no need to store the physics env in each KX_GameObject
[blender.git] / source / gameengine / Ketsji / KX_GameObject.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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, 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  * Game object wrapper
29  */
30
31 #ifdef HAVE_CONFIG_H
32 #include <config.h>
33 #endif
34
35 #if defined(_WIN64)
36 typedef unsigned __int64 uint_ptr;
37 #else
38 typedef unsigned long uint_ptr;
39 #endif
40
41 #ifdef WIN32
42 // This warning tells us about truncation of __long__ stl-generated names.
43 // It can occasionally cause DevStudio to have internal compiler warnings.
44 #pragma warning( disable : 4786 )     
45 #endif
46
47
48 #define KX_INERTIA_INFINITE 10000
49 #include "RAS_IPolygonMaterial.h"
50 #include "KX_BlenderMaterial.h"
51 #include "KX_GameObject.h"
52 #include "KX_Camera.h" // only for their ::Type
53 #include "KX_Light.h"  // only for their ::Type
54 #include "RAS_MeshObject.h"
55 #include "KX_MeshProxy.h"
56 #include "KX_PolyProxy.h"
57 #include <stdio.h> // printf
58 #include "SG_Controller.h"
59 #include "KX_IPhysicsController.h"
60 #include "PHY_IGraphicController.h"
61 #include "SG_Node.h"
62 #include "SG_Controller.h"
63 #include "KX_ClientObjectInfo.h"
64 #include "RAS_BucketManager.h"
65 #include "KX_RayCast.h"
66 #include "KX_PythonInit.h"
67 #include "KX_PyMath.h"
68 #include "KX_PythonSeq.h"
69 #include "KX_ConvertPhysicsObject.h"
70 #include "SCA_IActuator.h"
71 #include "SCA_ISensor.h"
72 #include "SCA_IController.h"
73 #include "NG_NetworkScene.h" //Needed for sendMessage()
74
75 #include "PyObjectPlus.h" /* python stuff */
76
77 // This file defines relationships between parents and children
78 // in the game engine.
79
80 #include "KX_SG_NodeRelationships.h"
81
82 static MT_Point3 dummy_point= MT_Point3(0.0, 0.0, 0.0);
83 static MT_Vector3 dummy_scaling = MT_Vector3(1.0, 1.0, 1.0);
84 static MT_Matrix3x3 dummy_orientation = MT_Matrix3x3(   1.0, 0.0, 0.0,
85                                                                                                                 0.0, 1.0, 0.0,
86                                                                                                                 0.0, 0.0, 1.0);
87
88 KX_GameObject::KX_GameObject(
89         void* sgReplicationInfo,
90         SG_Callbacks callbacks,
91         PyTypeObject* T
92 ) : 
93         SCA_IObject(T),
94         m_bDyna(false),
95         m_layer(0),
96         m_pBlenderObject(NULL),
97         m_pBlenderGroupObject(NULL),
98         m_bSuspendDynamics(false),
99         m_bUseObjectColor(false),
100         m_bIsNegativeScaling(false),
101         m_bVisible(true),
102         m_bCulled(true),
103         m_bOccluder(false),
104         m_pPhysicsController1(NULL),
105         m_pGraphicController(NULL),
106         m_xray(false),
107         m_pHitObject(NULL),
108         m_isDeformable(false),
109         m_attr_dict(NULL)
110 {
111         m_ignore_activity_culling = false;
112         m_pClient_info = new KX_ClientObjectInfo(this, KX_ClientObjectInfo::ACTOR);
113         m_pSGNode = new SG_Node(this,sgReplicationInfo,callbacks);
114
115         // define the relationship between this node and it's parent.
116         
117         KX_NormalParentRelation * parent_relation = 
118                 KX_NormalParentRelation::New();
119         m_pSGNode->SetParentRelation(parent_relation);
120 };
121
122
123
124 KX_GameObject::~KX_GameObject()
125 {
126         RemoveMeshes();
127
128         // is this delete somewhere ?
129         //if (m_sumoObj)
130         //      delete m_sumoObj;
131         delete m_pClient_info;
132         //if (m_pSGNode)
133         //      delete m_pSGNode;
134         if (m_pSGNode)
135         {
136                 // must go through controllers and make sure they will not use us anymore
137                 // This is important for KX_BulletPhysicsControllers that unregister themselves
138                 // from the object when they are deleted.
139                 SGControllerList::iterator contit;
140                 SGControllerList& controllers = m_pSGNode->GetSGControllerList();
141                 for (contit = controllers.begin();contit!=controllers.end();++contit)
142                 {
143                         (*contit)->ClearObject();
144                 }
145                 m_pSGNode->SetSGClientObject(NULL);
146         }
147         if (m_pGraphicController)
148         {
149                 delete m_pGraphicController;
150         }
151         
152         if (m_attr_dict) {
153                 PyDict_Clear(m_attr_dict); /* incase of circular refs or other weired cases */
154                 Py_DECREF(m_attr_dict);
155         }
156 }
157
158 KX_GameObject* KX_GameObject::GetClientObject(KX_ClientObjectInfo* info)
159 {
160         if (!info)
161                 return NULL;
162         return info->m_gameobject;
163 }
164
165 CValue* KX_GameObject:: Calc(VALUE_OPERATOR op, CValue *val) 
166 {
167         return NULL;
168 }
169
170
171
172 CValue* KX_GameObject::CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val)
173 {
174         return NULL;
175 }
176
177
178
179 const STR_String & KX_GameObject::GetText()
180 {
181         return m_text;
182 }
183
184
185
186 double KX_GameObject::GetNumber()
187 {
188         return 0;
189 }
190
191
192
193 STR_String& KX_GameObject::GetName()
194 {
195         return m_name;
196 }
197
198
199
200 void KX_GameObject::SetName(const char *name)
201 {
202         m_name = name;
203 };                                                              // Set the name of the value
204
205 KX_IPhysicsController* KX_GameObject::GetPhysicsController()
206 {
207         return m_pPhysicsController1;
208 }
209
210 KX_GameObject* KX_GameObject::GetParent()
211 {
212         KX_GameObject* result = NULL;
213         SG_Node* node = m_pSGNode;
214         
215         while (node && !result)
216         {
217                 node = node->GetSGParent();
218                 if (node)
219                         result = (KX_GameObject*)node->GetSGClientObject();
220         }
221         
222         if (result)
223                 result->AddRef();
224
225         return result;
226         
227 }
228
229 void KX_GameObject::SetParent(KX_Scene *scene, KX_GameObject* obj, bool addToCompound, bool ghost)
230 {
231         // check on valid node in case a python controller holds a reference to a deleted object
232         if (obj && GetSGNode() && obj->GetSGNode() && GetSGNode()->GetSGParent() != obj->GetSGNode())
233         {
234                 // Make sure the objects have some scale
235                 MT_Vector3 scale1 = NodeGetWorldScaling();
236                 MT_Vector3 scale2 = obj->NodeGetWorldScaling();
237                 if (fabs(scale2[0]) < FLT_EPSILON || 
238                         fabs(scale2[1]) < FLT_EPSILON || 
239                         fabs(scale2[2]) < FLT_EPSILON || 
240                         fabs(scale1[0]) < FLT_EPSILON || 
241                         fabs(scale1[1]) < FLT_EPSILON || 
242                         fabs(scale1[2]) < FLT_EPSILON) { return; }
243
244                 // Remove us from our old parent and set our new parent
245                 RemoveParent(scene);
246                 obj->GetSGNode()->AddChild(GetSGNode());
247
248                 if (m_pPhysicsController1) 
249                 {
250                         m_pPhysicsController1->SuspendDynamics(ghost);
251                 }
252                 // Set us to our new scale, position, and orientation
253                 scale2[0] = 1.0/scale2[0];
254                 scale2[1] = 1.0/scale2[1];
255                 scale2[2] = 1.0/scale2[2];
256                 scale1 = scale1 * scale2;
257                 MT_Matrix3x3 invori = obj->NodeGetWorldOrientation().inverse();
258                 MT_Vector3 newpos = invori*(NodeGetWorldPosition()-obj->NodeGetWorldPosition())*scale2;
259
260                 NodeSetLocalScale(scale1);
261                 NodeSetLocalPosition(MT_Point3(newpos[0],newpos[1],newpos[2]));
262                 NodeSetLocalOrientation(invori*NodeGetWorldOrientation());
263                 NodeUpdateGS(0.f);
264                 // object will now be a child, it must be removed from the parent list
265                 CListValue* rootlist = scene->GetRootParentList();
266                 if (rootlist->RemoveValue(this))
267                         // the object was in parent list, decrement ref count as it's now removed
268                         Release();
269                 // if the new parent is a compound object, add this object shape to the compound shape.
270                 // step 0: verify this object has physical controller
271                 if (m_pPhysicsController1 && addToCompound)
272                 {
273                         // step 1: find the top parent (not necessarily obj)
274                         KX_GameObject* rootobj = (KX_GameObject*)obj->GetSGNode()->GetRootSGParent()->GetSGClientObject();
275                         // step 2: verify it has a physical controller and compound shape
276                         if (rootobj != NULL && 
277                                 rootobj->m_pPhysicsController1 != NULL &&
278                                 rootobj->m_pPhysicsController1->IsCompound())
279                         {
280                                 rootobj->m_pPhysicsController1->AddCompoundChild(m_pPhysicsController1);
281                         }
282                 }
283                 // graphically, the object hasn't change place, no need to update m_pGraphicController
284         }
285 }
286
287 void KX_GameObject::RemoveParent(KX_Scene *scene)
288 {
289         // check on valid node in case a python controller holds a reference to a deleted object
290         if (GetSGNode() && GetSGNode()->GetSGParent())
291         {
292                 // get the root object to remove us from compound object if needed
293                 KX_GameObject* rootobj = (KX_GameObject*)GetSGNode()->GetRootSGParent()->GetSGClientObject();
294                 // Set us to the right spot 
295                 GetSGNode()->SetLocalScale(GetSGNode()->GetWorldScaling());
296                 GetSGNode()->SetLocalOrientation(GetSGNode()->GetWorldOrientation());
297                 GetSGNode()->SetLocalPosition(GetSGNode()->GetWorldPosition());
298
299                 // Remove us from our parent
300                 GetSGNode()->DisconnectFromParent();
301                 NodeUpdateGS(0.f);
302                 // the object is now a root object, add it to the parentlist
303                 CListValue* rootlist = scene->GetRootParentList();
304                 if (!rootlist->SearchValue(this))
305                         // object was not in root list, add it now and increment ref count
306                         rootlist->Add(AddRef());
307                 if (m_pPhysicsController1) 
308                 {
309                         // in case this controller was added as a child shape to the parent
310                         if (rootobj != NULL && 
311                                 rootobj->m_pPhysicsController1 != NULL &&
312                                 rootobj->m_pPhysicsController1->IsCompound())
313                         {
314                                 rootobj->m_pPhysicsController1->RemoveCompoundChild(m_pPhysicsController1);
315                         }
316                         m_pPhysicsController1->RestoreDynamics();
317                         if (m_pPhysicsController1->IsDyna() && rootobj->m_pPhysicsController1)
318                         {
319                                 // dynamic object should remember the velocity they had while being parented
320                                 MT_Point3 childPoint = GetSGNode()->GetWorldPosition();
321                                 MT_Point3 rootPoint = rootobj->GetSGNode()->GetWorldPosition();
322                                 MT_Point3 relPoint;
323                                 relPoint = (childPoint-rootPoint);
324                                 MT_Vector3 linVel = rootobj->m_pPhysicsController1->GetVelocity(relPoint);
325                                 MT_Vector3 angVel = rootobj->m_pPhysicsController1->GetAngularVelocity();
326                                 m_pPhysicsController1->SetLinearVelocity(linVel, false);
327                                 m_pPhysicsController1->SetAngularVelocity(angVel, false);
328                         }
329                 }
330                 // graphically, the object hasn't change place, no need to update m_pGraphicController
331         }
332 }
333
334 void KX_GameObject::ProcessReplica()
335 {
336         SCA_IObject::ProcessReplica();
337         
338         m_pPhysicsController1 = NULL;
339         m_pGraphicController = NULL;
340         m_pSGNode = NULL;
341         m_pClient_info = new KX_ClientObjectInfo(*m_pClient_info);
342         m_pClient_info->m_gameobject = this;
343         m_state = 0;
344         if(m_attr_dict)
345                 m_attr_dict= PyDict_Copy(m_attr_dict);
346                 
347 }
348
349 static void setGraphicController_recursive(SG_Node* node)
350 {
351         NodeList& children = node->GetSGChildren();
352
353         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
354         {
355                 SG_Node* childnode = (*childit);
356                 KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
357                 if (clientgameobj != NULL) // This is a GameObject
358                         clientgameobj->ActivateGraphicController(false);
359                 
360                 // if the childobj is NULL then this may be an inverse parent link
361                 // so a non recursive search should still look down this node.
362                 setGraphicController_recursive(childnode);
363         }
364 }
365
366
367 void KX_GameObject::ActivateGraphicController(bool recurse)
368 {
369         if (m_pGraphicController)
370         {
371                 m_pGraphicController->Activate(m_bVisible);
372         }
373         if (recurse)
374         {
375                 setGraphicController_recursive(GetSGNode());
376         }
377 }
378
379
380 CValue* KX_GameObject::GetReplica()
381 {
382         KX_GameObject* replica = new KX_GameObject(*this);
383
384         // this will copy properties and so on...
