_GameObject*) originalobject;
803         KX_GameObject* parentobj = (KX_GameObject*) parentobject;
804
805         m_ueberExecutionPriority++;
806
807         // lets create a replica
808         KX_GameObject* replica = (KX_GameObject*) AddNodeReplicaObject(NULL,originalobj);
809
810         if (lifespan > 0)
811         {
812                 // add a timebomb to this object
813                 // for now, convert between so called frames and realtime
814                 m_tempObjectList->Add(replica->AddRef());
815                 // this convert the life from frames to sort-of seconds, hard coded 0.02 that assumes we have 50 frames per second
816                 // if you change this value, make sure you change it in KX_GameObject::pyattr_get_life property too
817                 CValue *fval = new CFloatValue(lifespan*0.02);
818                 replica->SetProperty("::timebomb",fval);
819                 fval->Release();
820         }
821
822         // add to 'rootparent' list (this is the list of top hierarchy objects, updated each frame)
823         m_parentlist->Add(replica->AddRef());
824
825         // recurse replication into children nodes
826
827         NodeList& children = originalobj->GetSGNode()->GetSGChildren();
828
829         replica->GetSGNode()->ClearSGChildren();
830         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
831         {
832                 SG_Node* orgnode = (*childit);
833                 SG_Node* childreplicanode = orgnode->GetSGReplica();
834                 if (childreplicanode)
835                         replica->GetSGNode()->AddChild(childreplicanode);
836         }
837
838         // At this stage all the objects in the hierarchy have been duplicated,
839         // we can update the scenegraph, we need it for the duplication of logic
840         MT_Point3 newpos = ((KX_GameObject*) parentobject)->NodeGetWorldPosition();
841         replica->NodeSetLocalPosition(newpos);
842
843         MT_Matrix3x3 newori = ((KX_GameObject*) parentobject)->NodeGetWorldOrientation();
844         replica->NodeSetLocalOrientation(newori);
845         
846         // get the rootnode's scale
847         MT_Vector3 newscale = parentobj->GetSGNode()->GetRootSGParent()->GetLocalScale();
848
849         // set the replica's relative scale with the rootnode's scale
850         replica->NodeSetRelativeScale(newscale);
851
852         replica->GetSGNode()->UpdateWorldData(0);
853         replica->GetSGNode()->SetBBox(originalobj->GetSGNode()->BBox());
854         replica->GetSGNode()->SetRadius(originalobj->GetSGNode()->Radius());
855         // the size is correct, we can add the graphic controller to the physic engine
856         replica->ActivateGraphicController(true);
857
858         // now replicate logic
859         vector<KX_GameObject*>::iterator git;
860         for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
861         {
862                 (*git)->ReParentLogic();
863         }
864         
865         //      relink any pointers as necessary, sort of a temporary solution
866         for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
867         {
868                 // this will also relink the actuators in the hierarchy
869                 (*git)->Relink(&m_map_gameobject_to_replica);
870                 // add the object in the layer of the parent
871                 (*git)->SetLayer(parentobj->GetLayer());
872                 // If the object was a light, we need to update it's RAS_LightObject as well
873                 if ((*git)->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
874                 {
875                         KX_LightObject* lightobj = static_cast<KX_LightObject*>(*git);
876                         lightobj->GetLightData()->m_layer = parentobj->GetLayer();
877                 }
878         }
879
880         // replicate crosslinks etc. between logic bricks
881         for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
882         {
883                 ReplicateLogic((*git));
884         }
885         
886         // check if there are objects with dupligroup in the hierarchy
887         vector<KX_GameObject*> duplilist;
888         for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
889         {
890                 if ((*git)->IsDupliGroup())
891                 {
892                         // separate list as m_logicHierarchicalGameObjects is also used by DupliGroupRecurse()
893                         duplilist.push_back(*git);
894                 }
895         }
896         for (git = duplilist.begin();!(git==duplilist.end());++git)
897         {
898                 DupliGroupRecurse(*git, 0);
899         }
900         //      don't release replica here because we are returning it, not done with it...
901         return replica;
902 }
903
904
905
906 void KX_Scene::RemoveObject(class CValue* gameobj)
907 {
908         KX_GameObject* newobj = (KX_GameObject*) gameobj;
909
910         // disconnect child from parent
911         SG_Node* node = newobj->GetSGNode();
912
913         if (node)
914         {
915                 node->DisconnectFromParent();
916
917                 // recursively destruct
918                 node->Destruct();
919         }
920         //no need to do that: the object is destroyed and memory released 
921         //newobj->SetSGNode(0);
922 }
923
924 void KX_Scene::DelayedRemoveObject(class CValue* gameobj)
925 {
926         //KX_GameObject* newobj = (KX_GameObject*) gameobj;
927         if (!m_euthanasyobjects->SearchValue(gameobj))
928         {
929                 m_euthanasyobjects->Add(gameobj->AddRef());
930         } 
931 }
932
933
934
935 int KX_Scene::NewRemoveObject(class CValue* gameobj)
936 {
937         int ret;
938         KX_GameObject* newobj = (KX_GameObject*) gameobj;
939
940         /* Invalidate the python reference, since the object may exist in script lists
941          * its possible that it wont be automatically invalidated, so do it manually here,
942          * 
943          * if for some reason the object is added back into the scene python can always get a new Proxy
944          */
945         newobj->InvalidateProxy();
946
947         // keep the blender->game object association up to date
948         // note that all the replicas of an object will have the same
949         // blender object, that's why we need to check the game object
950         // as only the deletion of the original object must be recorded
951         m_logicmgr->UnregisterGameObj(newobj->GetBlenderObject(), gameobj);
952
953         //todo: look at this
954         //GetPhysicsEnvironment()->RemovePhysicsController(gameobj->getPhysicsController());
955
956         // remove all sensors/controllers/actuators from logicsystem...
