svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22130:22205
[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         : SCA_IObject(),
92         m_bDyna(false),
93         m_layer(0),
94         m_pBlenderObject(NULL),
95         m_pBlenderGroupObject(NULL),
96         m_bSuspendDynamics(false),
97         m_bUseObjectColor(false),
98         m_bIsNegativeScaling(false),
99         m_bVisible(true),
100         m_bCulled(true),
101         m_bOccluder(false),
102         m_pPhysicsController1(NULL),
103         m_pGraphicController(NULL),
104         m_xray(false),
105         m_pHitObject(NULL),
106         m_isDeformable(false),
107         m_attr_dict(NULL)
108 {
109         m_ignore_activity_culling = false;
110         m_pClient_info = new KX_ClientObjectInfo(this, KX_ClientObjectInfo::ACTOR);
111         m_pSGNode = new SG_Node(this,sgReplicationInfo,callbacks);
112
113         // define the relationship between this node and it's parent.
114         
115         KX_NormalParentRelation * parent_relation = 
116                 KX_NormalParentRelation::New();
117         m_pSGNode->SetParentRelation(parent_relation);
118 };
119
120
121
122 KX_GameObject::~KX_GameObject()
123 {
124         RemoveMeshes();
125
126         // is this delete somewhere ?
127         //if (m_sumoObj)
128         //      delete m_sumoObj;
129         delete m_pClient_info;
130         //if (m_pSGNode)
131         //      delete m_pSGNode;
132         if (m_pSGNode)
133         {
134                 // must go through controllers and make sure they will not use us anymore
135                 // This is important for KX_BulletPhysicsControllers that unregister themselves
136                 // from the object when they are deleted.
137                 SGControllerList::iterator contit;
138                 SGControllerList& controllers = m_pSGNode->GetSGControllerList();
139                 for (contit = controllers.begin();contit!=controllers.end();++contit)
140                 {
141                         (*contit)->ClearObject();
142                 }
143                 m_pSGNode->SetSGClientObject(NULL);
144         }
145         if (m_pGraphicController)
146         {
147                 delete m_pGraphicController;
148         }
149         
150         if (m_attr_dict) {
151                 PyDict_Clear(m_attr_dict); /* incase of circular refs or other weired cases */
152                 Py_DECREF(m_attr_dict);
153         }
154 }
155
156 KX_GameObject* KX_GameObject::GetClientObject(KX_ClientObjectInfo* info)
157 {
158         if (!info)
159                 return NULL;
160         return info->m_gameobject;
161 }
162
163 CValue* KX_GameObject:: Calc(VALUE_OPERATOR op, CValue *val) 
164 {
165         return NULL;
166 }
167
168
169
170 CValue* KX_GameObject::CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val)
171 {
172         return NULL;
173 }
174
175
176
177 const STR_String & KX_GameObject::GetText()
178 {
179         return m_text;
180 }
181
182
183
184 double KX_GameObject::GetNumber()
185 {
186         return 0;
187 }
188
189
190
191 STR_String& KX_GameObject::GetName()
192 {
193         return m_name;
194 }
195
196
197
198 void KX_GameObject::SetName(const char *name)
199 {
200         m_name = name;
201 };                                                              // Set the name of the value
202
203 KX_IPhysicsController* KX_GameObject::GetPhysicsController()
204 {
205         return m_pPhysicsController1;
206 }
207
208 KX_GameObject* KX_GameObject::GetParent()
209 {
210         KX_GameObject* result = NULL;
211         SG_Node* node = m_pSGNode;
212         
213         while (node && !result)
214         {
215                 node = node->GetSGParent();
216                 if (node)
217                         result = (KX_GameObject*)node->GetSGClientObject();
218         }
219         
220         if (result)
221                 result->AddRef();
222
223         return result;
224         
225 }
226
227 void KX_GameObject::SetParent(KX_Scene *scene, KX_GameObject* obj, bool addToCompound, bool ghost)
228 {
229         // check on valid node in case a python controller holds a reference to a deleted object
230         if (obj && GetSGNode() && obj->GetSGNode() && GetSGNode()->GetSGParent() != obj->GetSGNode())
231         {
232                 // Make sure the objects have some scale
233                 MT_Vector3 scale1 = NodeGetWorldScaling();
234                 MT_Vector3 scale2 = obj->NodeGetWorldScaling();
235                 if (fabs(scale2[0]) < FLT_EPSILON || 
236                         fabs(scale2[1]) < FLT_EPSILON || 
237                         fabs(scale2[2]) < FLT_EPSILON || 
238                         fabs(scale1[0]) < FLT_EPSILON || 
239                         fabs(scale1[1]) < FLT_EPSILON || 
240                         fabs(scale1[2]) < FLT_EPSILON) { return; }
241
242                 // Remove us from our old parent and set our new parent
243                 RemoveParent(scene);
244                 obj->GetSGNode()->AddChild(GetSGNode());
245
246                 if (m_pPhysicsController1) 
247                 {
248                         m_pPhysicsController1->SuspendDynamics(ghost);