385         replica->ProcessReplica();
386
387         return replica;
388 }
389
390
391
392 void KX_GameObject::ApplyForce(const MT_Vector3& force,bool local)
393 {
394         if (m_pPhysicsController1)
395                 m_pPhysicsController1->ApplyForce(force,local);
396 }
397
398
399
400 void KX_GameObject::ApplyTorque(const MT_Vector3& torque,bool local)
401 {
402         if (m_pPhysicsController1)
403                 m_pPhysicsController1->ApplyTorque(torque,local);
404 }
405
406
407
408 void KX_GameObject::ApplyMovement(const MT_Vector3& dloc,bool local)
409 {
410         if (GetSGNode()) 
411         {
412                 if (m_pPhysicsController1) // (IsDynamic())
413                 {
414                         m_pPhysicsController1->RelativeTranslate(dloc,local);
415                 }
416                 GetSGNode()->RelativeTranslate(dloc,GetSGNode()->GetSGParent(),local);
417         }
418 }
419
420
421
422 void KX_GameObject::ApplyRotation(const MT_Vector3& drot,bool local)
423 {
424         MT_Matrix3x3 rotmat(drot);
425         
426         if (GetSGNode()) {
427                 GetSGNode()->RelativeRotate(rotmat,local);
428
429                 if (m_pPhysicsController1) { // (IsDynamic())
430                         m_pPhysicsController1->RelativeRotate(rotmat,local); 
431                 }
432         }
433 }
434
435
436
437 /**
438 GetOpenGL Matrix, returns an OpenGL 'compatible' matrix
439 */
440 double* KX_GameObject::GetOpenGLMatrix()
441 {
442         // todo: optimize and only update if necessary
443         double* fl = m_OpenGL_4x4Matrix.getPointer();
444         if (GetSGNode()) {
445                 MT_Transform trans;
446         
447                 trans.setOrigin(GetSGNode()->GetWorldPosition());
448                 trans.setBasis(GetSGNode()->GetWorldOrientation());
449         
450                 MT_Vector3 scaling = GetSGNode()->GetWorldScaling();
451                 m_bIsNegativeScaling = ((scaling[0] < 0.0) ^ (scaling[1] < 0.0) ^ (scaling[2] < 0.0)) ? true : false;
452                 trans.scale(scaling[0], scaling[1], scaling[2]);
453                 trans.getValue(fl);
454                 GetSGNode()->ClearDirty();
455         }
456         return fl;
457 }
458
459 void KX_GameObject::AddMeshUser()
460 {
461         for (size_t i=0;i<m_meshes.size();i++)
462         {
463                 m_meshes[i]->AddMeshUser(this, &m_meshSlots, GetDeformer());
464         }
465         // set the part of the mesh slot that never change
466         double* fl = GetOpenGLMatrixPtr()->getPointer();
467
468         SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
469         RAS_MeshSlot* ms;
470         for(mit.begin(); !mit.end(); ++mit)
471         {
472                 (*mit)->m_OpenGLMatrix = fl;
473         }
474         UpdateBuckets(false);
475 }
476
477 static void UpdateBuckets_recursive(SG_Node* node)
478 {
479         NodeList& children = node->GetSGChildren();
480
481         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
482         {
483                 SG_Node* childnode = (*childit);
484                 KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
485                 if (clientgameobj != NULL) // This is a GameObject
486                         clientgameobj->UpdateBuckets(0);
487                 
488                 // if the childobj is NULL then this may be an inverse parent link
489                 // so a non recursive search should still look down this node.
490                 UpdateBuckets_recursive(childnode);
491         }
492 }
493
494 void KX_GameObject::UpdateBuckets( bool recursive )
495 {
496         if (GetSGNode()) {
497                 RAS_MeshSlot *ms;
498
499                 if (GetSGNode()->IsDirty())
500                         GetOpenGLMatrix();
501
502                 SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
503                 for(mit.begin(); !mit.end(); ++mit)
504                 {
505                         ms = *mit;
506                         ms->m_bObjectColor = m_bUseObjectColor;
507                         ms->m_RGBAcolor = m_objectColor;
508                         ms->m_bVisible = m_bVisible;
509                         ms->m_bCulled = m_bCulled || !m_bVisible;
510                         if (!ms->m_bCulled) 
511                                 ms->m_bucket->ActivateMesh(ms);
512                         
513                         /* split if necessary */
514 #ifdef USE_SPLIT
515                         ms->Split();
516 #endif
517                 }
518         
519                 if (recursive) {
520                         UpdateBuckets_recursive(GetSGNode());
521                 }
522         }
523 }
524
525 void KX_GameObject::RemoveMeshes()
526 {
527         for (size_t i=0;i<m_meshes.size();i++)
528                 m_meshes[i]->RemoveFromBuckets(this);
529
530         //note: meshes can be shared, and are deleted by KX_BlenderSceneConverter
531
532         m_meshes.clear();
533 }
534
535 void KX_GameObject::UpdateTransform()
536 {
537         // HACK: saves function call for dynamic object, they are handled differently
538         if (m_pPhysicsController1 && !m_pPhysicsController1->IsDyna())
539                 // Note that for Bullet, this does not even update the transform of static object
540                 // but merely sets there collision flag to "kinematic" because the synchronization is 
541                 // done during physics simulation
542                 m_pPhysicsController1->SetSumoTransform(true);
543         if (m_pGraphicController)
544                 // update the culling tree
545                 m_pGraphicController->SetGraphicTransform();
546
547 }
548
549 void KX_GameObject::UpdateTransformFunc(SG_IObject* node, void* gameobj, void* scene)
550 {
551         ((KX_GameObject*)gameobj)->UpdateTransform();
552 }
553
554 void KX_GameObject::SynchronizeTransform()
555 {
556         // only used for sensor object, do full synchronization as bullet doesn't do it
557         if (m_pPhysicsController1)
558                 m_pPhysicsController1->SetTransform();
559         if (m_pGraphicController)
560                 m_pGraphicController->SetGraphicTransform();
561 }
562
563 void KX_GameObject::SynchronizeTransformFunc(SG_IObject* node, void* gameobj, void* scene)
564 {
565         ((KX_GameObject*)gameobj)->SynchronizeTransform();
566 }
567
568
569 void KX_GameObject::SetDebugColor(unsigned int bgra)
570 {
571         for (size_t i=0;i<m_meshes.size();i++)
572                 m_meshes[i]->DebugColor(bgra);  
573 }
574
575
576
577 void KX_GameObject::ResetDebugColor()
578 {
579         SetDebugColor(0xff000000);
580 }
581
582 void KX_GameObject::InitIPO(bool ipo_as_force,
583                                                         bool ipo_add,
584                                                         bool ipo_local)
585 {
586         SGControllerList::iterator it = GetSGNode()->GetSGControllerList().begin();
587
588         while (it != GetSGNode()->GetSGControllerList().end()) {
589                 (*it)->SetOption(SG_Controller::SG_CONTR_IPO_RESET, true);
590                 (*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_AS_FORCE, ipo_as_force);
591                 (*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_ADD, ipo_add);
592                 (*it)->SetOption(SG_Controller::SG_CONTR_IPO_LOCAL, ipo_local);
593                 it++;
594         }
595
596
597 void KX_GameObject::UpdateIPO(float curframetime,
598                                                           bool recurse) 
599 {
600         // just the 'normal' update procedure.
601         GetSGNode()->SetSimulatedTime(curframetime,recurse);
602         GetSGNode()->UpdateWorldData(curframetime);
603         UpdateTransform();
604 }
605
606 // IPO update
607 void 
608 KX_GameObject::UpdateMaterialData(
609                 dword matname_hash,
610                 MT_Vector4 rgba,
611                 MT_Vector3 specrgb,
612                 MT_Scalar hard,
613                 MT_Scalar spec,
614                 MT_Scalar ref,
615                 MT_Scalar emit,
616                 MT_Scalar alpha
617
618         )
619 {
620         int mesh = 0;
621         if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0) {
622                 list<RAS_MeshMaterial>::iterator mit = m_meshes[mesh]->GetFirstMaterial();
623
624                 for(; mit != m_meshes[mesh]->GetLastMaterial(); ++mit)
625                 {
626                         RAS_IPolyMaterial* poly = mit->m_bucket->GetPolyMaterial();
627
628                         if(poly->GetFlag() & RAS_BLENDERMAT )
629                         {
630                                 KX_BlenderMaterial *m =  static_cast<KX_BlenderMaterial*>(poly);
631                                 
632                                 if (matname_hash == 0)
633                                 {
634                                         m->UpdateIPO(rgba, specrgb,hard,spec,ref,emit, alpha);
635                                         // if mesh has only one material attached to it then use original hack with no need to edit vertices (better performance)
636                                         SetObjectColor(rgba);
637                                 }
638                                 else
639                                 {
640                                         if (matname_hash == poly->GetMaterialNameHash())
641                                         {
642                                                 m->UpdateIPO(rgba, specrgb,hard,spec,ref,emit, alpha);
643                                                 m_meshes[mesh]->SetVertexColor(poly,rgba);
644                                                 
645                                                 // no break here, because one blender material can be split into several game engine materials
646                                                 // (e.g. one uvsphere material is split into one material at poles with ras_mode TRIANGLE and one material for the body
647                                                 // if here was a break then would miss some vertices if material was split
648                                         }
649                                 }
650                         }
651                 }
652         }
653 }
654 bool
655 KX_GameObject::GetVisible(
656         void
657         )
658 {
659         return m_bVisible;
660 }
661
662 static void setVisible_recursive(SG_Node* node, bool v)
663 {
664         NodeList& children = node->GetSGChildren();
665
666         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
667         {
668                 SG_Node* childnode = (*childit);
669                 KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
670                 if (clientgameobj != NULL) // This is a GameObject
671                         clientgameobj->SetVisible(v, 0);
672                 
673                 // if the childobj is NULL then this may be an inverse parent link
674                 // so a non recursive search should still look down this node.
675                 setVisible_recursive(childnode, v);
676         }
677 }
678
679
680 void
681 KX_GameObject::SetVisible(
682         bool v,
683         bool recursive
684         )
685 {
686         if (GetSGNode()) {
687                 m_bVisible = v;
688                 if (m_pGraphicController)
689                         m_pGraphicController->Activate(m_bVisible);
690                 if (recursive)
691                         setVisible_recursive(GetSGNode(), v);
692         }
693 }
694
695 static void setOccluder_recursive(SG_Node* node, bool v)
696 {
697         NodeList& children = node->GetSGChildren();
698
699         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
700         {
701                 SG_Node* childnode = (*childit);
702                 KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
703                 if (clientgameobj != NULL) // This is a GameObject
704                         clientgameobj->SetOccluder(v, false);
705                 
706                 // if the childobj is NULL then this may be an inverse parent link
707                 // so a non recursive search should still look down this node.
708                 setOccluder_recursive(childnode, v);
709         }
710 }
711
712 void
713 KX_GameObject::SetOccluder(
714         bool v,
715         bool recursive
716         )
717 {
718         if (GetSGNode()) {
719                 m_bOccluder = v;
720                 if (recursive)
721                         setOccluder_recursive(GetSGNode(), v);
722         }
723 }
724
725 void
726 KX_GameObject::SetLayer(
727         int l
728         )
729 {
730         m_layer = l;
731 }
732
733 int
734 KX_GameObject::GetLayer(
735         void
736         )
737 {
738         return m_layer;
739 }
740
741 void KX_GameObject::addLinearVelocity(const MT_Vector3& lin_vel,bool local)
742 {
743         if (m_pPhysicsController1) 
744         {
745                 MT_Vector3 lv = local ? NodeGetWorldOrientation() * lin_vel : lin_vel;
746                 m_pPhysicsController1->SetLinearVelocity(lv + m_pPhysicsController1->GetLinearVelocity(), 0);
747         }
748 }
749
750
751
752 void KX_GameObject::setLinearVelocity(const MT_Vector3& lin_vel,bool local)
753 {
754         if (m_pPhysicsController1)
755                 m_pPhysicsController1->SetLinearVelocity(lin_vel,local);
756 }
757
758
759
760 void KX_GameObject::setAngularVelocity(const MT_Vector3& ang_vel,bool local)
761 {
762         if (m_pPhysicsController1)
763                 m_pPhysicsController1->SetAngularVelocity(ang_vel,local);
764 }
765
766
767 void KX_GameObject::ResolveCombinedVelocities(
768         const MT_Vector3 & lin_vel,
769         const MT_Vector3 & ang_vel,
770         bool lin_vel_local,
771         bool ang_vel_local
772 ){
773         if (m_pPhysicsController1)
774         {
775
776                 MT_Vector3 lv = lin_vel_local ? NodeGetWorldOrientation() * lin_vel : lin_vel;
777                 MT_Vector3 av = ang_vel_local ? NodeGetWorldOrientation() * ang_vel : ang_vel;
778                 m_pPhysicsController1->resolveCombinedVelocities(
779                         lv.x(),lv.y(),lv.z(),av.x(),av.y(),av.z());
780         }
781 }
782
783
784 void KX_GameObject::SetObjectColor(const MT_Vector4& rgbavec)
785 {
786         m_bUseObjectColor = true;
787         m_objectColor = rgbavec;
788 }
789
790 void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis, float fac)
791 {
792         MT_Matrix3x3 orimat;
793         MT_Vector3 vect,ori,z,x,y;
794         MT_Scalar len;
795
796         // check on valid node in case a python controller holds a reference to a deleted object
797         if (!GetSGNode())
798                 return;
799
800         vect = dir;
801         len = vect.length();
802         if (MT_fuzzyZero(len))
803         {
804                 cout << "alignAxisToVect() Error: Null vector!\n";
805                 return;
806         }
807         
808         if (fac<=0.0) {
809                 return;
810         }
811         
812         // normalize
813         vect /= len;
814         orimat = GetSGNode()->GetWorldOrientation();
815         switch (axis)
816         {       
817                 case 0: //x axis
818                         ori.setValue(orimat[0][2], orimat[1][2], orimat[2][2]); //pivot axis
819                         if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON) //is the vector paralell to the pivot?
820                                 ori.setValue(orimat[0][1], orimat[1][1], orimat[2][1]); //change the pivot!