957         
958         SCA_SensorList& sensors = newobj->GetSensors();
959         for (SCA_SensorList::iterator its = sensors.begin();
960                  !(its==sensors.end());its++)
961         {
962                 m_logicmgr->RemoveSensor(*its);
963         }
964
965         SCA_ControllerList& controllers = newobj->GetControllers();
966         for (SCA_ControllerList::iterator itc = controllers.begin();
967                  !(itc==controllers.end());itc++)
968         {
969                 m_logicmgr->RemoveController(*itc);
970         }
971
972         SCA_ActuatorList& actuators = newobj->GetActuators();
973         for (SCA_ActuatorList::iterator ita = actuators.begin();
974                  !(ita==actuators.end());ita++)
975         {
976                 m_logicmgr->RemoveActuator(*ita);
977         }
978         // the sensors/controllers/actuators must also be released, this is done in ~SCA_IObject
979
980         // now remove the timer properties from the time manager
981         int numprops = newobj->GetPropertyCount();
982
983         for (int i = 0; i < numprops; i++)
984         {
985                 CValue* propval = newobj->GetProperty(i);
986                 if (propval->GetProperty("timer"))
987                 {
988                         m_timemgr->RemoveTimeProperty(propval);
989                 }
990         }
991         
992         newobj->RemoveMeshes();
993         ret = 1;
994         if (newobj->GetGameObjectType()==SCA_IObject::OBJ_LIGHT && m_lightlist->RemoveValue(newobj))
995                 ret = newobj->Release();
996         if (m_objectlist->RemoveValue(newobj))
997                 ret = newobj->Release();
998         if (m_tempObjectList->RemoveValue(newobj))
999                 ret = newobj->Release();
1000         if (m_parentlist->RemoveValue(newobj))
1001                 ret = newobj->Release();
1002         if (m_inactivelist->RemoveValue(newobj))
1003                 ret = newobj->Release();
1004         if (m_euthanasyobjects->RemoveValue(newobj))
1005                 ret = newobj->Release();
1006                 
1007         if (newobj == m_active_camera)
1008         {
1009                 //no AddRef done on m_active_camera so no Release
1010                 //m_active_camera->Release();
1011                 m_active_camera = NULL;
1012         }
1013
1014         // in case this is a camera
1015         m_cameras.remove((KX_Camera*)newobj);
1016
1017         /* currently does nothing, keep incase we need to Unregister something */
1018 #if 0
1019         if (m_sceneConverter)
1020                 m_sceneConverter->UnregisterGameObject(newobj);
1021 #endif
1022         
1023         // return value will be 0 if the object is actually deleted (all reference gone)
1024         
1025         return ret;
1026 }
1027
1028
1029
1030 void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj, bool use_gfx, bool use_phys)
1031 {
1032         KX_GameObject* gameobj = static_cast<KX_GameObject*>(obj);
1033         RAS_MeshObject* mesh = static_cast<RAS_MeshObject*>(meshobj);
1034
1035         if(!gameobj) {
1036                 std::cout << "KX_Scene::ReplaceMesh Warning: invalid object, doing nothing" << std::endl;
1037                 return;
1038         }
1039
1040         if(use_gfx && mesh != NULL)
1041         {               
1042         gameobj->RemoveMeshes();
1043         gameobj->AddMesh(mesh);
1044         
1045         if (gameobj->m_isDeformable)
1046         {
1047                 BL_DeformableGameObject* newobj = static_cast<BL_DeformableGameObject*>( gameobj );
1048                 
1049                 if (newobj->GetDeformer())
1050                 {
1051                         delete newobj->GetDeformer();
1052                         newobj->SetDeformer(NULL);
1053                 }
1054
1055                 if (mesh->GetMesh()) 
1056                 {
1057                         // we must create a new deformer but which one?
1058                         KX_GameObject* parentobj = newobj->GetParent();
1059                         // this always return the original game object (also for replicate)
1060                         Object* blendobj = newobj->GetBlenderObject();
1061                         // object that owns the new mesh
1062                         Object* oldblendobj = static_cast<struct Object*>(m_logicmgr->FindBlendObjByGameMeshName(mesh->GetName()));
1063                         Mesh* blendmesh = mesh->GetMesh();
1064
1065                         bool bHasModifier = BL_ModifierDeformer::HasCompatibleDeformer(blendobj);
1066                         bool bHasShapeKey = blendmesh->key != NULL && blendmesh->key->type==KEY_RELATIVE;
1067                         bool bHasDvert = blendmesh->dvert != NULL;
1068                         bool bHasArmature = 
1069                                 BL_ModifierDeformer::HasArmatureDeformer(blendobj) &&
1070                                 parentobj &&                                                            // current parent is armature
1071                                 parentobj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE &&
1072                                 oldblendobj &&                                                          // needed for mesh deform
1073                                 blendobj->parent &&                                                     // original object had armature (not sure this test is needed)
1074                                 blendobj->parent->type == OB_ARMATURE &&
1075                                 blendmesh->dvert!=NULL;                                         // mesh has vertex group
1076                         bool bHasSoftBody = (!parentobj && (blendobj->gameflag & OB_SOFT_BODY));
1077
1078                         bool releaseParent = true;
1079
1080                         
1081                         if (oldblendobj==NULL) {
1082                                 if (bHasModifier || bHasShapeKey || bHasDvert || bHasArmature) {
1083                                         std::cout << "warning: ReplaceMesh() new mesh is not used in an object from the current scene, you will get incorrect behavior" << std::endl;
1084                                         bHasShapeKey= bHasDvert= bHasArmature=bHasModifier= false;
1085                                 }
1086                         }
1087                         
1088                         if (bHasModifier)
1089                         {
1090                                 BL_ModifierDeformer* modifierDeformer;
1091                                 if (bHasShapeKey || bHasArmature)
1092                                 {
1093                                         modifierDeformer = new BL_ModifierDeformer(
1094                                                 newobj,
1095                                                 m_blenderScene,
1096                                                 oldblendobj, blendobj,
1097                                                 mesh,
1098                                                 true,
1099                                                 static_cast<BL_ArmatureObject*>( parentobj )
1100                                         );
1101                                         releaseParent= false;
1102                                         modifierDeformer->LoadShapeDrivers(blendobj->parent);
1103                                 }
1104                                 else
1105                                 {
1106                                         modifierDeformer = new BL_ModifierDeformer(
1107                                                 newobj,
1108                                                 m_blenderScene,
1109                                                 oldblendobj, blendobj,
1110                                                 mesh,
1111                                                 false,
1112                                                 NULL
1113                                         );
1114                                 }
1115                                 newobj->SetDeformer(modifierDeformer);
1116                         } 
1117                         else    if (bHasShapeKey)
1118                         {
1119                                 BL_ShapeDeformer* shapeDeformer;
1120                                 if (bHasArmature) 
1121                                 {
1122                                         shapeDeformer = new BL_ShapeDeformer(
1123                                                 newobj,
1124                                                 oldblendobj, blendobj,
1125                                                 mesh,
1126                                                 true,
1127                                                 true,
1128                                                 static_cast<BL_ArmatureObject*>( parentobj )
1129                                         );
1130                                         releaseParent= false;
1131                                         shapeDeformer->LoadShapeDrivers(blendobj->parent);
1132                                 }
1133                                 else
1134                                 {
1135                                         shapeDeformer = new BL_ShapeDeformer(
1136                                                 newobj,
1137                                                 oldblendobj, blendobj,
1138                                                 mesh,
1139                                                 false,
1140                                                 true,
1141                                                 NULL
1142                                         );
1143                                 }
1144                                 newobj->SetDeformer( shapeDeformer);
1145                         }
1146                         else if (bHasArmature) 
1147                         {
1148                                 BL_SkinDeformer* skinDeformer = new BL_SkinDeformer(
1149                                         newobj,
1150                                         oldblendobj, blendobj,
1151                                         mesh,
1152                                         true,
1153                                         true,
1154                                         static_cast<BL_ArmatureObject*>( parentobj )
1155                                 );
1156                                 releaseParent= false;
1157                                 newobj->SetDeformer(skinDeformer);
1158                         }
1159                         else if (bHasDvert)
1160                         {
1161                                 BL_MeshDeformer* meshdeformer = new BL_MeshDeformer(
1162                                         newobj, oldblendobj, mesh
1163                                 );
1164                                 newobj->SetDeformer(meshdeformer);
1165                         }
1166 #ifdef USE_BULLET
1167                         else if (bHasSoftBody)
1168                         {
1169                                 KX_SoftBodyDeformer *softdeformer = new KX_SoftBodyDeformer(mesh, newobj);
1170                                 newobj->SetDeformer(softdeformer);
1171                         }
1172 #endif
1173
1174                         // release parent reference if its not being used 
1175                         if( releaseParent && parentobj)
1176                                 parentobj->Release();
1177                 }
1178         }
1179
1180         gameobj->AddMeshUser();
1181         }
1182
1183 #ifdef USE_BULLET
1184         if(use_phys) { /* update the new assigned mesh with the physics mesh */
1185                 KX_ReInstanceBulletShapeFromMesh(gameobj, NULL, use_gfx?NULL:mesh);
1186         }
1187 #endif
1188 }
1189
1190 KX_Camera* KX_Scene::FindCamera(KX_Camera* cam)
1191 {
1192         list<KX_Camera*>::iterator it = m_cameras.begin();
1193
1194         while ( (it != m_cameras.end()) 
1195                         && ((*it) != cam) ) {
1196           it++;
1197         }
1198
1199         return ((it == m_cameras.end()) ? NULL : (*it));
1200 }
1201
1202
1203 KX_Camera* KX_Scene::FindCamera(STR_String& name)
1204 {
1205         list<KX_Camera*>::iterator it = m_cameras.begin();
1206
1207         while ( (it != m_cameras.end()) 
1208                         && ((*it)->GetName() != name) ) {
1209           it++;
1210         }
1211
1212         return ((it == m_cameras.end()) ? NULL : (*it));
1213 }
1214
1215 void KX_Scene::AddCamera(KX_Camera* cam)
1216 {
1217         if (!FindCamera(cam))
1218                 m_cameras.push_back(cam);
1219 }
1220
1221
1222 KX_Camera* KX_Scene::GetActiveCamera()
1223 {       
1224         // NULL if not defined
1225         return m_active_camera;
1226 }
1227
1228
1229 void KX_Scene::SetActiveCamera(KX_Camera* cam)
1230 {
1231         // only set if the cam is in the active list? Or add it otherwise?