249                 }
250                 // Set us to our new scale, position, and orientation
251                 scale2[0] = 1.0/scale2[0];
252                 scale2[1] = 1.0/scale2[1];
253                 scale2[2] = 1.0/scale2[2];
254                 scale1 = scale1 * scale2;
255                 MT_Matrix3x3 invori = obj->NodeGetWorldOrientation().inverse();
256                 MT_Vector3 newpos = invori*(NodeGetWorldPosition()-obj->NodeGetWorldPosition())*scale2;
257
258                 NodeSetLocalScale(scale1);
259                 NodeSetLocalPosition(MT_Point3(newpos[0],newpos[1],newpos[2]));
260                 NodeSetLocalOrientation(invori*NodeGetWorldOrientation());
261                 NodeUpdateGS(0.f);
262                 // object will now be a child, it must be removed from the parent list
263                 CListValue* rootlist = scene->GetRootParentList();
264                 if (rootlist->RemoveValue(this))
265                         // the object was in parent list, decrement ref count as it's now removed
266                         Release();
267                 // if the new parent is a compound object, add this object shape to the compound shape.
268                 // step 0: verify this object has physical controller
269                 if (m_pPhysicsController1 && addToCompound)
270                 {
271                         // step 1: find the top parent (not necessarily obj)
272                         KX_GameObject* rootobj = (KX_GameObject*)obj->GetSGNode()->GetRootSGParent()->GetSGClientObject();
273                         // step 2: verify it has a physical controller and compound shape
274                         if (rootobj != NULL && 
275                                 rootobj->m_pPhysicsController1 != NULL &&
276                                 rootobj->m_pPhysicsController1->IsCompound())
277                         {
278                                 rootobj->m_pPhysicsController1->AddCompoundChild(m_pPhysicsController1);
279                         }
280                 }
281                 // graphically, the object hasn't change place, no need to update m_pGraphicController
282         }
283 }
284
285 void KX_GameObject::RemoveParent(KX_Scene *scene)
286 {
287         // check on valid node in case a python controller holds a reference to a deleted object
288         if (GetSGNode() && GetSGNode()->GetSGParent())
289         {
290                 // get the root object to remove us from compound object if needed
291                 KX_GameObject* rootobj = (KX_GameObject*)GetSGNode()->GetRootSGParent()->GetSGClientObject();
292                 // Set us to the right spot 
293                 GetSGNode()->SetLocalScale(GetSGNode()->GetWorldScaling());
294                 GetSGNode()->SetLocalOrientation(GetSGNode()->GetWorldOrientation());
295                 GetSGNode()->SetLocalPosition(GetSGNode()->GetWorldPosition());
296
297                 // Remove us from our parent
298                 GetSGNode()->DisconnectFromParent();
299                 NodeUpdateGS(0.f);
300                 // the object is now a root object, add it to the parentlist
301                 CListValue* rootlist = scene->GetRootParentList();
302                 if (!rootlist->SearchValue(this))
303                         // object was not in root list, add it now and increment ref count
304                         rootlist->Add(AddRef());
305                 if (m_pPhysicsController1) 
306                 {
307                         // in case this controller was added as a child shape to the parent
308                         if (rootobj != NULL && 
309                                 rootobj->m_pPhysicsController1 != NULL &&
310                                 rootobj->m_pPhysicsController1->IsCompound())
311                         {
312                                 rootobj->m_pPhysicsController1->RemoveCompoundChild(m_pPhysicsController1);
313                         }
314                         m_pPhysicsController1->RestoreDynamics();
315                         if (m_pPhysicsController1->IsDyna() && rootobj->m_pPhysicsController1)
316                         {
317                                 // dynamic object should remember the velocity they had while being parented
318                                 MT_Point3 childPoint = GetSGNode()->GetWorldPosition();
319                                 MT_Point3 rootPoint = rootobj->GetSGNode()->GetWorldPosition();
320                                 MT_Point3 relPoint;
321                                 relPoint = (childPoint-rootPoint);
322                                 MT_Vector3 linVel = rootobj->m_pPhysicsController1->GetVelocity(relPoint);
323                                 MT_Vector3 angVel = rootobj->m_pPhysicsController1->GetAngularVelocity();
324                                 m_pPhysicsController1->SetLinearVelocity(linVel, false);
325                                 m_pPhysicsController1->SetAngularVelocity(angVel, false);
326                         }
327                 }
328                 // graphically, the object hasn't change place, no need to update m_pGraphicController
329         }
330 }
331