821                         if (fac == 1.0) {
822                                 x = vect;
823                         } else {
824                                 x = (vect * fac) + ((orimat * MT_Vector3(1.0, 0.0, 0.0)) * (1-fac));
825                                 len = x.length();
826                                 if (MT_fuzzyZero(len)) x = vect;
827                                 else x /= len;
828                         }
829                         y = ori.cross(x);
830                         z = x.cross(y);
831                         break;
832                 case 1: //y axis
833                         ori.setValue(orimat[0][0], orimat[1][0], orimat[2][0]);
834                         if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON)
835                                 ori.setValue(orimat[0][2], orimat[1][2], orimat[2][2]);
836                         if (fac == 1.0) {
837                                 y = vect;
838                         } else {
839                                 y = (vect * fac) + ((orimat * MT_Vector3(0.0, 1.0, 0.0)) * (1-fac));
840                                 len = y.length();
841                                 if (MT_fuzzyZero(len)) y = vect;
842                                 else y /= len;
843                         }
844                         z = ori.cross(y);
845                         x = y.cross(z);
846                         break;
847                 case 2: //z axis
848                         ori.setValue(orimat[0][1], orimat[1][1], orimat[2][1]);
849                         if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON)
850                                 ori.setValue(orimat[0][0], orimat[1][0], orimat[2][0]);
851                         if (fac == 1.0) {
852                                 z = vect;
853                         } else {
854                                 z = (vect * fac) + ((orimat * MT_Vector3(0.0, 0.0, 1.0)) * (1-fac));
855                                 len = z.length();
856                                 if (MT_fuzzyZero(len)) z = vect;
857                                 else z /= len;
858                         }
859                         x = ori.cross(z);
860                         y = z.cross(x);
861                         break;
862                 default: //wrong input?
863                         cout << "alignAxisToVect(): Wrong axis '" << axis <<"'\n";
864                         return;
865         }
866         x.normalize(); //normalize the vectors
867         y.normalize();
868         z.normalize();
869         orimat.setValue(        x[0],y[0],z[0],
870                                                 x[1],y[1],z[1],
871                                                 x[2],y[2],z[2]);
872         if (GetSGNode()->GetSGParent() != NULL)
873         {
874                 // the object is a child, adapt its local orientation so that 
875                 // the global orientation is aligned as we want.
876                 MT_Matrix3x3 invori = GetSGNode()->GetSGParent()->GetWorldOrientation().inverse();
877                 NodeSetLocalOrientation(invori*orimat);
878         }
879         else
880                 NodeSetLocalOrientation(orimat);
881 }
882
883 MT_Scalar KX_GameObject::GetMass()
884 {
885         if (m_pPhysicsController1)
886         {
887                 return m_pPhysicsController1->GetMass();
888         }
889         return 0.0;
890 }
891
892 MT_Vector3 KX_GameObject::GetLocalInertia()
893 {
894         MT_Vector3 local_inertia(0.0,0.0,0.0);
895         if (m_pPhysicsController1)
896         {
897                 local_inertia = m_pPhysicsController1->GetLocalInertia();
898         }
899         return local_inertia;
900 }
901
902 MT_Vector3 KX_GameObject::GetLinearVelocity(bool local)
903 {
904         MT_Vector3 velocity(0.0,0.0,0.0), locvel;
905         MT_Matrix3x3 ori;
906         if (m_pPhysicsController1)
907         {
908                 velocity = m_pPhysicsController1->GetLinearVelocity();
909                 
910                 if (local)
911                 {
912                         ori = GetSGNode()->GetWorldOrientation();
913                         
914                         locvel = velocity * ori;
915                         return locvel;
916                 }
917         }
918         return velocity;        
919 }
920
921 MT_Vector3 KX_GameObject::GetAngularVelocity(bool local)
922 {
923         MT_Vector3 velocity(0.0,0.0,0.0), locvel;
924         MT_Matrix3x3 ori;
925         if (m_pPhysicsController1)
926         {
927                 velocity = m_pPhysicsController1->GetAngularVelocity();
928                 
929                 if (local)
930                 {
931                         ori = GetSGNode()->GetWorldOrientation();
932                         
933                         locvel = velocity * ori;
934                         return locvel;
935                 }
936         }
937         return velocity;        
938 }
939
940 MT_Vector3 KX_GameObject::GetVelocity(const MT_Point3& point)
941 {
942         if (m_pPhysicsController1)
943         {
944                 return m_pPhysicsController1->GetVelocity(point);
945         }
946         return MT_Vector3(0.0,0.0,0.0);
947 }
948
949 // scenegraph node stuff
950
951 void KX_GameObject::NodeSetLocalPosition(const MT_Point3& trans)
952 {
953         // check on valid node in case a python controller holds a reference to a deleted object
954         if (!GetSGNode())
955                 return;
956
957         if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
958         {
959                 // don't update physic controller if the object is a child:
960                 // 1) the transformation will not be right
961                 // 2) in this case, the physic controller is necessarily a static object
962                 //    that is updated from the normal kinematic synchronization
963                 m_pPhysicsController1->setPosition(trans);
964         }
965
966         GetSGNode()->SetLocalPosition(trans);
967
968 }
969
970
971
972 void KX_GameObject::NodeSetLocalOrientation(const MT_Matrix3x3& rot)
973 {
974         // check on valid node in case a python controller holds a reference to a deleted object
975         if (!GetSGNode())
976                 return;
977
978         if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
979         {
980                 // see note above
981                 m_pPhysicsController1->setOrientation(rot);
982         }
983         GetSGNode()->SetLocalOrientation(rot);
984 }
985
986
987
988 void KX_GameObject::NodeSetLocalScale(const MT_Vector3& scale)
989 {
990         // check on valid node in case a python controller holds a reference to a deleted object
991         if (!GetSGNode())
992                 return;
993
994         if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
995         {
996                 // see note above
997                 m_pPhysicsController1->setScaling(scale);
998         }
999         GetSGNode()->SetLocalScale(scale);
1000 }
1001
1002
1003
1004 void KX_GameObject::NodeSetRelativeScale(const MT_Vector3& scale)
1005 {
1006         if (GetSGNode())
1007         {
1008                 GetSGNode()->RelativeScale(scale);
1009                 if (m_pPhysicsController1 && (!GetSGNode()->GetSGParent()))
1010                 {
1011                         // see note above
1012                         // we can use the local scale: it's the same thing for a root object 
1013                         // and the world scale is not yet updated
1014                         MT_Vector3 newscale = GetSGNode()->GetLocalScale();
1015                         m_pPhysicsController1->setScaling(newscale);
1016                 }
1017         }
1018 }
1019
1020 void KX_GameObject::NodeSetWorldPosition(const MT_Point3& trans)
1021 {
1022         if (!GetSGNode())
1023                 return;
1024         SG_Node* parent = GetSGNode()->GetSGParent();
1025         if (parent != NULL)
1026         {
1027                 // Make sure the objects have some scale
1028                 MT_Vector3 scale = parent->GetWorldScaling();
1029                 if (fabs(scale[0]) < FLT_EPSILON || 
1030                         fabs(scale[1]) < FLT_EPSILON || 
1031                         fabs(scale[2]) < FLT_EPSILON)
1032                 { 
1033                         return; 
1034                 }
1035                 scale[0] = 1.0/scale[0];
1036                 scale[1] = 1.0/scale[1];
1037                 scale[2] = 1.0/scale[2];
1038                 MT_Matrix3x3 invori = parent->GetWorldOrientation().inverse();
1039                 MT_Vector3 newpos = invori*(trans-parent->GetWorldPosition())*scale;
1040                 NodeSetLocalPosition(MT_Point3(newpos[0],newpos[1],newpos[2]));
1041         }
1042         else 
1043         {
1044                 NodeSetLocalPosition(trans);
1045         }
1046 }
1047
1048
1049 void KX_GameObject::NodeUpdateGS(double time)
1050 {
1051         if (GetSGNode())
1052                 GetSGNode()->UpdateWorldData(time);
1053 }
1054
1055
1056
1057 const MT_Matrix3x3& KX_GameObject::NodeGetWorldOrientation() const
1058 {
1059         // check on valid node in case a python controller holds a reference to a deleted object
1060         if (!GetSGNode())
1061                 return dummy_orientation;
1062         return GetSGNode()->GetWorldOrientation();
1063 }
1064
1065
1066
1067 const MT_Vector3& KX_GameObject::NodeGetWorldScaling() const
1068 {
1069         // check on valid node in case a python controller holds a reference to a deleted object
1070         if (!GetSGNode())
1071                 return dummy_scaling;
1072
1073         return GetSGNode()->GetWorldScaling();
1074 }
1075
1076
1077
1078 const MT_Point3& KX_GameObject::NodeGetWorldPosition() const
1079 {
1080         // check on valid node in case a python controller holds a reference to a deleted object
1081         if (GetSGNode())
1082                 return GetSGNode()->GetWorldPosition();
1083         else
1084                 return dummy_point;
1085 }
1086
1087 /* Suspend/ resume: for the dynamic behaviour, there is a simple
1088  * method. For the residual motion, there is not. I wonder what the
1089  * correct solution is for Sumo. Remove from the motion-update tree?
1090  *
1091  * So far, only switch the physics and logic.
1092  * */
1093
1094 void KX_GameObject::Resume(void)
1095 {
1096         if (m_suspended) {
1097                 SCA_IObject::Resume();
1098                 if(GetPhysicsController())
1099                         GetPhysicsController()->RestoreDynamics();
1100
1101                 m_suspended = false;
1102         }
1103 }
1104
1105 void KX_GameObject::Suspend()
1106 {
1107         if ((!m_ignore_activity_culling) 
1108                 && (!m_suspended))  {
1109                 SCA_IObject::Suspend();
1110                 if(GetPhysicsController())
1111                         GetPhysicsController()->SuspendDynamics();
1112                 m_suspended = true;
1113         }
1114 }
1115
1116 static void walk_children(SG_Node* node, CListValue* list, bool recursive)
1117 {
1118         if (!node)
1119                 return;
1120         NodeList& children = node->GetSGChildren();
1121
1122         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
1123         {
1124                 SG_Node* childnode = (*childit);
1125                 CValue* childobj = (CValue*)childnode->GetSGClientObject();
1126                 if (childobj != NULL) // This is a GameObject
1127                 {
1128                         // add to the list
1129                         list->Add(childobj->AddRef());
1130                 }
1131                 
1132                 // if the childobj is NULL then this may be an inverse parent link
1133                 // so a non recursive search should still look down this node.