1232         if (!FindCamera(cam)){
1233                 AddCamera(cam);
1234                 if (cam) std::cout << "Added cam " << cam->GetName() << std::endl;
1235         } 
1236
1237         m_active_camera = cam;
1238 }
1239
1240 void KX_Scene::SetCameraOnTop(KX_Camera* cam)
1241 {
1242         if (!FindCamera(cam)){
1243                 // adding is always done at the back, so that's all that needs to be done
1244                 AddCamera(cam);
1245                 if (cam) std::cout << "Added cam " << cam->GetName() << std::endl;
1246         } else {
1247                 m_cameras.remove(cam);
1248                 m_cameras.push_back(cam);
1249         }
1250 }
1251
1252
1253 void KX_Scene::UpdateMeshTransformations()
1254 {
1255         // do this incrementally in the future
1256         for (int i = 0; i < m_objectlist->GetCount(); i++)
1257         {
1258                 KX_GameObject* gameobj = (KX_GameObject*)m_objectlist->GetValue(i);
1259                 gameobj->GetOpenGLMatrix();
1260         }
1261 }
1262
1263 void KX_Scene::MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty, KX_Camera* cam, int layer)
1264 {
1265         int intersect = KX_Camera::INTERSECT;
1266         KX_GameObject *gameobj = node->Client()?(KX_GameObject*) node->Client()->GetSGClientObject():NULL;
1267         bool visible = (gameobj && gameobj->GetVisible() && (!layer || (gameobj->GetLayer() & layer)));
1268         bool dotest = visible || node->Left() || node->Right();
1269
1270         /* If the camera is inside the box, assume intersect. */
1271         if (dotest && !node->inside( cam->NodeGetWorldPosition()))
1272         {
1273                 MT_Scalar radius = node->Radius();
1274                 MT_Point3 center = node->Center();
1275                 
1276                 intersect =  cam->SphereInsideFrustum(center, radius); 
1277                 
1278                 if (intersect == KX_Camera::INTERSECT)
1279                 {
1280                         MT_Point3 box[8];
1281                         node->get(box);
1282                         intersect = cam->BoxInsideFrustum(box);
1283                 }
1284         }
1285
1286         switch (intersect)
1287         {
1288                 case KX_Camera::OUTSIDE:
1289                         MarkSubTreeVisible(node, rasty, false, cam);
1290                         break;
1291                 case KX_Camera::INTERSECT:
1292                         if (gameobj)
1293                                 MarkVisible(rasty, gameobj, cam, layer);
1294                         if (node->Left())
1295                                 MarkVisible(node->Left(), rasty, cam, layer);
1296                         if (node->Right())
1297                                 MarkVisible(node->Right(), rasty, cam, layer);
1298                         break;
1299                 case KX_Camera::INSIDE:
1300                         MarkSubTreeVisible(node, rasty, true, cam, layer);
1301                         break;
1302         }
1303 }
1304
1305 void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible, KX_Camera* cam, int layer)
1306 {
1307         if (node->Client())
1308         {
1309                 KX_GameObject *gameobj = (KX_GameObject*) node->Client()->GetSGClientObject();
1310                 if (gameobj->GetVisible())
1311                 {
1312                         if (visible)
1313                         {
1314                                 int nummeshes = gameobj->GetMeshCount();
1315                                 
1316                                 // this adds the vertices to the display list
1317                                 for (int m=0;m<nummeshes;m++)
1318                                         (gameobj->GetMesh(m))->SchedulePolygons(rasty->GetDrawingMode());
1319                         }
1320
1321                         gameobj->SetCulled(!visible);
1322                         gameobj->UpdateBuckets(false);
1323                 }
1324         }
1325         if (node->Left())
1326                 MarkSubTreeVisible(node->Left(), rasty, visible, cam, layer);
1327         if (node->Right())
1328                 MarkSubTreeVisible(node->Right(), rasty, visible, cam, layer);
1329 }
1330
1331 void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Camera*  cam,int layer)
1332 {
1333         // User (Python/Actuator) has forced object invisible...
1334         if (!gameobj->GetSGNode() || !gameobj->GetVisible())
1335                 return;
1336         
1337         // Shadow lamp layers
1338         if(layer && !(gameobj->GetLayer() & layer)) {
1339                 gameobj->SetCulled(true);
1340                 gameobj->UpdateBuckets(false);
1341                 return;
1342         }
1343
1344         // If Frustum culling is off, the object is always visible.
1345         bool vis = !cam->GetFrustumCulling();
1346         
1347         // If the camera is inside this node, then the object is visible.
1348         if (!vis)
1349         {
1350                 vis = gameobj->GetSGNode()->inside( cam->GetCameraLocation() );
1351         }
1352                 
1353         // Test the object's bound sphere against the view frustum.
1354         if (!vis)
1355         {
1356                 MT_Vector3 scale = gameobj->GetSGNode()->GetWorldScaling();
1357                 MT_Scalar radius = fabs(scale[scale.closestAxis()] * gameobj->GetSGNode()->Radius());
1358                 switch (cam->SphereInsideFrustum(gameobj->NodeGetWorldPosition(), radius))
1359                 {
1360                         case KX_Camera::INSIDE:
1361                                 vis = true;
1362                                 break;
1363                         case KX_Camera::OUTSIDE:
1364                                 vis = false;
1365                                 break;
1366                         case KX_Camera::INTERSECT:
1367                                 // Test the object's bound box against the view frustum.