332 void KX_GameObject::ProcessReplica()
333 {
334         SCA_IObject::ProcessReplica();
335         
336         m_pPhysicsController1 = NULL;
337         m_pGraphicController = NULL;
338         m_pSGNode = NULL;
339         m_pClient_info = new KX_ClientObjectInfo(*m_pClient_info);
340         m_pClient_info->m_gameobject = this;
341         m_state = 0;
342         if(m_attr_dict)
343                 m_attr_dict= PyDict_Copy(m_attr_dict);
344                 
345 }
346
347 static void setGraphicController_recursive(SG_Node* node)
348 {
349         NodeList& children = node->GetSGChildren();
350
351         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
352         {
353                 SG_Node* childnode = (*childit);
354                 KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
355                 if (clientgameobj != NULL) // This is a GameObject
356                         clientgameobj->ActivateGraphicController(false);
357                 
358                 // if the childobj is NULL then this may be an inverse parent link
359                 // so a non recursive search should still look down this node.
360                 setGraphicController_recursive(childnode);
361         }
362 }
363
364
365 void KX_GameObject::ActivateGraphicController(bool recurse)
366 {
367         if (m_pGraphicController)
368         {
369                 m_pGraphicController->Activate(m_bVisible);
370         }
371         if (recurse)
372         {
373                 setGraphicController_recursive(GetSGNode());
374         }
375 }
376
377
378 CValue* KX_GameObject::GetReplica()
379 {
380         KX_GameObject* replica = new KX_GameObject(*this);
381
382         // this will copy properties and so on...
383         replica->ProcessReplica();
384
385         return replica;
386 }
387
388
389
390 void KX_GameObject::ApplyForce(const MT_Vector3& force,bool local)
391 {
392         if (m_pPhysicsController1)
393                 m_pPhysicsController1->ApplyForce(force,local);
394 }
395
396
397
398 void KX_GameObject::ApplyTorque(const MT_Vector3& torque,bool local)
399 {
400         if (m_pPhysicsController1)
401                 m_pPhysicsController1->ApplyTorque(torque,local);
402 }
403
404
405
406 void KX_GameObject::ApplyMovement(const MT_Vector3& dloc,bool local)
407 {
408         if (GetSGNode()) 
409         {
410                 if (m_pPhysicsController1) // (IsDynamic())
411                 {
412                         m_pPhysicsController1->RelativeTranslate(dloc,local);
413                 }
414                 GetSGNode()->RelativeTranslate(dloc,GetSGNode()->GetSGParent(),local);
415         }
416 }
417
418
419
420 void KX_GameObject::ApplyRotation(const MT_Vector3& drot,bool local)
421 {
422         MT_Matrix3x3 rotmat(drot);
423         
424         if (GetSGNode()) {
425                 GetSGNode()->RelativeRotate(rotmat,local);
426
427                 if (m_pPhysicsController1) { // (IsDynamic())
428                         m_pPhysicsController1->RelativeRotate(rotmat,local); 
429                 }
430         }
431 }
432
433
434
435 /**
436 GetOpenGL Matrix, returns an OpenGL 'compatible' matrix
437 */
438 double* KX_GameObject::GetOpenGLMatrix()
439 {
440         // todo: optimize and only update if necessary
441         double* fl = m_OpenGL_4x4Matrix.getPointer();
442         if (GetSGNode()) {
443                 MT_Transform trans;
444         
445                 trans.setOrigin(GetSGNode()->GetWorldPosition());
446                 trans.setBasis(GetSGNode()->GetWorldOrientation());
447         
448                 MT_Vector3 scaling = GetSGNode()->GetWorldScaling();
449                 m_bIsNegativeScaling = ((scaling[0] < 0.0) ^ (scaling[1] < 0.0) ^ (scaling[2] < 0.0)) ? true : false;
450                 trans.scale(scaling[0], scaling[1], scaling[2]);
451                 trans.getValue(fl);
452                 GetSGNode()->ClearDirty();
453         }
454         return fl;
455 }
456
457 void KX_GameObject::AddMeshUser()
458 {
459         for (size_t i=0;i<m_meshes.size();i++)
460         {
461                 m_meshes[i]->AddMeshUser(this, &m_meshSlots, GetDeformer());
462         }
463         // set the part of the mesh slot that never change
464         double* fl = GetOpenGLMatrixPtr()->getPointer();
465
466         SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
467         RAS_MeshSlot* ms;
468         for(mit.begin(); !mit.end(); ++mit)
469         {
470                 (*mit)->m_OpenGLMatrix = fl;
471         }
472         UpdateBuckets(false);
473 }
474
475 static void UpdateBuckets_recursive(SG_Node* node)
476 {
477         NodeList& children = node->GetSGChildren();
478
479         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
480         {
481                 SG_Node* childnode = (*childit);
482                 KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
483                 if (clientgameobj != NULL) // This is a GameObject
484                         clientgameobj->UpdateBuckets(0);
485                 
486                 // if the childobj is NULL then this may be an inverse parent link
487                 // so a non recursive search should still look down this node.