1134                 if (recursive || childobj==NULL) {
1135                         walk_children(childnode, list, recursive);
1136                 }
1137         }
1138 }
1139
1140 CListValue* KX_GameObject::GetChildren()
1141 {
1142         CListValue* list = new CListValue();
1143         walk_children(GetSGNode(), list, 0); /* GetSGNode() is always valid or it would have raised an exception before this */
1144         return list;
1145 }
1146
1147 CListValue* KX_GameObject::GetChildrenRecursive()
1148 {
1149         CListValue* list = new CListValue();
1150         walk_children(GetSGNode(), list, 1);
1151         return list;
1152 }
1153
1154
1155 /* ------- python stuff ---------------------------------------------------*/
1156
1157 PyMethodDef KX_GameObject::Methods[] = {
1158         {"applyForce", (PyCFunction)    KX_GameObject::sPyApplyForce, METH_VARARGS},
1159         {"applyTorque", (PyCFunction)   KX_GameObject::sPyApplyTorque, METH_VARARGS},
1160         {"applyRotation", (PyCFunction) KX_GameObject::sPyApplyRotation, METH_VARARGS},
1161         {"applyMovement", (PyCFunction) KX_GameObject::sPyApplyMovement, METH_VARARGS},
1162         {"getLinearVelocity", (PyCFunction) KX_GameObject::sPyGetLinearVelocity, METH_VARARGS},
1163         {"setLinearVelocity", (PyCFunction) KX_GameObject::sPySetLinearVelocity, METH_VARARGS},
1164         {"getAngularVelocity", (PyCFunction) KX_GameObject::sPyGetAngularVelocity, METH_VARARGS},
1165         {"setAngularVelocity", (PyCFunction) KX_GameObject::sPySetAngularVelocity, METH_VARARGS},
1166         {"getVelocity", (PyCFunction) KX_GameObject::sPyGetVelocity, METH_VARARGS},
1167         {"getReactionForce", (PyCFunction) KX_GameObject::sPyGetReactionForce, METH_NOARGS},
1168         {"alignAxisToVect",(PyCFunction) KX_GameObject::sPyAlignAxisToVect, METH_VARARGS},
1169         {"getAxisVect",(PyCFunction) KX_GameObject::sPyGetAxisVect, METH_O},
1170         {"suspendDynamics", (PyCFunction)KX_GameObject::sPySuspendDynamics,METH_NOARGS},
1171         {"restoreDynamics", (PyCFunction)KX_GameObject::sPyRestoreDynamics,METH_NOARGS},
1172         {"enableRigidBody", (PyCFunction)KX_GameObject::sPyEnableRigidBody,METH_NOARGS},
1173         {"disableRigidBody", (PyCFunction)KX_GameObject::sPyDisableRigidBody,METH_NOARGS},
1174         {"applyImpulse", (PyCFunction) KX_GameObject::sPyApplyImpulse, METH_VARARGS},
1175         {"setCollisionMargin", (PyCFunction) KX_GameObject::sPySetCollisionMargin, METH_O},
1176         {"setParent", (PyCFunction)KX_GameObject::sPySetParent,METH_VARARGS},
1177         {"setVisible",(PyCFunction) KX_GameObject::sPySetVisible, METH_VARARGS},
1178         {"setOcclusion",(PyCFunction) KX_GameObject::sPySetOcclusion, METH_VARARGS},
1179         {"removeParent", (PyCFunction)KX_GameObject::sPyRemoveParent,METH_NOARGS},
1180         {"getChildren", (PyCFunction)KX_GameObject::sPyGetChildren,METH_NOARGS},
1181         {"getChildrenRecursive", (PyCFunction)KX_GameObject::sPyGetChildrenRecursive,METH_NOARGS},
1182         {"getPhysicsId", (PyCFunction)KX_GameObject::sPyGetPhysicsId,METH_NOARGS},
1183         {"getPropertyNames", (PyCFunction)KX_GameObject::sPyGetPropertyNames,METH_NOARGS},
1184         {"replaceMesh",(PyCFunction) KX_GameObject::sPyReplaceMesh, METH_VARARGS},
1185         {"endObject",(PyCFunction) KX_GameObject::sPyEndObject, METH_NOARGS},
1186         {"reinstancePhysicsMesh", (PyCFunction)KX_GameObject::sPyReinstancePhysicsMesh,METH_VARARGS},
1187         
1188         KX_PYMETHODTABLE(KX_GameObject, rayCastTo),
1189         KX_PYMETHODTABLE(KX_GameObject, rayCast),
1190         KX_PYMETHODTABLE_O(KX_GameObject, getDistanceTo),
1191         KX_PYMETHODTABLE_O(KX_GameObject, getVectTo),
1192         KX_PYMETHODTABLE(KX_GameObject, sendMessage),
1193         
1194         // dict style access for props
1195         {"has_key",(PyCFunction) KX_GameObject::sPyhas_key, METH_O},
1196         {"get",(PyCFunction) KX_GameObject::sPyget, METH_VARARGS},
1197         
1198         // deprecated
1199         {"getPosition", (PyCFunction) KX_GameObject::sPyGetPosition, METH_NOARGS},
1200         {"setPosition", (PyCFunction) KX_GameObject::sPySetPosition, METH_O},
1201         {"setWorldPosition", (PyCFunction) KX_GameObject::sPySetWorldPosition, METH_O},
1202         {"getOrientation", (PyCFunction) KX_GameObject::sPyGetOrientation, METH_NOARGS},
1203         {"setOrientation", (PyCFunction) KX_GameObject::sPySetOrientation, METH_O},
1204         {"getState",(PyCFunction) KX_GameObject::sPyGetState, METH_NOARGS},
1205         {"setState",(PyCFunction) KX_GameObject::sPySetState, METH_O},
1206         {"getParent", (PyCFunction)KX_GameObject::sPyGetParent,METH_NOARGS},
1207         {"getVisible",(PyCFunction) KX_GameObject::sPyGetVisible, METH_NOARGS},
1208         {"getMass", (PyCFunction) KX_GameObject::sPyGetMass, METH_NOARGS},
1209         {"getMesh", (PyCFunction)KX_GameObject::sPyGetMesh,METH_VARARGS},
1210         {NULL,NULL} //Sentinel
1211 };
1212
1213 PyAttributeDef KX_GameObject::Attributes[] = {
1214         KX_PYATTRIBUTE_RO_FUNCTION("name",              KX_GameObject, pyattr_get_name),
1215         KX_PYATTRIBUTE_RO_FUNCTION("parent",    KX_GameObject, pyattr_get_parent),
1216         KX_PYATTRIBUTE_RW_FUNCTION("mass",              KX_GameObject, pyattr_get_mass,         pyattr_set_mass),
1217         KX_PYATTRIBUTE_RW_FUNCTION("linVelocityMin",            KX_GameObject, pyattr_get_lin_vel_min, pyattr_set_lin_vel_min),
1218         KX_PYATTRIBUTE_RW_FUNCTION("linVelocityMax",            KX_GameObject, pyattr_get_lin_vel_max, pyattr_set_lin_vel_max),
1219         KX_PYATTRIBUTE_RW_FUNCTION("visible",   KX_GameObject, pyattr_get_visible,      pyattr_set_visible),
1220         KX_PYATTRIBUTE_BOOL_RW    ("occlusion", KX_GameObject, m_bOccluder),
1221         KX_PYATTRIBUTE_RW_FUNCTION("position",  KX_GameObject, pyattr_get_worldPosition,        pyattr_set_localPosition),
1222         KX_PYATTRIBUTE_RO_FUNCTION("localInertia",      KX_GameObject, pyattr_get_localInertia),
1223         KX_PYATTRIBUTE_RW_FUNCTION("orientation",KX_GameObject,pyattr_get_worldOrientation,pyattr_set_localOrientation),
1224         KX_PYATTRIBUTE_RW_FUNCTION("scaling",   KX_GameObject, pyattr_get_worldScaling, pyattr_set_localScaling),
1225         KX_PYATTRIBUTE_RW_FUNCTION("timeOffset",KX_GameObject, pyattr_get_timeOffset,pyattr_set_timeOffset),
1226         KX_PYATTRIBUTE_RW_FUNCTION("state",             KX_GameObject, pyattr_get_state,        pyattr_set_state),
1227         KX_PYATTRIBUTE_RO_FUNCTION("meshes",    KX_GameObject, pyattr_get_meshes),
1228         KX_PYATTRIBUTE_RW_FUNCTION("localOrientation",KX_GameObject,pyattr_get_localOrientation,pyattr_set_localOrientation),
1229         KX_PYATTRIBUTE_RW_FUNCTION("worldOrientation",KX_GameObject,pyattr_get_worldOrientation,pyattr_set_worldOrientation),
1230         KX_PYATTRIBUTE_RW_FUNCTION("localPosition",     KX_GameObject, pyattr_get_localPosition,        pyattr_set_localPosition),
1231         KX_PYATTRIBUTE_RW_FUNCTION("worldPosition",     KX_GameObject, pyattr_get_worldPosition,    pyattr_set_worldPosition),
1232         KX_PYATTRIBUTE_RW_FUNCTION("localScale",        KX_GameObject, pyattr_get_localScaling, pyattr_set_localScaling),
1233         KX_PYATTRIBUTE_RO_FUNCTION("worldScale",        KX_GameObject, pyattr_get_worldScaling),
1234         KX_PYATTRIBUTE_RO_FUNCTION("children",  KX_GameObject, pyattr_get_children),
1235         KX_PYATTRIBUTE_RO_FUNCTION("childrenRecursive", KX_GameObject, pyattr_get_children_recursive),
1236         KX_PYATTRIBUTE_RO_FUNCTION("attrDict",  KX_GameObject, pyattr_get_attrDict),
1237         
1238         /* Experemental, dont rely on these yet */
1239         KX_PYATTRIBUTE_RO_FUNCTION("sensors",           KX_GameObject, pyattr_get_sensors),
1240         KX_PYATTRIBUTE_RO_FUNCTION("controllers",       KX_GameObject, pyattr_get_controllers),
1241         KX_PYATTRIBUTE_RO_FUNCTION("actuators",         KX_GameObject, pyattr_get_actuators),
1242         {NULL} //Sentinel
1243 };
1244
1245
1246 /*
1247 bool KX_GameObject::ConvertPythonVectorArgs(PyObject* args,
1248                                                                                         MT_Vector3& pos,
1249                                                                                         MT_Vector3& pos2)
1250 {
1251         PyObject* pylist;
1252         PyObject* pylist2;
1253         bool error = (PyArg_ParseTuple(args,"OO",&pylist,&pylist2)) != 0;
1254
1255         pos = ConvertPythonPylist(pylist);
1256         pos2 = ConvertPythonPylist(pylist2);
1257                 
1258         return error;
1259 }
1260 */
1261
1262 PyObject* KX_GameObject::PyReplaceMesh(PyObject* args)
1263 {
1264         KX_Scene *scene = KX_GetActiveScene();
1265         
1266         PyObject *value;
1267         int use_gfx= 1, use_phys= 0;
1268         RAS_MeshObject *new_mesh;
1269         
1270         if (!PyArg_ParseTuple(args,"O|ii:replaceMesh", &value, &use_gfx, &use_phys))
1271                 return NULL;
1272         
1273         if (!ConvertPythonToMesh(value, &new_mesh, false, "gameOb.replaceMesh(value): KX_GameObject"))
1274                 return NULL;
1275         
1276         scene->ReplaceMesh(this, new_mesh, (bool)use_gfx, (bool)use_phys);
1277         Py_RETURN_NONE;
1278 }
1279
1280 PyObject* KX_GameObject::PyEndObject()
1281 {
1282         KX_Scene *scene = KX_GetActiveScene();
1283         
1284         scene->DelayedRemoveObject(this);
1285         
1286         Py_RETURN_NONE;
1287
1288 }
1289
1290 PyObject* KX_GameObject::PyReinstancePhysicsMesh(PyObject* args)
1291 {
1292         KX_GameObject *gameobj= NULL;
1293         RAS_MeshObject *mesh= NULL;
1294         
1295         PyObject *gameobj_py= NULL;
1296         PyObject *mesh_py= NULL;
1297
1298         if (    !PyArg_ParseTuple(args,"|OO:reinstancePhysicsMesh",&gameobj_py, &mesh_py) ||
1299                         (gameobj_py && !ConvertPythonToGameObject(gameobj_py, &gameobj, true, "gameOb.reinstancePhysicsMesh(obj, mesh): KX_GameObject")) || 
1300                         (mesh_py && !ConvertPythonToMesh(mesh_py, &mesh, true, "gameOb.reinstancePhysicsMesh(obj, mesh): KX_GameObject"))
1301                 ) {
1302                 return NULL;
1303         }
1304         
1305         /* gameobj and mesh can be NULL */
1306         if(KX_ReInstanceBulletShapeFromMesh(this, gameobj, mesh))
1307                 Py_RETURN_TRUE;
1308
1309         Py_RETURN_FALSE;
1310 }
1311
1312
1313 PyObject* KX_GameObject::PyGetPosition()
1314 {
1315         ShowDeprecationWarning("getPosition()", "the position property");
1316         return PyObjectFrom(NodeGetWorldPosition());
1317 }
1318
1319 static PyObject *Map_GetItem(PyObject *self_v, PyObject *item)
1320 {
1321         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1322         const char *attr_str= PyString_AsString(item);
1323         CValue* resultattr;
1324         PyObject* pyconvert;
1325         
1326         if (self==NULL) {
1327                 PyErr_SetString(PyExc_SystemError, "val = gameOb[key]: KX_GameObject, "BGE_PROXY_ERROR_MSG);
1328                 return NULL;
1329         }
1330         
1331         /* first see if the attributes a string and try get the cvalue attribute */
1332         if(attr_str && (resultattr=self->GetProperty(attr_str))) {
1333                 pyconvert = resultattr->ConvertValueToPython();                 
1334                 return pyconvert ? pyconvert:resultattr->GetProxy();
1335         }
1336         /* no CValue attribute, try get the python only m_attr_dict attribute */
1337         else if (self->m_attr_dict && (pyconvert=PyDict_GetItem(self->m_attr_dict, item))) {
1338                 
1339                 if (attr_str)
1340                         PyErr_Clear();
1341                 Py_INCREF(pyconvert);
1342                 return pyconvert;
1343         }
1344         else {
1345                 if(attr_str)    PyErr_Format(PyExc_KeyError, "value = gameOb[key]: KX_GameObject, key \"%s\" does not exist", attr_str);
1346                 else                    PyErr_SetString(PyExc_KeyError, "value = gameOb[key]: KX_GameObject, key does not exist");
1347                 return NULL;
1348         }
1349                 
1350 }
1351
1352
1353 static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val)
1354 {
1355         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1356         const char *attr_str= PyString_AsString(key);
1357         if(attr_str==NULL)
1358                 PyErr_Clear();
1359         
1360         if (self==NULL) {
1361                 PyErr_SetString(PyExc_SystemError, "gameOb[key] = value: KX_GameObject, "BGE_PROXY_ERROR_MSG);
1362                 return -1;
1363         }
1364         
1365         if (val==NULL) { /* del ob["key"] */
1366                 int del= 0;
1367                 
1368                 /* try remove both just incase */
1369                 if(attr_str)
1370                         del |= (self->RemoveProperty(attr_str)==true) ? 1:0;
1371                 
1372                 if(self->m_attr_dict)
1373                         del |= (PyDict_DelItem(self->m_attr_dict, key)==0) ? 1:0;
1374                 
1375                 if (del==0) {
1376                         if(attr_str)    PyErr_Format(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key \"%s\" could not be set", attr_str);
1377                         else                    PyErr_SetString(PyExc_KeyError, "del gameOb[key]: KX_GameObject, key could not be deleted");
1378                         return -1;
1379                 }
1380                 else if (self->m_attr_dict) {
1381                         PyErr_Clear(); /* PyDict_DelItem sets an error when it fails */
1382                 }
1383         }
1384         else { /* ob["key"] = value */
1385                 int set= 0;
1386                 
1387                 /* as CValue */
1388                 if(attr_str && BGE_PROXY_CHECK_TYPE(val)==0) /* dont allow GameObjects for eg to be assigned to CValue props */
1389                 {
1390                         CValue* vallie = self->ConvertPythonToValue(val, ""); /* error unused */
1391                         
1392                         if(vallie)
1393                         {
1394                                 CValue* oldprop = self->GetProperty(attr_str);
1395                                 
1396                                 if (oldprop)
1397                                         oldprop->SetValue(vallie);
1398                                 else
1399                                         self->SetProperty(attr_str, vallie);
1400                                 
1401                                 vallie->Release();
1402                                 set= 1;
1403                                 
1404                                 /* try remove dict value to avoid double ups */
1405                                 if (self->m_attr_dict){
1406                                         if (PyDict_DelItem(self->m_attr_dict, key) != 0)
1407                                                 PyErr_Clear();