1368                                 MT_Point3 box[8];
1369                                 gameobj->GetSGNode()->getBBox(box); 
1370                                 vis = cam->BoxInsideFrustum(box) != KX_Camera::OUTSIDE;
1371                                 break;
1372                 }
1373         }
1374         
1375         if (vis)
1376         {
1377                 int nummeshes = gameobj->GetMeshCount();
1378                 
1379                 for (int m=0;m<nummeshes;m++)
1380                 {
1381                         // this adds the vertices to the display list
1382                         (gameobj->GetMesh(m))->SchedulePolygons(rasty->GetDrawingMode());
1383                 }
1384                 // Visibility/ non-visibility are marked
1385                 // elsewhere now.
1386                 gameobj->SetCulled(false);
1387                 gameobj->UpdateBuckets(false);
1388         } else {
1389                 gameobj->SetCulled(true);
1390                 gameobj->UpdateBuckets(false);
1391         }
1392 }
1393
1394 void KX_Scene::PhysicsCullingCallback(KX_ClientObjectInfo* objectInfo, void* cullingInfo)
1395 {
1396         KX_GameObject* gameobj = objectInfo->m_gameobject;
1397         if (!gameobj->GetVisible())
1398                 // ideally, invisible objects should be removed from the culling tree temporarily
1399                 return;
1400         if(((CullingInfo*)cullingInfo)->m_layer && !(gameobj->GetLayer() & ((CullingInfo*)cullingInfo)->m_layer))
1401                 // used for shadow: object is not in shadow layer
1402                 return;
1403
1404         // make object visible
1405         gameobj->SetCulled(false);
1406         gameobj->UpdateBuckets(false);
1407 }
1408
1409 void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty,KX_Camera* cam, int layer)
1410 {
1411         bool dbvt_culling = false;
1412         if (m_dbvt_culling) 
1413         {
1414                 // test culling through Bullet
1415                 PHY__Vector4 planes[6];
1416                 // get the clip planes
1417                 MT_Vector4* cplanes = cam->GetNormalizedClipPlanes();
1418                 // and convert
1419                 planes[0].setValue(cplanes[4].getValue());      // near
1420                 planes[1].setValue(cplanes[5].getValue());      // far
1421                 planes[2].setValue(cplanes[0].getValue());      // left
1422                 planes[3].setValue(cplanes[1].getValue());      // right
1423                 planes[4].setValue(cplanes[2].getValue());      // top
1424                 planes[5].setValue(cplanes[3].getValue());      // bottom
1425                 CullingInfo info(layer);
1426                 dbvt_culling = m_physicsEnvironment->cullingTest(PhysicsCullingCallback,&info,planes,5,m_dbvt_occlusion_res);
1427         }
1428         if (!dbvt_culling) {
1429                 // the physics engine couldn't help us, do it the hard way
1430                 for (int i = 0; i < m_objectlist->GetCount(); i++)
1431                 {
1432                         MarkVisible(rasty, static_cast<KX_GameObject*>(m_objectlist->GetValue(i)), cam, layer);
1433                 }
1434         }
1435 }
1436
1437 // logic stuff
1438 void KX_Scene::LogicBeginFrame(double curtime)
1439 {
1440         // have a look at temp objects ...
1441         int lastobj = m_tempObjectList->GetCount() - 1;
1442         
1443         for (int i = lastobj; i >= 0; i--)
1444         {
1445                 CValue* objval = m_tempObjectList->GetValue(i);
1446                 CFloatValue* propval = (CFloatValue*) objval->GetProperty("::timebomb");
1447                 
1448                 if (propval)
1449                 {
1450                         float timeleft = propval->GetNumber() - 1.0/KX_KetsjiEngine::GetTicRate();
1451                         
1452                         if (timeleft > 0)
1453                         {
1454                                 propval->SetFloat(timeleft);
1455                         }
1456                         else
1457                         {
1458                                 DelayedRemoveObject(objval);
1459                                 // remove obj
1460                         }
1461                 }
1462                 else
1463                 {
1464                         // all object is the tempObjectList should have a clock
1465                 }
1466         }
1467         m_logicmgr->BeginFrame(curtime, 1.0/KX_KetsjiEngine::GetTicRate());
1468 }
1469
1470
1471
1472 void KX_Scene::LogicUpdateFrame(double curtime, bool frame)
1473 {
1474         m_logicmgr->UpdateFrame(curtime, frame);
1475 }
1476
1477
1478
1479 void KX_Scene::LogicEndFrame()
1480 {
1481         m_logicmgr->EndFrame();
1482         int numobj = m_euthanasyobjects->GetCount();
1483
1484         KX_GameObject* obj;
1485
1486         while ((numobj = m_euthanasyobjects->GetCount()) > 0)
1487         {
1488                 // remove the object from this list to make sure we will not hit it again
1489                 obj = (KX_GameObject*)m_euthanasyobjects->GetValue(numobj-1);
1490                 m_euthanasyobjects->Remove(numobj-1);
1491                 obj->Release();
1492                 RemoveObject(obj);
1493         }
1494 }
1495
1496
1497
1498 /**
1499   * UpdateParents: SceneGraph transformation update.