488                 UpdateBuckets_recursive(childnode);
489         }
490 }
491
492 void KX_GameObject::UpdateBuckets( bool recursive )
493 {
494         if (GetSGNode()) {
495                 RAS_MeshSlot *ms;
496
497                 if (GetSGNode()->IsDirty())
498                         GetOpenGLMatrix();
499
500                 SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
501                 for(mit.begin(); !mit.end(); ++mit)
502                 {
503                         ms = *mit;
504                         ms->m_bObjectColor = m_bUseObjectColor;
505                         ms->m_RGBAcolor = m_objectColor;
506                         ms->m_bVisible = m_bVisible;
507                         ms->m_bCulled = m_bCulled || !m_bVisible;
508                         if (!ms->m_bCulled) 
509                                 ms->m_bucket->ActivateMesh(ms);
510                         
511                         /* split if necessary */
512 #ifdef USE_SPLIT
513                         ms->Split();
514 #endif
515                 }
516         
517                 if (recursive) {
518                         UpdateBuckets_recursive(GetSGNode());
519                 }
520         }
521 }
522
523 void KX_GameObject::RemoveMeshes()
524 {
525         for (size_t i=0;i<m_meshes.size();i++)
526                 m_meshes[i]->RemoveFromBuckets(this);
527
528         //note: meshes can be shared, and are deleted by KX_BlenderSceneConverter
529
530         m_meshes.clear();
531 }
532
533 void KX_GameObject::UpdateTransform()
534 {
535         // HACK: saves function call for dynamic object, they are handled differently
536         if (m_pPhysicsController1 && !m_pPhysicsController1->IsDyna())
537                 // Note that for Bullet, this does not even update the transform of static object
538                 // but merely sets there collision flag to "kinematic" because the synchronization is 
539                 // done during physics simulation
540                 m_pPhysicsController1->SetSumoTransform(true);
541         if (m_pGraphicController)
542                 // update the culling tree
543                 m_pGraphicController->SetGraphicTransform();
544
545 }
546
547 void KX_GameObject::UpdateTransformFunc(SG_IObject* node, void* gameobj, void* scene)
548 {
549         ((KX_GameObject*)gameobj)->UpdateTransform();
550 }
551
552 void KX_GameObject::SynchronizeTransform()
553 {
554         // only used for sensor object, do full synchronization as bullet doesn't do it
555         if (m_pPhysicsController1)
556                 m_pPhysicsController1->SetTransform();
557         if (m_pGraphicController)
558                 m_pGraphicController->SetGraphicTransform();
559 }
560
561 void KX_GameObject::SynchronizeTransformFunc(SG_IObject* node, void* gameobj, void* scene)
562 {
563         ((KX_GameObject*)gameobj)->SynchronizeTransform();
564 }
565
566
567 void KX_GameObject::SetDebugColor(unsigned int bgra)
568 {
569         for (size_t i=0;i<m_meshes.size();i++)
570                 m_meshes[i]->DebugColor(bgra);  
571 }
572
573
574
575 void KX_GameObject::ResetDebugColor()
576 {
577         SetDebugColor(0xff000000);
578 }
579
580 void KX_GameObject::InitIPO(bool ipo_as_force,
581                                                         bool ipo_add,
582                                                         bool ipo_local)
583 {
584         SGControllerList::iterator it = GetSGNode()->GetSGControllerList().begin();
585
586         while (it != GetSGNode()->GetSGControllerList().end()) {
587                 (*it)->SetOption(SG_Controller::SG_CONTR_IPO_RESET, true);
588                 (*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_AS_FORCE, ipo_as_force);
589                 (*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_ADD, ipo_add);
590                 (*it)->SetOption(SG_Controller::SG_CONTR_IPO_LOCAL, ipo_local);
591                 it++;
592         }
593
594
595 void KX_GameObject::UpdateIPO(float curframetime,
596                                                           bool recurse) 
597 {
598         // just the 'normal' update procedure.