1408                                 }
1409                         }
1410                         else {
1411                                 PyErr_Clear();
1412                         }
1413                 }
1414                 
1415                 if(set==0)
1416                 {
1417                         if (self->m_attr_dict==NULL) /* lazy init */
1418                                 self->m_attr_dict= PyDict_New();
1419                         
1420                         
1421                         if(PyDict_SetItem(self->m_attr_dict, key, val)==0)
1422                         {
1423                                 if(attr_str)
1424                                         self->RemoveProperty(attr_str); /* overwrite the CValue if it exists */
1425                                 set= 1;
1426                         }
1427                         else {
1428                                 if(attr_str)    PyErr_Format(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key \"%s\" not be added to internal dictionary", attr_str);
1429                                 else                    PyErr_SetString(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key not be added to internal dictionary");
1430                         }
1431                 }
1432                 
1433                 if(set==0)
1434                         return -1; /* pythons error value */
1435                 
1436         }
1437         
1438         return 0; /* success */
1439 }
1440
1441 static int Seq_Contains(PyObject *self_v, PyObject *value)
1442 {
1443         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1444         
1445         if (self==NULL) {
1446                 PyErr_SetString(PyExc_SystemError, "val in gameOb: KX_GameObject, "BGE_PROXY_ERROR_MSG);
1447                 return -1;
1448         }
1449         
1450         if(PyString_Check(value) && self->GetProperty(PyString_AsString(value)))
1451                 return 1;
1452         
1453         if (self->m_attr_dict && PyDict_GetItem(self->m_attr_dict, value))
1454                 return 1;
1455         
1456         return 0;
1457 }
1458
1459
1460 PyMappingMethods KX_GameObject::Mapping = {
1461         (lenfunc)NULL                                   ,                       /*inquiry mp_length */
1462         (binaryfunc)Map_GetItem,                /*binaryfunc mp_subscript */
1463         (objobjargproc)Map_SetItem,     /*objobjargproc mp_ass_subscript */
1464 };
1465
1466 PySequenceMethods KX_GameObject::Sequence = {
1467         NULL,           /* Cant set the len otherwise it can evaluate as false */
1468         NULL,           /* sq_concat */
1469         NULL,           /* sq_repeat */
1470         NULL,           /* sq_item */
1471         NULL,           /* sq_slice */
1472         NULL,           /* sq_ass_item */
1473         NULL,           /* sq_ass_slice */
1474         (objobjproc)Seq_Contains,       /* sq_contains */
1475 };
1476
1477 PyTypeObject KX_GameObject::Type = {
1478 #if (PY_VERSION_HEX >= 0x02060000)
1479         PyVarObject_HEAD_INIT(NULL, 0)
1480 #else
1481         /* python 2.5 and below */
1482         PyObject_HEAD_INIT( NULL )  /* required py macro */
1483         0,                          /* ob_size */
1484 #endif
1485                 "KX_GameObject",
1486                 sizeof(PyObjectPlus_Proxy),
1487                 0,
1488                 py_base_dealloc,
1489                 0,
1490                 0,
1491                 0,
1492                 0,
1493                 py_base_repr,
1494                 0,
1495                 &Sequence,
1496                 &Mapping,
1497                 0,0,0,
1498                 py_base_getattro,
1499                 py_base_setattro,
1500                 0,
1501                 Py_TPFLAGS_DEFAULT,
1502                 0,0,0,0,0,0,0,
1503                 Methods
1504 };
1505
1506
1507
1508
1509
1510
1511 PyParentObject KX_GameObject::Parents[] = {
1512         &KX_GameObject::Type,
1513                 &SCA_IObject::Type,
1514                 &CValue::Type,
1515                 NULL
1516 };
1517
1518 PyObject* KX_GameObject::pyattr_get_name(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1519 {
1520         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1521         return PyString_FromString(self->GetName().ReadPtr());
1522 }
1523
1524 PyObject* KX_GameObject::pyattr_get_parent(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1525 {
1526         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1527         KX_GameObject* parent = self->GetParent();
1528         if (parent) {
1529                 parent->Release(); /* self->GetParent() AddRef's */
1530                 return parent->GetProxy();
1531         }
1532         Py_RETURN_NONE;
1533 }
1534
1535 PyObject* KX_GameObject::pyattr_get_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1536 {
1537         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1538         KX_IPhysicsController *spc = self->GetPhysicsController();
1539         return PyFloat_FromDouble(spc ? spc->GetMass() : 0.0f);
1540 }
1541
1542 int KX_GameObject::pyattr_set_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1543 {
1544         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1545         KX_IPhysicsController *spc = self->GetPhysicsController();
1546         MT_Scalar val = PyFloat_AsDouble(value);
1547         if (val < 0.0f) { /* also accounts for non float */
1548                 PyErr_SetString(PyExc_AttributeError, "gameOb.mass = float: KX_GameObject, expected a float zero or above");
1549                 return PY_SET_ATTR_FAIL;
1550         }
1551
1552         if (spc)
1553                 spc->SetMass(val);
1554
1555         return PY_SET_ATTR_SUCCESS;
1556 }
1557
1558 PyObject* KX_GameObject::pyattr_get_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1559 {
1560         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1561         KX_IPhysicsController *spc = self->GetPhysicsController();
1562         return PyFloat_FromDouble(spc ? spc->GetLinVelocityMax() : 0.0f);
1563 }
1564
1565 int KX_GameObject::pyattr_set_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1566 {
1567         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1568         KX_IPhysicsController *spc = self->GetPhysicsController();
1569         MT_Scalar val = PyFloat_AsDouble(value);
1570         if (val < 0.0f) { /* also accounts for non float */
1571                 PyErr_SetString(PyExc_AttributeError, "gameOb.linVelocityMin = float: KX_GameObject, expected a float zero or above");
1572                 return PY_SET_ATTR_FAIL;
1573         }
1574
1575         if (spc)
1576                 spc->SetLinVelocityMin(val);
1577
1578         return PY_SET_ATTR_SUCCESS;
1579 }
1580
1581 PyObject* KX_GameObject::pyattr_get_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1582 {
1583         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1584         KX_IPhysicsController *spc = self->GetPhysicsController();
1585         return PyFloat_FromDouble(spc ? spc->GetLinVelocityMax() : 0.0f);
1586 }
1587
1588 int KX_GameObject::pyattr_set_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1589 {
1590         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1591         KX_IPhysicsController *spc = self->GetPhysicsController();
1592         MT_Scalar val = PyFloat_AsDouble(value);
1593         if (val < 0.0f) { /* also accounts for non float */
1594                 PyErr_SetString(PyExc_AttributeError, "gameOb.linVelocityMax = float: KX_GameObject, expected a float zero or above");
1595                 return PY_SET_ATTR_FAIL;
1596         }
1597
1598         if (spc)
1599                 spc->SetLinVelocityMax(val);
1600
1601         return PY_SET_ATTR_SUCCESS;
1602 }
1603
1604
1605 PyObject* KX_GameObject::pyattr_get_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1606 {
1607         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1608         return PyBool_FromLong(self->GetVisible());
1609 }
1610
1611 int KX_GameObject::pyattr_set_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1612 {
1613         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1614         int param = PyObject_IsTrue( value );
1615         if (param == -1) {
1616                 PyErr_SetString(PyExc_AttributeError, "gameOb.visible = bool: KX_GameObject, expected True or False");
1617                 return PY_SET_ATTR_FAIL;
1618         }
1619
1620         self->SetVisible(param, false);
1621         self->UpdateBuckets(false);
1622         return PY_SET_ATTR_SUCCESS;
1623 }
1624
1625 PyObject* KX_GameObject::pyattr_get_worldPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1626 {
1627         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1628         return PyObjectFrom(self->NodeGetWorldPosition());
1629 }
1630
1631 int KX_GameObject::pyattr_set_worldPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1632 {
1633         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1634         MT_Point3 pos;
1635         if (!PyVecTo(value, pos))
1636                 return PY_SET_ATTR_FAIL;
1637         
1638         self->NodeSetWorldPosition(pos);
1639         self->NodeUpdateGS(0.f);
1640         return PY_SET_ATTR_SUCCESS;
1641 }
1642
1643 PyObject* KX_GameObject::pyattr_get_localPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1644 {
1645         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1646         if (self->GetSGNode())
1647                 return PyObjectFrom(self->GetSGNode()->GetLocalPosition());
1648         else
1649                 return PyObjectFrom(dummy_point);
1650 }
1651
1652 int KX_GameObject::pyattr_set_localPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1653 {
1654         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1655         MT_Point3 pos;
1656         if (!PyVecTo(value, pos))
1657                 return PY_SET_ATTR_FAIL;
1658         
1659         self->NodeSetLocalPosition(pos);
1660         self->NodeUpdateGS(0.f);
1661         return PY_SET_ATTR_SUCCESS;
1662 }
1663
1664 PyObject* KX_GameObject::pyattr_get_localInertia(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1665 {
1666         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1667         if (self->GetPhysicsController())
1668         {
1669                 return PyObjectFrom(self->GetPhysicsController()->GetLocalInertia());
1670         }
1671         return Py_BuildValue("fff", 0.0f, 0.0f, 0.0f);
1672 }
1673
1674 PyObject* KX_GameObject::pyattr_get_worldOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1675 {
1676         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1677         return PyObjectFrom(self->NodeGetWorldOrientation());
1678 }
1679
1680 int KX_GameObject::pyattr_set_worldOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1681 {
1682         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1683         
1684         /* if value is not a sequence PyOrientationTo makes an error */
1685         MT_Matrix3x3 rot;
1686         if (!PyOrientationTo(value, rot, "gameOb.worldOrientation = sequence: KX_GameObject, "))
1687                 return PY_SET_ATTR_FAIL;
1688
1689         if (self->GetSGNode() && self->GetSGNode()->GetSGParent()) {
1690                 self->NodeSetLocalOrientation(self->GetSGNode()->GetSGParent()->GetWorldOrientation().inverse()*rot);
1691         }
1692         else {
1693                 self->NodeSetLocalOrientation(rot);
1694         }
1695         
1696         self->NodeUpdateGS(0.f);
1697         return PY_SET_ATTR_SUCCESS;
1698 }
1699
1700 PyObject* KX_GameObject::pyattr_get_localOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1701 {
1702         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1703         if (self->GetSGNode())
1704                 return PyObjectFrom(self->GetSGNode()->GetLocalOrientation());
1705         else
1706                 return PyObjectFrom(dummy_orientation);
1707 }
1708
1709 int KX_GameObject::pyattr_set_localOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1710 {
1711         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1712         
1713         /* if value is not a sequence PyOrientationTo makes an error */
1714         MT_Matrix3x3 rot;
1715         if (!PyOrientationTo(value, rot, "gameOb.localOrientation = sequence: KX_GameObject, "))
1716                 return PY_SET_ATTR_FAIL;
1717
1718         self->NodeSetLocalOrientation(rot);
1719         self->NodeUpdateGS(0.f);
1720         return PY_SET_ATTR_SUCCESS;
1721 }
1722
1723 PyObject* KX_GameObject::pyattr_get_worldScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1724 {
1725         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1726         return PyObjectFrom(self->NodeGetWorldScaling());
1727 }
1728
1729 PyObject* KX_GameObject::pyattr_get_localScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1730 {
1731         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1732         if (self->GetSGNode())
1733                 return PyObjectFrom(self->GetSGNode()->GetLocalScale());
1734         else
1735                 return PyObjectFrom(dummy_scaling);
1736 }
1737
1738 int KX_GameObject::pyattr_set_localScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1739 {
1740         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1741         MT_Vector3 scale;
1742         if (!PyVecTo(value, scale))
1743                 return PY_SET_ATTR_FAIL;
1744
1745         self->NodeSetLocalScale(scale);
1746         self->NodeUpdateGS(0.f);
1747         return PY_SET_ATTR_SUCCESS;
1748 }
1749
1750 PyObject* KX_GameObject::pyattr_get_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1751 {
1752         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1753         SG_Node* sg_parent;
1754         if (self->GetSGNode() && (sg_parent = self->GetSGNode()->GetSGParent()) != NULL && sg_parent->IsSlowParent()) {
1755                 return PyFloat_FromDouble(static_cast<KX_SlowParentRelation *>(sg_parent->GetParentRelation())->GetTimeOffset());
1756         } else {
1757                 return PyFloat_FromDouble(0.0);
1758         }
1759 }
1760
1761 int KX_GameObject::pyattr_set_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1762 {
1763         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1764         if (self->GetSGNode()) {
1765                 MT_Scalar val = PyFloat_AsDouble(value);
1766                 SG_Node* sg_parent= self->GetSGNode()->GetSGParent();
1767                 if (val < 0.0f) { /* also accounts for non float */
1768                         PyErr_SetString(PyExc_AttributeError, "gameOb.timeOffset = float: KX_GameObject, expected a float zero or above");
1769                         return PY_SET_ATTR_FAIL;
1770                 }
1771                 if (sg_parent && sg_parent->IsSlowParent())
1772                         static_cast<KX_SlowParentRelation *>(sg_parent->GetParentRelation())->SetTimeOffset(val);
1773         }
1774         return PY_SET_ATTR_SUCCESS;
1775 }
1776
1777 PyObject* KX_GameObject::pyattr_get_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1778 {