1500   */
1501 void KX_Scene::UpdateParents(double curtime)
1502 {
1503         // we use the SG dynamic list
1504         SG_Node* node;
1505
1506         while ((node = SG_Node::GetNextScheduled(m_sghead)) != NULL)
1507         {
1508                 node->UpdateWorldData(curtime);
1509         }
1510
1511         //for (int i=0; i<GetRootParentList()->GetCount(); i++)
1512         //{
1513         //      KX_GameObject* parentobj = (KX_GameObject*)GetRootParentList()->GetValue(i);
1514         //      parentobj->NodeUpdateGS(curtime);
1515         //}
1516
1517         // the list must be empty here
1518         assert(m_sghead.Empty());
1519         // some nodes may be ready for reschedule, move them to schedule list for next time
1520         while ((node = SG_Node::GetNextRescheduled(m_sghead)) != NULL)
1521         {
1522                 node->Schedule(m_sghead);
1523         }
1524 }
1525
1526
1527 RAS_MaterialBucket* KX_Scene::FindBucket(class RAS_IPolyMaterial* polymat, bool &bucketCreated)
1528 {
1529         return m_bucketmanager->FindBucket(polymat, bucketCreated);
1530 }
1531
1532
1533
1534 void KX_Scene::RenderBuckets(const MT_Transform & cameratransform,
1535                                                          class RAS_IRasterizer* rasty,
1536                                                          class RAS_IRenderTools* rendertools)
1537 {
1538         m_bucketmanager->Renderbuckets(cameratransform,rasty,rendertools);
1539         KX_BlenderMaterial::EndFrame();
1540 }
1541
1542 void KX_Scene::UpdateObjectActivity(void) 
1543 {
1544         if (m_activity_culling) {
1545                 /* determine the activity criterium and set objects accordingly */
1546                 int i=0;
1547                 
1548                 MT_Point3 camloc = GetActiveCamera()->NodeGetWorldPosition(); //GetCameraLocation();
1549                 
1550                 for (i=0;i<GetObjectList()->GetCount();i++)
1551                 {
1552                         KX_GameObject* ob = (KX_GameObject*) GetObjectList()->GetValue(i);
1553                         
1554                         if (!ob->GetIgnoreActivityCulling()) {
1555                                 /* Simple test: more than 10 away from the camera, count
1556                                  * Manhattan distance. */
1557                                 MT_Point3 obpos = ob->NodeGetWorldPosition();
1558                                 
1559                                 if ( (fabs(camloc[0] - obpos[0]) > m_activity_box_radius)
1560                                          || (fabs(camloc[1] - obpos[1]) > m_activity_box_radius)
1561                                          || (fabs(camloc[2] - obpos[2]) > m_activity_box_radius) )
1562                                 {                       
1563                                         ob->Suspend();
1564                                 } else {
1565                                         ob->Resume();
1566                                 }
1567                         }
1568                 }               
1569         }
1570 }
1571
1572 void KX_Scene::SetActivityCullingRadius(float f)
1573 {
1574         if (f < 0.5)
1575                 f = 0.5;
1576         m_activity_box_radius = f;
1577 }
1578         
1579 NG_NetworkDeviceInterface* KX_Scene::GetNetworkDeviceInterface()
1580 {
1581         return m_networkDeviceInterface;
1582 }
1583
1584 NG_NetworkScene* KX_Scene::GetNetworkScene()
1585 {
1586         return m_networkScene;
1587 }
1588
1589 void KX_Scene::SetNetworkDeviceInterface(NG_NetworkDeviceInterface* newInterface)
1590 {
1591         m_networkDeviceInterface = newInterface;
1592 }
1593
1594 void KX_Scene::SetNetworkScene(NG_NetworkScene *newScene)
1595 {
1596         m_networkScene = newScene;
1597 }
1598
1599
1600 void    KX_Scene::SetGravity(const MT_Vector3& gravity)
1601 {
1602         GetPhysicsEnvironment()->setGravity(gravity[0],gravity[1],gravity[2]);
1603 }
1604
1605 void KX_Scene::SetSceneConverter(class KX_BlenderSceneConverter* sceneConverter)
1606 {
1607         m_sceneConverter = sceneConverter;
1608 }
1609
1610 void KX_Scene::SetPhysicsEnvironment(class PHY_IPhysicsEnvironment* physEnv)
1611 {
1612         m_physicsEnvironment = physEnv;
1613         if(m_physicsEnvironment) {
1614                 KX_TouchEventManager* touchmgr = new KX_TouchEventManager(m_logicmgr, physEnv);
1615                 m_logicmgr->RegisterEventManager(touchmgr);
1616         }
1617 }
1618  
1619 void KX_Scene::setSuspendedTime(double suspendedtime)
1620 {
1621         m_suspendedtime = suspendedtime;
1622 }
1623 double KX_Scene::getSuspendedTime()
1624 {
1625         return m_suspendedtime;
1626 }
1627 void KX_Scene::setSuspendedDelta(double suspendeddelta)
1628 {
1629         m_suspendeddelta = suspendeddelta;
1630 }
1631 double KX_Scene::getSuspendedDelta()
1632 {
1633         return m_suspendeddelta;
1634 }
1635
1636 #ifdef USE_BULLET
1637 #include "KX_BulletPhysicsController.h"
1638 #endif
1639
1640 static void MergeScene_LogicBrick(SCA_ILogicBrick* brick, KX_Scene *to)
1641 {
1642         SCA_LogicManager *logicmgr= to->GetLogicManager();
1643
1644         brick->Replace_IScene(to);
1645         brick->Replace_NetworkScene(to->GetNetworkScene());
1646
1647         SCA_ISensor *sensor=  dynamic_cast<class SCA_ISensor *>(brick);
1648         if(sensor) {
1649                 sensor->Replace_EventManager(logicmgr);
1650         }
1651
1652         /* near sensors have physics controllers */
1653 #ifdef USE_BULLET
1654         KX_TouchSensor *touch_sensor = dynamic_cast<class KX_TouchSensor *>(brick);
1655         if(touch_sensor) {
1656                 touch_sensor->GetPhysicsController()->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
1657         }
1658 #endif
1659 }
1660
1661 #ifdef USE_BULLET
1662 #include "CcdGraphicController.h" // XXX  ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
1663 #include "CcdPhysicsEnvironment.h" // XXX  ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
1664 #include "KX_BulletPhysicsController.h"
1665 #endif
1666
1667 static void MergeScene_GameObject(KX_GameObject* gameobj, KX_Scene *to, KX_Scene *from)
1668 {
1669         {
1670                 SCA_ActuatorList& actuators= gameobj->GetActuators();
1671                 SCA_ActuatorList::iterator ita;
1672
1673                 for (ita = actuators.begin(); !(ita==actuators.end()); ++ita)
1674                 {
1675                         MergeScene_LogicBrick(*ita, to);
1676                 }
1677         }
1678
1679
1680         {
1681                 SCA_SensorList& sensors= gameobj->GetSensors();
1682                 SCA_SensorList::iterator its;
1683
1684                 for (its = sensors.begin(); !(its==sensors.end()); ++its)
1685                 {
1686                         MergeScene_LogicBrick(*its, to);
1687                 }
1688         }
1689
1690         {
1691                 SCA_ControllerList& controllers= gameobj->GetControllers();
1692                 SCA_ControllerList::iterator itc;
1693
1694                 for (itc = controllers.begin(); !(itc==controllers.end()); ++itc)
1695                 {
1696                         SCA_IController *cont= *itc;
1697                         MergeScene_LogicBrick(cont, to);
1698
1699                         vector<SCA_ISensor*> linkedsensors = cont->GetLinkedSensors();