599         GetSGNode()->SetSimulatedTime(curframetime,recurse);
600         GetSGNode()->UpdateWorldData(curframetime);
601         UpdateTransform();
602 }
603
604 // IPO update
605 void 
606 KX_GameObject::UpdateMaterialData(
607                 dword matname_hash,
608                 MT_Vector4 rgba,
609                 MT_Vector3 specrgb,
610                 MT_Scalar hard,
611                 MT_Scalar spec,
612                 MT_Scalar ref,
613                 MT_Scalar emit,
614                 MT_Scalar alpha
615
616         )
617 {
618         int mesh = 0;
619         if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0) {
620                 list<RAS_MeshMaterial>::iterator mit = m_meshes[mesh]->GetFirstMaterial();
621
622                 for(; mit != m_meshes[mesh]->GetLastMaterial(); ++mit)
623                 {
624                         RAS_IPolyMaterial* poly = mit->m_bucket->GetPolyMaterial();
625
626                         if(poly->GetFlag() & RAS_BLENDERMAT )
627                         {
628                                 KX_BlenderMaterial *m =  static_cast<KX_BlenderMaterial*>(poly);
629                                 
630                                 if (matname_hash == 0)
631                                 {
632                                         m->UpdateIPO(rgba, specrgb,hard,spec,ref,emit, alpha);
633                                         // if mesh has only one material attached to it then use original hack with no need to edit vertices (better performance)
634                                         SetObjectColor(rgba);
635                                 }
636                                 else
637                                 {
638                                         if (matname_hash == poly->GetMaterialNameHash())
639                                         {
640                                                 m->UpdateIPO(rgba, specrgb,hard,spec,ref,emit, alpha);
641                                                 m_meshes[mesh]->SetVertexColor(poly,rgba);
642                                                 
643                                                 // no break here, because one blender material can be split into several game engine materials
644                                                 // (e.g. one uvsphere material is split into one material at poles with ras_mode TRIANGLE and one material for the body
645                                                 // if here was a break then would miss some vertices if material was split
646                                         }
647                                 }
648                         }
649                 }
650         }
651 }
652 bool
653 KX_GameObject::GetVisible(
654         void
655         )
656 {
657         return m_bVisible;
658 }
659
660 static void setVisible_recursive(SG_Node* node, bool v)
661 {
662         NodeList& children = node->GetSGChildren();
663
664         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
665         {
666                 SG_Node* childnode = (*childit);
667                 KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
668                 if (clientgameobj != NULL) // This is a GameObject
669                         clientgameobj->SetVisible(v, 0);
670                 
671                 // if the childobj is NULL then this may be an inverse parent link
672                 // so a non recursive search should still look down this node.
673                 setVisible_recursive(childnode, v);
674         }
675 }
676
677
678 void
679 KX_GameObject::SetVisible(
680         bool v,
681         bool recursive
682         )
683 {
684         if (GetSGNode()) {
685                 m_bVisible = v;
686                 if (m_pGraphicController)
687                         m_pGraphicController->Activate(m_bVisible);
688                 if (recursive)
689                         setVisible_recursive(GetSGNode(), v);
690         }
691 }
692
693 static void setOccluder_recursive(SG_Node* node, bool v)
694 {
695         NodeList& children = node->GetSGChildren();
696
697         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
698         {
699                 SG_Node* childnode = (*childit);
700                 KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
701                 if (clientgameobj != NULL) // This is a GameObject
702                         clientgameobj->SetOccluder(v, false);
703                 
704                 // if the childobj is NULL then this may be an inverse parent link
705                 // so a non recursive search should still look down this node.