1779         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1780         int state = 0;
1781         state |= self->GetState();
1782         return PyInt_FromLong(state);
1783 }
1784
1785 int KX_GameObject::pyattr_set_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1786 {
1787         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1788         int state_i = PyInt_AsLong(value);
1789         unsigned int state = 0;
1790         
1791         if (state_i == -1 && PyErr_Occurred()) {
1792                 PyErr_SetString(PyExc_TypeError, "gameOb.state = int: KX_GameObject, expected an int bit field");
1793                 return PY_SET_ATTR_FAIL;
1794         }
1795         
1796         state |= state_i;
1797         if ((state & ((1<<30)-1)) == 0) {
1798                 PyErr_SetString(PyExc_AttributeError, "gameOb.state = int: KX_GameObject, state bitfield was not between 0 and 30 (1<<0 and 1<<29)");
1799                 return PY_SET_ATTR_FAIL;
1800         }
1801         self->SetState(state);
1802         return PY_SET_ATTR_SUCCESS;
1803 }
1804
1805 PyObject* KX_GameObject::pyattr_get_meshes(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1806 {
1807         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1808         PyObject *meshes= PyList_New(self->m_meshes.size());
1809         int i;
1810         
1811         for(i=0; i < (int)self->m_meshes.size(); i++)
1812         {
1813                 KX_MeshProxy* meshproxy = new KX_MeshProxy(self->m_meshes[i]);
1814                 PyList_SET_ITEM(meshes, i, meshproxy->NewProxy(true));
1815         }
1816         
1817         return meshes;
1818 }
1819
1820 /* experemental! */
1821 PyObject* KX_GameObject::pyattr_get_sensors(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1822 {
1823         return KX_PythonSeq_CreatePyObject((static_cast<KX_GameObject*>(self_v))->m_proxy, KX_PYGENSEQ_OB_TYPE_SENSORS);
1824 }
1825
1826 PyObject* KX_GameObject::pyattr_get_controllers(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1827 {
1828         return KX_PythonSeq_CreatePyObject((static_cast<KX_GameObject*>(self_v))->m_proxy, KX_PYGENSEQ_OB_TYPE_CONTROLLERS);
1829 }
1830
1831 PyObject* KX_GameObject::pyattr_get_actuators(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1832 {
1833         return KX_PythonSeq_CreatePyObject((static_cast<KX_GameObject*>(self_v))->m_proxy, KX_PYGENSEQ_OB_TYPE_ACTUATORS);
1834 }
1835
1836 PyObject* KX_GameObject::pyattr_get_children(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1837 {
1838         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1839         return self->GetChildren()->NewProxy(true);
1840 }
1841
1842 PyObject* KX_GameObject::pyattr_get_children_recursive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1843 {
1844         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1845         return self->GetChildrenRecursive()->NewProxy(true);
1846 }
1847
1848 PyObject* KX_GameObject::pyattr_get_attrDict(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1849 {
1850         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1851         
1852         if(self->m_attr_dict==NULL)
1853                 self->m_attr_dict= PyDict_New();
1854         
1855         Py_INCREF(self->m_attr_dict);
1856         return self->m_attr_dict;
1857 }
1858
1859 /* We need these because the macros have a return in them */
1860 PyObject* KX_GameObject::py_getattro__internal(PyObject *attr)
1861 {
1862         py_getattro_up(SCA_IObject);
1863 }
1864
1865 int KX_GameObject::py_setattro__internal(PyObject *attr, PyObject *value)       // py_setattro method
1866 {
1867         py_setattro_up(SCA_IObject);
1868 }
1869
1870
1871 PyObject* KX_GameObject::py_getattro(PyObject *attr)
1872 {
1873         PyObject *object= py_getattro__internal(attr);
1874         
1875         if (object==NULL && m_attr_dict)
1876         {
1877                 /* backup the exception incase the attr doesnt exist in the dict either */
1878                 PyObject *err_type, *err_value, *err_tb;
1879                 PyErr_Fetch(&err_type, &err_value, &err_tb);
1880                 
1881                 object= PyDict_GetItem(m_attr_dict, attr);
1882                 if (object) {
1883                         Py_INCREF(object);
1884                         
1885                         PyErr_Clear();
1886                         Py_XDECREF( err_type );
1887                         Py_XDECREF( err_value );
1888                         Py_XDECREF( err_tb );
1889                 }
1890                 else {
1891                         PyErr_Restore(err_type, err_value, err_tb); /* use the error from the parent function */
1892                 }
1893         }
1894         return object;
1895 }
1896
1897 PyObject* KX_GameObject::py_getattro_dict() {
1898         //py_getattro_dict_up(SCA_IObject);
1899         PyObject *dict= py_getattr_dict(SCA_IObject::py_getattro_dict(), Type.tp_dict);
1900         if(dict==NULL)
1901                 return NULL;
1902         
1903         /* normally just return this but KX_GameObject has some more items */
1904
1905         
1906         /* Not super fast getting as a list then making into dict keys but its only for dir() */
1907         PyObject *list= ConvertKeysToPython();
1908         if(list)
1909         {
1910                 int i;
1911                 for(i=0; i<PyList_Size(list); i++)
1912                         PyDict_SetItem(dict, PyList_GET_ITEM(list, i), Py_None);
1913         }
1914         else
1915                 PyErr_Clear();
1916         
1917         Py_DECREF(list);
1918         
1919         /* Add m_attr_dict if we have it */
1920         if(m_attr_dict)
1921                 PyDict_Update(dict, m_attr_dict);
1922         
1923         return dict;
1924 }
1925
1926 int KX_GameObject::py_setattro(PyObject *attr, PyObject *value) // py_setattro method
1927 {
1928         int ret= py_setattro__internal(attr, value);
1929         
1930         if (ret==PY_SET_ATTR_SUCCESS) {
1931                 /* remove attribute in our own dict to avoid double ups */
1932                 /* NOTE: Annoying that we also do this for setting builtin attributes like mass and visibility :/ */
1933                 if (m_attr_dict) {
1934                         if (PyDict_DelItem(m_attr_dict, attr) != 0)
1935                                 PyErr_Clear();
1936                 }
1937         }
1938         
1939         if (ret==PY_SET_ATTR_COERCE_FAIL) {
1940                 /* CValue attribute exists, remove CValue and add PyDict value */
1941                 RemoveProperty(PyString_AsString(attr));
1942                 ret= PY_SET_ATTR_MISSING;
1943         }
1944         
1945         if (ret==PY_SET_ATTR_MISSING) {
1946                 /* Lazy initialization */
1947                 if (m_attr_dict==NULL)
1948                         m_attr_dict = PyDict_New();
1949                 
1950                 if (PyDict_SetItem(m_attr_dict, attr, value)==0) {
1951                         PyErr_Clear();
1952                         ret= PY_SET_ATTR_SUCCESS;
1953                 }
1954                 else {
1955                         PyErr_Format(PyExc_AttributeError, "gameOb.myAttr = value: KX_GameObject, failed assigning value to internal dictionary");
1956                         ret= PY_SET_ATTR_FAIL;
1957                 }
1958         }
1959         
1960         return ret;     
1961 }
1962
1963
1964 int     KX_GameObject::py_delattro(PyObject *attr)
1965 {
1966         ShowDeprecationWarning("del ob.attr", "del ob['attr'] for user defined properties");
1967         
1968         char *attr_str= PyString_AsString(attr); 
1969         
1970         if (RemoveProperty(attr_str)) // XXX - should call CValues instead but its only 2 lines here
1971                 return PY_SET_ATTR_SUCCESS;
1972         
1973         if (m_attr_dict && (PyDict_DelItem(m_attr_dict, attr) == 0))
1974                 return PY_SET_ATTR_SUCCESS;
1975         
1976         PyErr_Format(PyExc_AttributeError, "del gameOb.myAttr: KX_GameObject, attribute \"%s\" dosnt exist", attr_str);
1977         return PY_SET_ATTR_MISSING;
1978 }
1979
1980
1981 PyObject* KX_GameObject::PyApplyForce(PyObject* args)
1982 {
1983         int local = 0;
1984         PyObject* pyvect;
1985
1986         if (PyArg_ParseTuple(args, "O|i:applyForce", &pyvect, &local)) {
1987                 MT_Vector3 force;
1988                 if (PyVecTo(pyvect, force)) {
1989                         ApplyForce(force, (local!=0));
1990                         Py_RETURN_NONE;
1991                 }
1992         }
1993         return NULL;
1994 }
1995
1996 PyObject* KX_GameObject::PyApplyTorque(PyObject* args)
1997 {
1998         int local = 0;
1999         PyObject* pyvect;
2000
2001         if (PyArg_ParseTuple(args, "O|i:applyTorque", &pyvect, &local)) {
2002                 MT_Vector3 torque;
2003                 if (PyVecTo(pyvect, torque)) {
2004                         ApplyTorque(torque, (local!=0));
2005                         Py_RETURN_NONE;
2006                 }
2007         }
2008         return NULL;
2009 }
2010
2011 PyObject* KX_GameObject::PyApplyRotation(PyObject* args)
2012 {
2013         int local = 0;
2014         PyObject* pyvect;
2015
2016         if (PyArg_ParseTuple(args, "O|i:applyRotation", &pyvect, &local)) {
2017                 MT_Vector3 rotation;
2018                 if (PyVecTo(pyvect, rotation)) {
2019                         ApplyRotation(rotation, (local!=0));
2020                         Py_RETURN_NONE;
2021                 }
2022         }
2023         return NULL;
2024 }
2025
2026 PyObject* KX_GameObject::PyApplyMovement(PyObject* args)
2027 {
2028         int local = 0;
2029         PyObject* pyvect;
2030
2031         if (PyArg_ParseTuple(args, "O|i:applyMovement", &pyvect, &local)) {
2032                 MT_Vector3 movement;
2033                 if (PyVecTo(pyvect, movement)) {
2034                         ApplyMovement(movement, (local!=0));
2035                         Py_RETURN_NONE;
2036                 }
2037         }
2038         return NULL;
2039 }
2040
2041 PyObject* KX_GameObject::PyGetLinearVelocity(PyObject* args)
2042 {
2043         // only can get the velocity if we have a physics object connected to us...
2044         int local = 0;
2045         if (PyArg_ParseTuple(args,"|i:getLinearVelocity",&local))
2046         {
2047                 return PyObjectFrom(GetLinearVelocity((local!=0)));
2048         }
2049         else
2050         {
2051                 return NULL;
2052         }
2053 }
2054
2055 PyObject* KX_GameObject::PySetLinearVelocity(PyObject* args)
2056 {
2057         int local = 0;
2058         PyObject* pyvect;
2059         
2060         if (PyArg_ParseTuple(args,"O|i:setLinearVelocity",&pyvect,&local)) {
2061                 MT_Vector3 velocity;
2062                 if (PyVecTo(pyvect, velocity)) {
2063                         setLinearVelocity(velocity, (local!=0));
2064                         Py_RETURN_NONE;
2065                 }
2066         }
2067         return NULL;
2068 }
2069
2070 PyObject* KX_GameObject::PyGetAngularVelocity(PyObject* args)
2071 {
2072         // only can get the velocity if we have a physics object connected to us...
2073         int local = 0;
2074         if (PyArg_ParseTuple(args,"|i:getAngularVelocity",&local))
2075         {
2076                 return PyObjectFrom(GetAngularVelocity((local!=0)));
2077         }
2078         else
2079         {
2080                 return NULL;
2081         }
2082 }
2083
2084 PyObject* KX_GameObject::PySetAngularVelocity(PyObject* args)
2085 {
2086         int local = 0;
2087         PyObject* pyvect;
2088         
2089         if (PyArg_ParseTuple(args,"O|i:setAngularVelocity",&pyvect,&local)) {
2090                 MT_Vector3 velocity;
2091                 if (PyVecTo(pyvect, velocity)) {
2092                         setAngularVelocity(velocity, (local!=0));
2093                         Py_RETURN_NONE;
2094                 }
2095         }
2096         return NULL;
2097 }
2098
2099 PyObject* KX_GameObject::PySetVisible(PyObject* args)
2100 {
2101         int visible, recursive = 0;
2102         if (!PyArg_ParseTuple(args,"i|i:setVisible",&visible, &recursive))
2103                 return NULL;
2104         
2105         SetVisible(visible ? true:false, recursive ? true:false);
2106         UpdateBuckets(recursive ? true:false);
2107         Py_RETURN_NONE;
2108         
2109 }
2110
2111 PyObject* KX_GameObject::PySetOcclusion(PyObject* args)
2112 {
2113         int occlusion, recursive = 0;
2114         if (!PyArg_ParseTuple(args,"i|i:setOcclusion",&occlusion, &recursive))
2115                 return NULL;
2116         
2117         SetOccluder(occlusion ? true:false, recursive ? true:false);
2118         Py_RETURN_NONE;
2119 }
2120
2121 PyObject* KX_GameObject::PyGetVisible()
2122 {
2123         ShowDeprecationWarning("getVisible()", "the visible property");
2124         return PyInt_FromLong(m_bVisible);      
2125 }
2126
2127 PyObject* KX_GameObject::PyGetState()
2128 {
2129         ShowDeprecationWarning("getState()", "the state property");
2130         int state = 0;
2131         state |= GetState();
2132         return PyInt_FromLong(state);
2133 }
2134
2135 PyObject* KX_GameObject::PySetState(PyObject* value)
2136 {
2137         ShowDeprecationWarning("setState()", "the state property");
2138         int state_i = PyInt_AsLong(value);
2139         unsigned int state = 0;
2140         
2141         if (state_i == -1 && PyErr_Occurred()) {
2142                 PyErr_SetString(PyExc_TypeError, "expected an int bit field");
2143                 return NULL;
2144         }
2145         
2146         state |= state_i;
2147         if ((state & ((1<<30)-1)) == 0) {
2148                 PyErr_SetString(PyExc_AttributeError, "The state bitfield was not between 0 and 30 (1<<0 and 1<<29)");
2149                 return NULL;
2150         }
2151         SetState(state);
2152         
2153         Py_RETURN_NONE;
2154 }
2155
2156 PyObject* KX_GameObject::PyGetVelocity(PyObject* args)
2157 {
2158         // only can get the velocity if we have a physics object connected to us...
2159         MT_Point3 point(0.0,0.0,0.0);
2160         PyObject* pypos = NULL;
2161         
2162         if (!PyArg_ParseTuple(args, "|O:getVelocity", &pypos) || (pypos && !PyVecTo(pypos, point)))
2163                 return NULL;
2164         
2165         if (m_pPhysicsController1)
2166         {
2167                 return PyObjectFrom(m_pPhysicsController1->GetVelocity(point));
2168         }
2169         else {
2170                 return PyObjectFrom(MT_Vector3(0.0,0.0,0.0));
2171         }
2172 }
2173
2174
2175
2176 PyObject* KX_GameObject::PyGetMass()
2177 {
2178         ShowDeprecationWarning("getMass()", "the mass property");
2179         return PyFloat_FromDouble((GetPhysicsController() != NULL) ? GetPhysicsController()->GetMass() : 0.0f);
2180 }
2181
2182 PyObject* KX_GameObject::PyGetReactionForce()
2183 {
2184         // only can get the velocity if we have a physics object connected to us...