1700                         vector<SCA_IActuator*> linkedactuators = cont->GetLinkedActuators();
1701
1702                         for (vector<SCA_IActuator*>::iterator ita = linkedactuators.begin();!(ita==linkedactuators.end());++ita) {
1703                                 MergeScene_LogicBrick(*ita, to);
1704                         }
1705
1706                         for (vector<SCA_ISensor*>::iterator its = linkedsensors.begin();!(its==linkedsensors.end());++its) {
1707                                 MergeScene_LogicBrick(*its, to);
1708                         }
1709                 }
1710         }
1711
1712         /* graphics controller */
1713         PHY_IGraphicController *ctrl = gameobj->GetGraphicController();
1714         if(ctrl) {
1715                 /* SHOULD update the m_cullingTree */
1716                 ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
1717         }
1718
1719         /* SG_Node can hold a scene reference */
1720         SG_Node *sg= gameobj->GetSGNode();
1721         if(sg) {
1722                 if(sg->GetSGClientInfo() == from) {
1723                         sg->SetSGClientInfo(to);
1724                 }
1725 #ifdef USE_BULLET
1726                 SGControllerList::iterator contit;
1727                 SGControllerList& controllers = sg->GetSGControllerList();
1728                 for (contit = controllers.begin();contit!=controllers.end();++contit)
1729                 {
1730                         KX_BulletPhysicsController *phys_ctrl= dynamic_cast<KX_BulletPhysicsController *>(*contit);
1731                         if (phys_ctrl)
1732                                 phys_ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
1733                 }
1734 #endif // USE_BULLET
1735         }
1736         /* If the object is a light, update it's scene */
1737         if (gameobj->GetGameObjectType() == SCA_IObject::OBJ_LIGHT)
1738                 ((KX_LightObject*)gameobj)->UpdateScene(to);
1739
1740         /* Add the object to the scene's logic manager */
1741         to->GetLogicManager()->RegisterGameObjectName(gameobj->GetName(), gameobj);
1742         to->GetLogicManager()->RegisterGameObj(gameobj->GetBlenderObject(), gameobj);
1743
1744         for (int i=0; i<gameobj->GetMeshCount(); ++i)
1745                 to->GetLogicManager()->RegisterGameMeshName(gameobj->GetMesh(i)->GetName(), gameobj->GetBlenderObject());
1746 }
1747
1748 bool KX_Scene::MergeScene(KX_Scene *other)
1749 {
1750 #ifdef USE_BULLET
1751         CcdPhysicsEnvironment *env=                     dynamic_cast<CcdPhysicsEnvironment *>(this->GetPhysicsEnvironment());
1752         CcdPhysicsEnvironment *env_other=       dynamic_cast<CcdPhysicsEnvironment *>(other->GetPhysicsEnvironment());
1753
1754         if((env==NULL) != (env_other==NULL)) /* TODO - even when both scenes have NONE physics, the other is loaded with bullet enabled, ??? */
1755         {
1756                 printf("KX_Scene::MergeScene: physics scenes type differ, aborting\n");
1757                 printf("\tsource %d, terget %d\n", (int)(env!=NULL), (int)(env_other!=NULL));
1758                 return false;
1759         }
1760 #endif // USE_BULLET
1761
1762         if(GetSceneConverter() != other->GetSceneConverter()) {
1763                 printf("KX_Scene::MergeScene: converters differ, aborting\n");
1764                 return false;
1765         }
1766
1767
1768         GetBucketManager()->MergeBucketManager(other->GetBucketManager(), this);
1769
1770         /* move materials across, assume they both use the same scene-converters */
1771         GetSceneConverter()->MergeScene(this, other);
1772
1773         /* active + inactive == all ??? - lets hope so */
1774         for (int i = 0; i < other->GetObjectList()->GetCount(); i++)
1775         {
1776                 KX_GameObject* gameobj = (KX_GameObject*)other->GetObjectList()->GetValue(i);
1777                 MergeScene_GameObject(gameobj, this, other);
1778
1779                 gameobj->UpdateBuckets(false); /* only for active objects */
1780         }
1781
1782         for (int i = 0; i < other->GetInactiveList()->GetCount(); i++)
1783         {
1784                 KX_GameObject* gameobj = (KX_GameObject*)other->GetInactiveList()->GetValue(i);
1785                 MergeScene_GameObject(gameobj, this, other);
1786         }
1787
1788         GetTempObjectList()->MergeList(other->GetTempObjectList());
1789         other->GetTempObjectList()->ReleaseAndRemoveAll();
1790
1791         GetObjectList()->MergeList(other->GetObjectList());
1792         other->GetObjectList()->ReleaseAndRemoveAll();
1793
1794         GetInactiveList()->MergeList(other->GetInactiveList());
1795         other->GetInactiveList()->ReleaseAndRemoveAll();
1796
1797         GetRootParentList()->MergeList(other->GetRootParentList());
1798         other->GetRootParentList()->ReleaseAndRemoveAll();
1799
1800         GetLightList()->MergeList(other->GetLightList());
1801         other->GetLightList()->ReleaseAndRemoveAll();
1802
1803 #ifdef USE_BULLET
1804         if(env) /* bullet scene? - dummy scenes dont need touching */
1805                 env->MergeEnvironment(env_other);
1806 #endif
1807         
1808         /* merge logic */
1809         {
1810                 SCA_LogicManager *logicmgr=                     GetLogicManager();
1811                 SCA_LogicManager *logicmgr_other=       other->GetLogicManager();
1812
1813                 vector<class SCA_EventManager*>evtmgrs= logicmgr->GetEventManagers();
1814                 //vector<class SCA_EventManager*>evtmgrs_others= logicmgr_other->GetEventManagers();
1815
1816                 //SCA_EventManager *evtmgr;
1817                 SCA_EventManager *evtmgr_other;
1818
1819                 for(unsigned int i= 0; i < evtmgrs.size(); i++) {
1820                         evtmgr_other= logicmgr_other->FindEventManager(evtmgrs[i]->GetType());
1821
1822                         if(evtmgr_other) /* unlikely but possible one scene has a joystick and not the other */
1823                                 evtmgr_other->Replace_LogicManager(logicmgr);
1824
1825                         /* when merging objects sensors are moved across into the new manager, dont need to do this here */
1826                 }
1827         }
1828         return true;
1829 }
1830
1831 void KX_Scene::Update2DFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text)
1832 {
1833         m_filtermanager.EnableFilter(propNames, gameObj, filtermode, pass, text);
1834 }
1835
1836 void KX_Scene::Render2DFilters(RAS_ICanvas* canvas)
1837 {
1838         m_filtermanager.RenderFilters(canvas);
1839 }
1840
1841 #ifndef DISABLE_PYTHON
1842
1843 void KX_Scene::RunDrawingCallbacks(PyObject* cb_list)
1844 {
1845         int len;
1846
1847         if (cb_list && (len=PyList_GET_SIZE(cb_list)))
1848         {
1849                 PyObject* args= PyTuple_New(0); // save python creating each call
1850                 PyObject* func;
1851                 PyObject* ret;
1852
1853                 // Iterate the list and run the callbacks
1854                 for (int pos=0; pos < len; pos++)
1855                 {
1856                         func= PyList_GET_ITEM(cb_list, pos);
1857                         ret= PyObject_Call(func, args, NULL);
1858                         if (ret==NULL) {
1859                                 PyErr_Print();
1860                                 PyErr_Clear();
1861                         }
1862                         else {
1863                                 Py_DECREF(ret);
1864                         }
1865                 }
1866
1867                 Py_DECREF(args);
1868         }
1869 }
1870
1871 //----------------------------------------------------------------------------
1872 //Python
1873
1874 PyTypeObject KX_Scene::Type = {
1875         PyVarObject_HEAD_INIT(NULL, 0)
1876         "KX_Scene",
1877         sizeof(PyObjectPlus_Proxy),
1878         0,
1879         py_base_dealloc,
1880         0,
1881         0,
1882         0,
1883         0,
1884         py_base_repr,
1885         0,
1886         &Sequence,
1887         &Mapping,
1888         0,0,0,0,0,0,
1889         Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
1890         0,0,0,0,0,0,0,
1891         Methods,
1892         0,
1893         0,
1894         &CValue::Type,
1895         0,0,0,0,0,0,
1896         py_base_new
1897 };
1898
1899 PyMethodDef KX_Scene::Methods[] = {
1900         KX_PYMETHODTABLE(KX_Scene, addObject),
1901         KX_PYMETHODTABLE(KX_Scene, end),
1902         KX_PYMETHODTABLE(KX_Scene, restart),
1903         KX_PYMETHODTABLE(KX_Scene, replace),
1904         KX_PYMETHODTABLE(KX_Scene, suspend),
1905         KX_PYMETHODTABLE(KX_Scene, resume),
1906         
1907         /* dict style access */
1908         KX_PYMETHODTABLE(KX_Scene, get),
1909         
1910         {NULL,NULL} //Sentinel
1911 };
1912 static PyObject *Map_GetItem(PyObject *self_v, PyObject *item)
1913 {
1914         KX_Scene* self= static_cast<KX_Scene*>BGE_PROXY_REF(self_v);
1915         const char *attr_str= _PyUnicode_AsString(item);
1916         PyObject* pyconvert;
1917         
1918         if (self==NULL) {
1919                 PyErr_SetString(PyExc_SystemError, "val = scene[key]: KX_Scene, "BGE_PROXY_ERROR_MSG);
1920                 return NULL;
1921         }
1922         
1923         if (self->m_attr_dict && (pyconvert=PyDict_GetItem(self->m_attr_dict, item))) {
1924                 
1925                 if (attr_str)
1926                         PyErr_Clear();
1927                 Py_INCREF(pyconvert);
1928                 return pyconvert;
1929         }
1930         else {
1931                 if(attr_str)    PyErr_Format(PyExc_KeyError, "value = scene[key]: KX_Scene, key \"%s\" does not exist", attr_str);
1932                 else                    PyErr_SetString(PyExc_KeyError, "value = scene[key]: KX_Scene, key does not exist");
1933                 return NULL;
1934         }
1935                 
1936 }
1937
1938 static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val)
1939 {
1940         KX_Scene* self= static_cast<KX_Scene*>BGE_PROXY_REF(self_v);
1941         const char *attr_str= _PyUnicode_AsString(key);
1942         if(attr_str==NULL)
1943                 PyErr_Clear();
1944         
1945         if (self==NULL) {
1946                 PyErr_SetString(PyExc_SystemError, "scene[key] = value: KX_Scene, "BGE_PROXY_ERROR_MSG);
1947                 return -1;
1948         }
1949         
1950         if (val==NULL) { /* del ob["key"] */
1951                 int del= 0;
1952                 
1953                 if(self->m_attr_dict)
1954                         del |= (PyDict_DelItem(self->m_attr_dict, key)==0) ? 1:0;
1955                 
1956                 if (del==0) {
1957                         if(attr_str)    PyErr_Format(PyExc_KeyError, "scene[key] = value: KX_Scene, key \"%s\" could not be set", attr_str);
1958                         else                    PyErr_SetString(PyExc_KeyError, "del scene[key]: KX_Scene, key could not be deleted");
1959                         return -1;
1960                 }
1961                 else if (self->m_attr_dict) {
1962                         PyErr_Clear(); /* PyDict_DelItem sets an error when it fails */
1963                 }
1964         }
1965         else { /* ob["key"] = value */
1966                 int set = 0;
1967
1968                 if (self->m_attr_dict==NULL) /* lazy init */
1969                         self->m_attr_dict= PyDict_New();
1970                 
1971                 
1972                 if(PyDict_SetItem(self->m_attr_dict, key, val)==0)
1973                         set= 1;
1974                 else
1975                         PyErr_SetString(PyExc_KeyError, "scene[key] = value: KX_Scene, key not be added to internal dictionary");
1976         
1977                 if(set==0)
1978                         return -1; /* pythons error value */
1979                 
1980         }
1981         
1982         return 0; /* success */
1983 }
1984
1985 static int Seq_Contains(PyObject *self_v, PyObject *value)
1986 {
1987         KX_Scene* self= static_cast<KX_Scene*>BGE_PROXY_REF(self_v);
1988         
1989         if (self==NULL) {
1990                 PyErr_SetString(PyExc_SystemError, "val in scene: KX_Scene, "BGE_PROXY_ERROR_MSG);
1991                 return -1;
1992         }
1993         
1994         if (self->m_attr_dict && PyDict_GetItem(self->m_attr_dict, value))
1995                 return 1;
1996         
1997         return 0;
1998 }
1999
2000 PyMappingMethods KX_Scene::Mapping = {
2001         (lenfunc)NULL                                   ,                       /*inquiry mp_length */
2002         (binaryfunc)Map_GetItem,                /*binaryfunc mp_subscript */
2003         (objobjargproc)Map_SetItem,     /*objobjargproc mp_ass_subscript */
2004 };
2005
2006 PySequenceMethods KX_Scene::Sequence = {
2007         NULL,           /* Cant set the len otherwise it can evaluate as false */
2008         NULL,           /* sq_concat */
2009         NULL,           /* sq_repeat */
2010         NULL,           /* sq_item */
2011         NULL,           /* sq_slice */
2012         NULL,           /* sq_ass_item */
2013         NULL,           /* sq_ass_slice */
2014         (objobjproc)Seq_Contains,       /* sq_contains */
2015         (binaryfunc) NULL, /* sq_inplace_concat */
2016         (ssizeargfunc) NULL, /* sq_inplace_repeat */
2017 };
2018
2019 PyObject* KX_Scene::pyattr_get_name(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2020 {
2021         KX_Scene* self= static_cast<KX_Scene*>(self_v);
2022         return PyUnicode_FromString(self->GetName().ReadPtr());
2023 }
2024
2025 PyObject* KX_Scene::pyattr_get_objects(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2026 {
2027         KX_Scene* self= static_cast<KX_Scene*>(self_v);
2028         return self->GetObjectList()->GetProxy();
2029 }
2030
2031 PyObject* KX_Scene::pyattr_get_objects_inactive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2032 {
2033         KX_Scene* self= static_cast<KX_Scene*>(self_v);
2034         return self->GetInactiveList()->GetProxy();
2035 }
2036
2037 PyObject* KX_Scene::pyattr_get_lights(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2038 {
2039         KX_Scene* self= static_cast<KX_Scene*>(self_v);
2040         return self->GetLightList()->GetProxy();
2041 }
2042
2043 PyObject* KX_Scene::pyattr_get_cameras(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2044 {
2045         /* With refcounts in this case...
2046          * the new CListValue is owned by python, so its possible python holds onto it longer then the BGE
2047          * however this is the same with "scene.objects + []", when you make a copy by adding lists.