2185         
2186         // XXX - Currently not working with bullet intergration, see KX_BulletPhysicsController.cpp's getReactionForce
2187         /*
2188         if (GetPhysicsController())
2189                 return PyObjectFrom(GetPhysicsController()->getReactionForce());
2190         return PyObjectFrom(dummy_point);
2191         */
2192         
2193         return Py_BuildValue("fff", 0.0f, 0.0f, 0.0f);
2194         
2195 }
2196
2197
2198
2199 PyObject* KX_GameObject::PyEnableRigidBody()
2200 {
2201         if(GetPhysicsController())
2202                 GetPhysicsController()->setRigidBody(true);
2203
2204         Py_RETURN_NONE;
2205 }
2206
2207
2208
2209 PyObject* KX_GameObject::PyDisableRigidBody()
2210 {
2211         if(GetPhysicsController())
2212                 GetPhysicsController()->setRigidBody(false);
2213
2214         Py_RETURN_NONE;
2215 }
2216
2217
2218
2219 PyObject* KX_GameObject::PyGetParent()
2220 {
2221         ShowDeprecationWarning("getParent()", "the parent property");
2222         KX_GameObject* parent = this->GetParent();
2223         if (parent) {
2224                 parent->Release(); /* self->GetParent() AddRef's */
2225                 return parent->GetProxy();
2226         }
2227         Py_RETURN_NONE;
2228 }
2229
2230 PyObject* KX_GameObject::PySetParent(PyObject* args)
2231 {
2232         KX_Scene *scene = KX_GetActiveScene();
2233         PyObject* pyobj;
2234         KX_GameObject *obj;
2235         int addToCompound=1, ghost=1;
2236         
2237         if (!PyArg_ParseTuple(args,"O|ii:setParent", &pyobj, &addToCompound, &ghost)) {
2238                 return NULL; // Python sets a simple error
2239         }
2240         if (!ConvertPythonToGameObject(pyobj, &obj, true, "gameOb.setParent(obj): KX_GameObject"))
2241                 return NULL;
2242         if (obj)
2243                 this->SetParent(scene, obj, addToCompound, ghost);
2244         Py_RETURN_NONE;
2245 }
2246
2247 PyObject* KX_GameObject::PyRemoveParent()
2248 {
2249         KX_Scene *scene = KX_GetActiveScene();
2250         
2251         this->RemoveParent(scene);
2252         Py_RETURN_NONE;
2253 }
2254
2255 PyObject* KX_GameObject::PyGetChildren()
2256 {
2257         ShowDeprecationWarning("getChildren()", "the children property");
2258         
2259         return GetChildren()->NewProxy(true);
2260 }
2261
2262 PyObject* KX_GameObject::PyGetChildrenRecursive()
2263 {
2264         ShowDeprecationWarning("getChildrenRecursive()", "the childrenRecursive property");
2265         
2266         return GetChildrenRecursive()->NewProxy(true);
2267 }
2268
2269 PyObject* KX_GameObject::PyGetMesh(PyObject* args)
2270 {
2271         ShowDeprecationWarning("getMesh()", "the meshes property (now a list of meshes)");
2272         
2273         int mesh = 0;
2274
2275         if (!PyArg_ParseTuple(args, "|i:getMesh", &mesh))
2276                 return NULL; // python sets a simple error
2277         
2278         if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0)
2279         {
2280                 KX_MeshProxy* meshproxy = new KX_MeshProxy(m_meshes[mesh]);
2281                 return meshproxy->NewProxy(true); // XXX Todo Python own.
2282         }
2283         
2284         Py_RETURN_NONE;
2285 }
2286
2287
2288
2289
2290
2291 PyObject* KX_GameObject::PySetCollisionMargin(PyObject* value)
2292 {
2293         float collisionMargin = PyFloat_AsDouble(value);
2294         
2295         if (collisionMargin==-1 && PyErr_Occurred()) {
2296                 PyErr_SetString(PyExc_TypeError, "expected a float");
2297                 return NULL;
2298         }
2299         
2300         if (m_pPhysicsController1)
2301         {
2302                 m_pPhysicsController1->setMargin(collisionMargin);
2303                 Py_RETURN_NONE;
2304         }
2305         PyErr_SetString(PyExc_RuntimeError, "This object has no physics controller");
2306         return NULL;
2307 }
2308
2309
2310
2311 PyObject* KX_GameObject::PyApplyImpulse(PyObject* args)
2312 {
2313         PyObject* pyattach;
2314         PyObject* pyimpulse;
2315         
2316         if (!m_pPhysicsController1)     {
2317                 PyErr_SetString(PyExc_RuntimeError, "This object has no physics controller");
2318                 return NULL;
2319         }
2320         
2321         if (PyArg_ParseTuple(args, "OO:applyImpulse", &pyattach, &pyimpulse))
2322         {
2323                 MT_Point3  attach;
2324                 MT_Vector3 impulse;
2325                 if (PyVecTo(pyattach, attach) && PyVecTo(pyimpulse, impulse))
2326                 {
2327                         m_pPhysicsController1->applyImpulse(attach, impulse);
2328                         Py_RETURN_NONE;
2329                 }
2330
2331         }
2332         
2333         return NULL;
2334 }
2335
2336
2337
2338 PyObject* KX_GameObject::PySuspendDynamics()
2339 {
2340         SuspendDynamics();
2341         Py_RETURN_NONE;
2342 }
2343
2344
2345
2346 PyObject* KX_GameObject::PyRestoreDynamics()
2347 {
2348         RestoreDynamics();
2349         Py_RETURN_NONE;
2350 }
2351
2352
2353
2354 PyObject* KX_GameObject::PyGetOrientation() //keywords
2355 {
2356         ShowDeprecationWarning("getOrientation()", "the orientation property");
2357         return PyObjectFrom(NodeGetWorldOrientation());
2358 }
2359
2360
2361
2362 PyObject* KX_GameObject::PySetOrientation(PyObject* value)
2363 {
2364         ShowDeprecationWarning("setOrientation()", "the orientation property");
2365         MT_Matrix3x3 rot;
2366         
2367         /* if value is not a sequence PyOrientationTo makes an error */
2368         if (!PyOrientationTo(value, rot, "gameOb.setOrientation(sequence): KX_GameObject, "))
2369                 return NULL;
2370
2371         NodeSetLocalOrientation(rot);
2372         NodeUpdateGS(0.f);
2373         Py_RETURN_NONE;
2374 }
2375
2376 PyObject* KX_GameObject::PyAlignAxisToVect(PyObject* args)
2377 {
2378         PyObject* pyvect;
2379         int axis = 2; //z axis is the default
2380         float fac = 1.0;
2381         
2382         if (PyArg_ParseTuple(args,"O|if:alignAxisToVect",&pyvect,&axis, &fac))
2383         {
2384                 MT_Vector3 vect;
2385                 if (PyVecTo(pyvect, vect))
2386                 {
2387                         if (fac<=0.0) Py_RETURN_NONE; // Nothing to do.
2388                         if (fac> 1.0) fac= 1.0;
2389                         
2390                         AlignAxisToVect(vect,axis,fac);
2391                         NodeUpdateGS(0.f);
2392                         Py_RETURN_NONE;
2393                 }
2394         }
2395         return NULL;
2396 }
2397
2398 PyObject* KX_GameObject::PyGetAxisVect(PyObject* value)
2399 {
2400         MT_Vector3 vect;
2401         if (PyVecTo(value, vect))
2402         {
2403                 return PyObjectFrom(NodeGetWorldOrientation() * vect);
2404         }
2405         return NULL;
2406 }
2407
2408 PyObject* KX_GameObject::PySetPosition(PyObject* value)
2409 {
2410         ShowDeprecationWarning("setPosition()", "the localPosition property");
2411         MT_Point3 pos;
2412         if (PyVecTo(value, pos))
2413         {
2414                 NodeSetLocalPosition(pos);
2415                 NodeUpdateGS(0.f);
2416                 Py_RETURN_NONE;
2417         }
2418
2419         return NULL;
2420 }
2421
2422 PyObject* KX_GameObject::PySetWorldPosition(PyObject* value)
2423 {
2424         ShowDeprecationWarning("setWorldPosition()", "the worldPosition property");
2425         MT_Point3 pos;
2426         if (PyVecTo(value, pos))
2427         {
2428                 NodeSetWorldPosition(pos);
2429                 NodeUpdateGS(0.f);
2430                 Py_RETURN_NONE;
2431         }
2432
2433         return NULL;
2434 }
2435
2436 PyObject* KX_GameObject::PyGetPhysicsId()
2437 {
2438         KX_IPhysicsController* ctrl = GetPhysicsController();
2439         uint_ptr physid=0;
2440         if (ctrl)
2441         {
2442                 physid= (uint_ptr)ctrl->GetUserData();
2443         }
2444         return PyInt_FromLong((long)physid);
2445 }
2446
2447 PyObject* KX_GameObject::PyGetPropertyNames()
2448 {
2449         PyObject *list=  ConvertKeysToPython();
2450         
2451         if(m_attr_dict) {
2452                 PyObject *key, *value;
2453                 Py_ssize_t pos = 0;
2454
2455                 while (PyDict_Next(m_attr_dict, &pos, &key, &value)) {
2456                         PyList_Append(list, key);
2457                 }
2458         }
2459         return list;
2460 }
2461
2462 KX_PYMETHODDEF_DOC_O(KX_GameObject, getDistanceTo,
2463 "getDistanceTo(other): get distance to another point/KX_GameObject")
2464 {
2465         MT_Point3 b;
2466         if (PyVecTo(value, b))
2467         {
2468                 return PyFloat_FromDouble(NodeGetWorldPosition().distance(b));
2469         }
2470         PyErr_Clear();
2471         
2472         KX_GameObject *other;
2473         if (ConvertPythonToGameObject(value, &other, false, "gameOb.getDistanceTo(value): KX_GameObject"))
2474         {
2475                 return PyFloat_FromDouble(NodeGetWorldPosition().distance(other->NodeGetWorldPosition()));
2476         }
2477         
2478         return NULL;
2479 }
2480
2481 KX_PYMETHODDEF_DOC_O(KX_GameObject, getVectTo,
2482 "getVectTo(other): get vector and the distance to another point/KX_GameObject\n"
2483 "Returns a 3-tuple with (distance,worldVector,localVector)\n")
2484 {
2485         MT_Point3 toPoint, fromPoint;
2486         MT_Vector3 toDir, locToDir;
2487         MT_Scalar distance;
2488
2489         PyObject *returnValue;
2490
2491         if (!PyVecTo(value, toPoint))
2492         {
2493                 PyErr_Clear();
2494                 
2495                 KX_GameObject *other;
2496                 if (ConvertPythonToGameObject(value, &other, false, "")) /* error will be overwritten */
2497                 {
2498                         toPoint = other->NodeGetWorldPosition();
2499                 } else
2500                 {
2501                         PyErr_SetString(PyExc_TypeError, "gameOb.getVectTo(other): KX_GameObject, expected a 3D Vector or KX_GameObject type");
2502                         return NULL;
2503                 }
2504         }
2505
2506         fromPoint = NodeGetWorldPosition();
2507         toDir = toPoint-fromPoint;
2508         distance = toDir.length();
2509
2510         if (MT_fuzzyZero(distance))
2511         {
2512                 //cout << "getVectTo() Error: Null vector!\n";
2513                 locToDir = toDir = MT_Vector3(0.0,0.0,0.0);
2514                 distance = 0.0;
2515         } else {
2516                 toDir.normalize();
2517                 locToDir = toDir * NodeGetWorldOrientation();
2518         }
2519         
2520         returnValue = PyTuple_New(3);
2521         if (returnValue) { // very unlikely to fail, python sets a memory error here.
2522                 PyTuple_SET_ITEM(returnValue, 0, PyFloat_FromDouble(distance));
2523                 PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(toDir));
2524                 PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(locToDir));
2525         }
2526         return returnValue;
2527 }
2528
2529 bool KX_GameObject::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
2530 {
2531         KX_GameObject* hitKXObj = client->m_gameobject;
2532         
2533         // if X-ray option is selected, the unwnted objects were not tested, so get here only with true hit
2534         // if not, all objects were tested and the front one may not be the correct one.
2535         if (m_xray || m_testPropName.Length() == 0 || hitKXObj->GetProperty(m_testPropName) != NULL)
2536         {
2537                 m_pHitObject = hitKXObj;
2538                 return true;
2539         }
2540         // return true to stop RayCast::RayTest from looping, the above test was decisive
2541         // We would want to loop only if we want to get more than one hit point
2542         return true;
2543 }
2544
2545 /* this function is used to pre-filter the object before casting the ray on them.
2546    This is useful for "X-Ray" option when we want to see "through" unwanted object.
2547  */
2548 bool KX_GameObject::NeedRayCast(KX_ClientObjectInfo* client)
2549 {
2550         KX_GameObject* hitKXObj = client->m_gameobject;
2551         
2552         if (client->m_type > KX_ClientObjectInfo::ACTOR)
2553         {
2554                 // Unknown type of object, skip it.