2048          */
2049         
2050         KX_Scene* self= static_cast<KX_Scene*>(self_v);
2051         CListValue* clist = new CListValue();
2052         
2053         /* return self->GetCameras()->GetProxy(); */
2054         
2055         list<KX_Camera*>::iterator it = self->GetCameras()->begin();
2056         while (it != self->GetCameras()->end()) {
2057                 clist->Add((*it)->AddRef());
2058                 it++;
2059         }
2060         
2061         return clist->NewProxy(true);
2062 }
2063
2064 PyObject* KX_Scene::pyattr_get_active_camera(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2065 {
2066         KX_Scene* self= static_cast<KX_Scene*>(self_v);
2067         return self->GetActiveCamera()->GetProxy();
2068 }
2069
2070
2071 int KX_Scene::pyattr_set_active_camera(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
2072 {
2073         KX_Scene* self= static_cast<KX_Scene*>(self_v);
2074         KX_Camera *camOb;
2075         
2076         if (!ConvertPythonToCamera(value, &camOb, false, "scene.active_camera = value: KX_Scene"))
2077                 return PY_SET_ATTR_FAIL;
2078         
2079         self->SetActiveCamera(camOb);
2080         return PY_SET_ATTR_SUCCESS;
2081 }
2082
2083 PyObject* KX_Scene::pyattr_get_drawing_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2084 {
2085         KX_Scene* self = static_cast<KX_Scene*>(self_v);
2086
2087         if(self->m_draw_call_pre==NULL)
2088                 self->m_draw_call_pre= PyList_New(0);
2089         else
2090                 Py_INCREF(self->m_draw_call_pre);
2091         return self->m_draw_call_pre;
2092 }
2093
2094 PyObject* KX_Scene::pyattr_get_drawing_callback_post(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2095 {
2096         KX_Scene* self = static_cast<KX_Scene*>(self_v);
2097
2098         if(self->m_draw_call_post==NULL)
2099                 self->m_draw_call_post= PyList_New(0);
2100         else
2101                 Py_INCREF(self->m_draw_call_post);
2102         return self->m_draw_call_post;
2103 }
2104
2105 int KX_Scene::pyattr_set_drawing_callback_pre(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
2106 {
2107         KX_Scene* self = static_cast<KX_Scene*>(self_v);
2108
2109         if (!PyList_CheckExact(value))
2110         {
2111                 PyErr_SetString(PyExc_ValueError, "Expected a list");
2112                 return PY_SET_ATTR_FAIL;
2113         }
2114         Py_XDECREF(self->m_draw_call_pre);
2115
2116         Py_INCREF(value);
2117         self->m_draw_call_pre = value;
2118
2119         return PY_SET_ATTR_SUCCESS;
2120 }
2121
2122 int KX_Scene::pyattr_set_drawing_callback_post(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
2123 {
2124         KX_Scene* self = static_cast<KX_Scene*>(self_v);
2125
2126         if (!PyList_CheckExact(value))
2127         {
2128                 PyErr_SetString(PyExc_ValueError, "Expected a list");
2129                 return PY_SET_ATTR_FAIL;
2130         }
2131         Py_XDECREF(self->m_draw_call_post);
2132
2133         Py_INCREF(value);
2134         self->m_draw_call_post = value;
2135
2136         return PY_SET_ATTR_SUCCESS;
2137 }
2138
2139 PyAttributeDef KX_Scene::Attributes[] = {
2140         KX_PYATTRIBUTE_RO_FUNCTION("name",                              KX_Scene, pyattr_get_name),
2141         KX_PYATTRIBUTE_RO_FUNCTION("objects",                   KX_Scene, pyattr_get_objects),
2142         KX_PYATTRIBUTE_RO_FUNCTION("objectsInactive",   KX_Scene, pyattr_get_objects_inactive),
2143         KX_PYATTRIBUTE_RO_FUNCTION("lights",                    KX_Scene, pyattr_get_lights),
2144         KX_PYATTRIBUTE_RO_FUNCTION("cameras",                   KX_Scene, pyattr_get_cameras),
2145         KX_PYATTRIBUTE_RO_FUNCTION("lights",                    KX_Scene, pyattr_get_lights),
2146         KX_PYATTRIBUTE_RW_FUNCTION("active_camera",             KX_Scene, pyattr_get_active_camera, pyattr_set_active_camera),
2147         KX_PYATTRIBUTE_RW_FUNCTION("pre_draw",                  KX_Scene, pyattr_get_drawing_callback_pre, pyattr_set_drawing_callback_pre),
2148         KX_PYATTRIBUTE_RW_FUNCTION("post_draw",                 KX_Scene, pyattr_get_drawing_callback_post, pyattr_set_drawing_callback_post),
2149         KX_PYATTRIBUTE_BOOL_RO("suspended",                             KX_Scene, m_suspend),
2150         KX_PYATTRIBUTE_BOOL_RO("activity_culling",              KX_Scene, m_activity_culling),
2151         KX_PYATTRIBUTE_FLOAT_RW("activity_culling_radius", 0.5f, FLT_MAX, KX_Scene, m_activity_box_radius),
2152         KX_PYATTRIBUTE_BOOL_RO("dbvt_culling",                  KX_Scene, m_dbvt_culling),
2153         { NULL }        //Sentinel
2154 };
2155
2156 KX_PYMETHODDEF_DOC(KX_Scene, addObject,
2157 "addObject(object, other, time=0)\n"
2158 "Returns the added object.\n")
2159 {
2160         PyObject *pyob, *pyother;
2161         KX_GameObject *ob, *other;
2162
2163         int time = 0;
2164
2165         if (!PyArg_ParseTuple(args, "OO|i:addObject", &pyob, &pyother, &time))
2166                 return NULL;
2167
2168         if (    !ConvertPythonToGameObject(pyob, &ob, false, "scene.addObject(object, other, time): KX_Scene (first argument)") ||
2169                         !ConvertPythonToGameObject(pyother, &other, false, "scene.addObject(object, other, time): KX_Scene (second argument)") )
2170                 return NULL;
2171
2172
2173         SCA_IObject* replica = AddReplicaObject((SCA_IObject*)ob, other, time);
2174         
2175         // release here because AddReplicaObject AddRef's
2176         // the object is added to the scene so we dont want python to own a reference
2177         replica->Release();
2178         return replica->GetProxy();
2179 }
2180
2181 KX_PYMETHODDEF_DOC(KX_Scene, end,
2182 "end()\n"
2183 "Removes this scene from the game.\n")
2184 {
2185         
2186         KX_GetActiveEngine()->RemoveScene(m_sceneName);
2187         
2188         Py_RETURN_NONE;
2189 }
2190
2191 KX_PYMETHODDEF_DOC(KX_Scene, restart,
2192                                    "restart()\n"
2193                                    "Restarts this scene.\n")
2194 {
2195         KX_GetActiveEngine()->ReplaceScene(m_sceneName, m_sceneName);
2196         
2197         Py_RETURN_NONE;
2198 }
2199
2200 KX_PYMETHODDEF_DOC(KX_Scene, replace,
2201                                    "replace(newScene)\n"
2202                                    "Replaces this scene with another one.\n")
2203 {
2204         char* name;
2205         
2206         if (!PyArg_ParseTuple(args, "s:replace", &name))
2207                 return NULL;
2208         
2209         KX_GetActiveEngine()->ReplaceScene(m_sceneName, name);
2210         
2211         Py_RETURN_NONE;
2212 }
2213
2214 KX_PYMETHODDEF_DOC(KX_Scene, suspend,
2215                                         "suspend()\n"
2216                                         "Suspends this scene.\n")
2217 {
2218         Suspend();
2219         
2220         Py_RETURN_NONE;
2221 }
2222
2223 KX_PYMETHODDEF_DOC(KX_Scene, resume,
2224                                         "resume()\n"
2225                                         "Resumes this scene.\n")
2226 {
2227         Resume();
2228         
2229         Py_RETURN_NONE;
2230 }
2231
2232 /* Matches python dict.get(key, [default]) */
2233 KX_PYMETHODDEF_DOC(KX_Scene, get, "")
2234 {
2235         PyObject *key;
2236         PyObject* def = Py_None;
2237         PyObject* ret;
2238
2239         if (!PyArg_ParseTuple(args, "O|O:get", &key, &def))
2240                 return NULL;
2241         
2242         if (m_attr_dict && (ret=PyDict_GetItem(m_attr_dict, key))) {
2243                 Py_INCREF(ret);
2244                 return ret;
2245         }
2246         
2247         Py_INCREF(def);
2248         return def;
2249 }
2250
2251 #endif // DISABLE_PYTHON