2555                 // Should not occur as the sensor objects are filtered in RayTest()
2556                 printf("Invalid client type %d found in ray casting\n", client->m_type);
2557                 return false;
2558         }
2559         
2560         // if X-Ray option is selected, skip object that don't match the criteria as we see through them
2561         // if not, test all objects because we don't know yet which one will be on front
2562         if (!m_xray || m_testPropName.Length() == 0 || hitKXObj->GetProperty(m_testPropName) != NULL)
2563         {
2564                 return true;
2565         }
2566         // skip the object
2567         return false;
2568 }
2569
2570 KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo,
2571 "rayCastTo(other,dist,prop): look towards another point/KX_GameObject and return first object hit within dist that matches prop\n"
2572 " prop = property name that object must have; can be omitted => detect any object\n"
2573 " dist = max distance to look (can be negative => look behind); 0 or omitted => detect up to other\n"
2574 " other = 3-tuple or object reference")
2575 {
2576         MT_Point3 toPoint;
2577         PyObject* pyarg;
2578         float dist = 0.0f;
2579         char *propName = NULL;
2580
2581         if (!PyArg_ParseTuple(args,"O|fs:rayCastTo", &pyarg, &dist, &propName)) {
2582                 return NULL; // python sets simple error
2583         }
2584
2585         if (!PyVecTo(pyarg, toPoint))
2586         {
2587                 KX_GameObject *other;
2588                 PyErr_Clear();
2589                 
2590                 if (ConvertPythonToGameObject(pyarg, &other, false, "")) /* error will be overwritten */
2591                 {
2592                         toPoint = other->NodeGetWorldPosition();
2593                 } else
2594                 {
2595                         PyErr_SetString(PyExc_TypeError, "gameOb.rayCastTo(other,dist,prop): KX_GameObject, the first argument to rayCastTo must be a vector or a KX_GameObject");
2596                         return NULL;
2597                 }
2598         }
2599         MT_Point3 fromPoint = NodeGetWorldPosition();
2600         if (dist != 0.0f)
2601         {
2602                 MT_Vector3 toDir = toPoint-fromPoint;
2603                 toDir.normalize();
2604                 toPoint = fromPoint + (dist) * toDir;
2605         }
2606         PHY_IPhysicsEnvironment* pe = KX_GetActiveScene()->GetPhysicsEnvironment();
2607         KX_IPhysicsController *spc = GetPhysicsController();
2608         KX_GameObject *parent = GetParent();
2609         if (!spc && parent)
2610                 spc = parent->GetPhysicsController();
2611         if (parent)
2612                 parent->Release();
2613         
2614         m_pHitObject = NULL;
2615         if (propName)
2616                 m_testPropName = propName;
2617         else
2618                 m_testPropName.SetLength(0);
2619         KX_RayCast::Callback<KX_GameObject> callback(this,spc);
2620         KX_RayCast::RayTest(pe, fromPoint, toPoint, callback);
2621
2622     if (m_pHitObject)
2623                 return m_pHitObject->GetProxy();
2624         
2625         Py_RETURN_NONE;
2626 }
2627
2628 /* faster then Py_BuildValue since some scripts call raycast a lot */
2629 static PyObject *none_tuple_3()
2630 {
2631         PyObject *ret= PyTuple_New(3);
2632         PyTuple_SET_ITEM(ret, 0, Py_None);
2633         PyTuple_SET_ITEM(ret, 1, Py_None);
2634         PyTuple_SET_ITEM(ret, 2, Py_None);
2635         
2636         Py_INCREF(Py_None);
2637         Py_INCREF(Py_None);
2638         Py_INCREF(Py_None);
2639         return ret;
2640 }
2641 static PyObject *none_tuple_4()
2642 {
2643         PyObject *ret= PyTuple_New(4);
2644         PyTuple_SET_ITEM(ret, 0, Py_None);
2645         PyTuple_SET_ITEM(ret, 1, Py_None);
2646         PyTuple_SET_ITEM(ret, 2, Py_None);
2647         PyTuple_SET_ITEM(ret, 3, Py_None);
2648         
2649         Py_INCREF(Py_None);
2650         Py_INCREF(Py_None);
2651         Py_INCREF(Py_None);
2652         Py_INCREF(Py_None);
2653         return ret;
2654 }
2655
2656 KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
2657                                    "rayCast(to,from,dist,prop,face,xray,poly): cast a ray and return 3-tuple (object,hit,normal) or 4-tuple (object,hit,normal,polygon) of contact point with object within dist that matches prop.\n"
2658                                    " If no hit, return (None,None,None) or (None,None,None,None).\n"
2659 " to   = 3-tuple or object reference for destination of ray (if object, use center of object)\n"
2660 " from = 3-tuple or object reference for origin of ray (if object, use center of object)\n"
2661 "        Can be None or omitted => start from self object center\n"
2662 " dist = max distance to look (can be negative => look behind); 0 or omitted => detect up to to\n"
2663 " prop = property name that object must have; can be omitted => detect any object\n"
2664 " face = normal option: 1=>return face normal; 0 or omitted => normal is oriented towards origin\n"
2665 " xray = X-ray option: 1=>skip objects that don't match prop; 0 or omitted => stop on first object\n"
2666 " poly = polygon option: 1=>return value is a 4-tuple and the 4th element is a KX_PolyProxy object\n"
2667 "                           which can be None if hit object has no mesh or if there is no hit\n"
2668 "        If 0 or omitted, return value is a 3-tuple\n"
2669 "Note: The object on which you call this method matters: the ray will ignore it.\n"
2670 "      prop and xray option interact as follow:\n"
2671 "        prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray\n"
2672 "        prop off, xray on : idem\n"
2673 "        prop on,  xray off: return closest hit if it matches prop, no hit otherwise\n"
2674 "        prop on,  xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray\n")
2675 {
2676         MT_Point3 toPoint;
2677         MT_Point3 fromPoint;
2678         PyObject* pyto;
2679         PyObject* pyfrom = NULL;
2680         float dist = 0.0f;
2681         char *propName = NULL;
2682         KX_GameObject *other;
2683         int face=0, xray=0, poly=0;
2684
2685         if (!PyArg_ParseTuple(args,"O|Ofsiii:rayCast", &pyto, &pyfrom, &dist, &propName, &face, &xray, &poly)) {
2686                 return NULL; // Python sets a simple error
2687         }
2688
2689         if (!PyVecTo(pyto, toPoint))
2690         {
2691                 PyErr_Clear();
2692                 
2693                 if (ConvertPythonToGameObject(pyto, &other, false, ""))  /* error will be overwritten */
2694                 {
2695                         toPoint = other->NodeGetWorldPosition();
2696                 } else
2697                 {
2698                         PyErr_SetString(PyExc_TypeError, "the first argument to rayCast must be a vector or a KX_GameObject");
2699                         return NULL;
2700                 }
2701         }
2702         if (!pyfrom || pyfrom == Py_None)
2703         {
2704                 fromPoint = NodeGetWorldPosition();
2705         }
2706         else if (!PyVecTo(pyfrom, fromPoint))
2707         {
2708                 PyErr_Clear();
2709                 
2710                 if (ConvertPythonToGameObject(pyfrom, &other, false, "")) /* error will be overwritten */
2711                 {
2712                         fromPoint = other->NodeGetWorldPosition();
2713                 } else
2714                 {
2715                         PyErr_SetString(PyExc_TypeError, "gameOb.rayCast(to,from,dist,prop,face,xray,poly): KX_GameObject, the second optional argument to rayCast must be a vector or a KX_GameObject");
2716                         return NULL;
2717                 }
2718         }
2719         
2720         if (dist != 0.0f) {
2721                 MT_Vector3 toDir = toPoint-fromPoint;
2722                 if (MT_fuzzyZero(toDir.length2())) {
2723                         //return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
2724                         return none_tuple_3();
2725                 }
2726                 toDir.normalize();
2727                 toPoint = fromPoint + (dist) * toDir;
2728         } else if (MT_fuzzyZero((toPoint-fromPoint).length2())) {
2729                 //return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
2730                 return none_tuple_3();
2731         }
2732         
2733         PHY_IPhysicsEnvironment* pe = KX_GetActiveScene()->GetPhysicsEnvironment();
2734         KX_IPhysicsController *spc = GetPhysicsController();
2735         KX_GameObject *parent = GetParent();
2736         if (!spc && parent)
2737                 spc = parent->GetPhysicsController();
2738         if (parent)
2739                 parent->Release();
2740         
2741         m_pHitObject = NULL;
2742         if (propName)
2743                 m_testPropName = propName;
2744         else
2745                 m_testPropName.SetLength(0);
2746         m_xray = xray;
2747         // to get the hit results
2748         KX_RayCast::Callback<KX_GameObject> callback(this,spc,NULL,face);
2749         KX_RayCast::RayTest(pe, fromPoint, toPoint, callback);
2750
2751         if (m_pHitObject)
2752         {
2753                 PyObject* returnValue = (poly) ? PyTuple_New(4) : PyTuple_New(3);
2754                 if (returnValue) { // unlikely this would ever fail, if it does python sets an error
2755                         PyTuple_SET_ITEM(returnValue, 0, m_pHitObject->GetProxy());
2756                         PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(callback.m_hitPoint));
2757                         PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(callback.m_hitNormal));
2758                         if (poly)
2759                         {
2760                                 if (callback.m_hitMesh)
2761                                 {
2762                                         // if this field is set, then we can trust that m_hitPolygon is a valid polygon
2763                                         RAS_Polygon* polygon = callback.m_hitMesh->GetPolygon(callback.m_hitPolygon);
2764                                         KX_PolyProxy* polyproxy = new KX_PolyProxy(callback.m_hitMesh, polygon);
2765                                         PyTuple_SET_ITEM(returnValue, 3, polyproxy->NewProxy(true));
2766                                 }
2767                                 else
2768                                 {
2769                                         Py_INCREF(Py_None);
2770                                         PyTuple_SET_ITEM(returnValue, 3, Py_None);
2771                                 }
2772                         }
2773                 }
2774                 return returnValue;
2775         }
2776         // no hit
2777         if (poly)
2778                 //return Py_BuildValue("OOOO", Py_None, Py_None, Py_None, Py_None);
2779                 return none_tuple_4();
2780         else
2781                 //return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
2782                 return none_tuple_3();
2783 }
2784
2785 KX_PYMETHODDEF_DOC_VARARGS(KX_GameObject, sendMessage, 
2786                                                    "sendMessage(subject, [body, to])\n"
2787 "sends a message in same manner as a message actuator"
2788 "subject = Subject of the message (string)"
2789 "body = Message body (string)"
2790 "to = Name of object to send the message to")
2791 {
2792         KX_Scene *scene = KX_GetActiveScene();
2793         char* subject;
2794         char* body = (char *)"";
2795         char* to = (char *)"";
2796         const STR_String& from = GetName();
2797
2798         if (!PyArg_ParseTuple(args, "s|sss:sendMessage", &subject, &body, &to))
2799                 return NULL;
2800         
2801         scene->GetNetworkScene()->SendMessage(to, from, subject, body);
2802         Py_RETURN_NONE;
2803 }
2804
2805 /* dict style access */
2806
2807
2808 /* Matches python dict.get(key, [default]) */
2809 PyObject* KX_GameObject::Pyget(PyObject *args)
2810 {
2811         PyObject *key;
2812         PyObject* def = Py_None;
2813         PyObject* ret;
2814
2815         if (!PyArg_ParseTuple(args, "O|O:get", &key, &def))
2816                 return NULL;
2817         
2818         
2819         if(PyString_Check(key)) {
2820                 CValue *item = GetProperty(PyString_AsString(key));
2821                 if (item) {
2822                         ret = item->ConvertValueToPython();
2823                         if(ret)
2824                                 return ret;
2825                         else
2826                                 return item->GetProxy();
2827                 }
2828         }
2829         
2830         if (m_attr_dict && (ret=PyDict_GetItem(m_attr_dict, key))) {
2831                 Py_INCREF(ret);
2832                 return ret;
2833         }
2834         
2835         Py_INCREF(def);
2836         return def;
2837 }
2838
2839 /* Matches python dict.has_key() */
2840 PyObject* KX_GameObject::Pyhas_key(PyObject* value)
2841 {
2842         // the ONLY error case is invalid data, this is checked by the macro'd static function
2843         // that calls this one. but make sure Seq_Contains doesnt add extra errors later on.
2844         return PyBool_FromLong(Seq_Contains((PyObject *)this, value));
2845 }
2846
2847 /* --------------------------------------------------------------------- 
2848  * Some stuff taken from the header
2849  * --------------------------------------------------------------------- */
2850 void KX_GameObject::Relink(GEN_Map<GEN_HashedPtr, void*> *map_parameter)        
2851 {
2852         // we will relink the sensors and actuators that use object references
2853         // if the object is part of the replicated hierarchy, use the new
2854         // object reference instead
2855         SCA_SensorList& sensorlist = GetSensors();
2856         SCA_SensorList::iterator sit;
2857         for (sit=sensorlist.begin(); sit != sensorlist.end(); sit++)
2858         {
2859                 (*sit)->Relink(map_parameter);
2860         }
2861         SCA_ActuatorList& actuatorlist = GetActuators();
2862         SCA_ActuatorList::iterator ait;
2863         for (ait=actuatorlist.begin(); ait != actuatorlist.end(); ait++)
2864         {
2865                 (*ait)->Relink(map_parameter);
2866         }
2867 }
2868
2869
2870 bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool py_none_ok, const char *error_prefix)
2871 {
2872         if (value==NULL) {
2873                 PyErr_Format(PyExc_TypeError, "%s, python pointer NULL, should never happen", error_prefix);
2874                 *object = NULL;
2875                 return false;
2876         }
2877                 
2878         if (value==Py_None) {
2879                 *object = NULL;
2880                 
2881                 if (py_none_ok) {
2882                         return true;
2883                 } else {
2884                         PyErr_Format(PyExc_TypeError, "%s, expected KX_GameObject or a KX_GameObject name, None is invalid", error_prefix);
2885                         return false;
2886                 }
2887         }
2888         
2889         if (PyString_Check(value)) {
2890                 *object = (KX_GameObject*)SCA_ILogicBrick::m_sCurrentLogicManager->GetGameObjectByName(STR_String( PyString_AsString(value) ));
2891                 
2892                 if (*object) {
2893                         return true;
2894                 } else {
2895                         PyErr_Format(PyExc_ValueError, "%s, requested name \"%s\" did not match any KX_GameObject in this scene", error_prefix, PyString_AsString(value));
2896                         return false;
2897                 }
2898         }
2899         
2900         if (    PyObject_TypeCheck(value, &KX_GameObject::Type) ||
2901                         PyObject_TypeCheck(value, &KX_LightObject::Type)        ||
2902                         PyObject_TypeCheck(value, &KX_Camera::Type)     )
2903         {
2904                 *object = static_cast<KX_GameObject*>BGE_PROXY_REF(value);
2905                 
2906                 /* sets the error */
2907                 if (*object==NULL) {
2908                         PyErr_Format(PyExc_SystemError, "%s, " BGE_PROXY_ERROR_MSG, error_prefix);
2909                         return false;
2910                 }
2911                 
2912                 return true;
2913         }
2914         
2915         *object = NULL;
2916         
2917         if (py_none_ok) {
2918                 PyErr_Format(PyExc_TypeError, "%s, expect a KX_GameObject, a string or None", error_prefix);
2919         } else {
2920                 PyErr_Format(PyExc_TypeError, "%s, expect a KX_GameObject or a string", error_prefix);
2921         }
2922         
2923         return false;
2924 }