706                 setOccluder_recursive(childnode, v);
707         }
708 }
709
710 void
711 KX_GameObject::SetOccluder(
712         bool v,
713         bool recursive
714         )
715 {
716         if (GetSGNode()) {
717                 m_bOccluder = v;
718                 if (recursive)
719                         setOccluder_recursive(GetSGNode(), v);
720         }
721 }
722
723 void
724 KX_GameObject::SetLayer(
725         int l
726         )
727 {
728         m_layer = l;
729 }
730
731 int
732 KX_GameObject::GetLayer(
733         void
734         )
735 {
736         return m_layer;
737 }
738
739 void KX_GameObject::addLinearVelocity(const MT_Vector3& lin_vel,bool local)
740 {
741         if (m_pPhysicsController1) 
742         {
743                 MT_Vector3 lv = local ? NodeGetWorldOrientation() * lin_vel : lin_vel;
744                 m_pPhysicsController1->SetLinearVelocity(lv + m_pPhysicsController1->GetLinearVelocity(), 0);
745         }
746 }
747
748
749
750 void KX_GameObject::setLinearVelocity(const MT_Vector3& lin_vel,bool local)
751 {
752         if (m_pPhysicsController1)
753                 m_pPhysicsController1->SetLinearVelocity(lin_vel,local);
754 }
755
756
757
758 void KX_GameObject::setAngularVelocity(const MT_Vector3& ang_vel,bool local)
759 {
760         if (m_pPhysicsController1)
761                 m_pPhysicsController1->SetAngularVelocity(ang_vel,local);
762 }
763
764
765 void KX_GameObject::ResolveCombinedVelocities(
766         const MT_Vector3 & lin_vel,
767         const MT_Vector3 & ang_vel,
768         bool lin_vel_local,
769         bool ang_vel_local
770 ){
771         if (m_pPhysicsController1)
772         {
773
774                 MT_Vector3 lv = lin_vel_local ? NodeGetWorldOrientation() * lin_vel : lin_vel;
775                 MT_Vector3 av = ang_vel_local ? NodeGetWorldOrientation() * ang_vel : ang_vel;
776                 m_pPhysicsController1->resolveCombinedVelocities(
777                         lv.x(),lv.y(),lv.z(),av.x(),av.y(),av.z());
778         }
779 }
780
781
782 void KX_GameObject::SetObjectColor(const MT_Vector4& rgbavec)
783 {
784         m_bUseObjectColor = true;
785         m_objectColor = rgbavec;
786 }
787
788 void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis, float fac)
789 {
790         MT_Matrix3x3 orimat;
791         MT_Vector3 vect,ori,z,x,y;
792         MT_Scalar len;
793
794         // check on valid node in case a python controller holds a reference to a deleted object
795         if (!GetSGNode())
796                 return;
797
798         vect = dir;
799         len = vect.length();
800         if (MT_fuzzyZero(len))
801         {
802                 cout << "alignAxisToVect() Error: Null vector!\n";
803                 return;
804         }
805         
806         if (fac<=0.0) {
807                 return;
808         }
809         
810         // normalize
811         vect /= len;
812         orimat = GetSGNode()->GetWorldOrientation();
813         switch (axis)
814         {       
815                 case 0: //x axis
816                         ori.setValue(orimat[0][2], orimat[1][2], orimat[2][2]); //pivot axis
817                         if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON) //is the vector paralell to the pivot?
818                                 ori.setValue(orimat[0][1], orimat[1][1], orimat[2][1]); //change the pivot!
819                         if (fac == 1.0) {
820                                 x = vect;
821                         } else {
822                                 x = (vect * fac) + ((orimat * MT_Vector3(1.0, 0.0, 0.0)) * (1-fac));
823                                 len = x.length();
824                                 if (MT_fuzzyZero(len)) x = vect;
825                                 else x /= len;
826                         }
827                         y = ori.cross(x);
828                         z = x.cross(y);
829                         break;
830                 case 1: //y axis
831                         ori.setValue(orimat[0][0], orimat[1][0], orimat[2][0]);
832                         if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON)
833                                 ori.setValue(orimat[0][2], orimat[1][2], orimat[2][2]);
834                         if (fac == 1.0) {
835                                 y = vect;
836                         } else {
837                                 y = (vect * fac) + ((orimat * MT_Vector3(0.0, 1.0, 0.0)) * (1-fac));
838                                 len = y.length();
839                                 if (MT_fuzzyZero(len)) y = vect;
840                                 else y /= len;
841                         }
842                         z = ori.cross(y);
843                         x = y.cross(z);
844                         break;
845                 case 2: //z axis
846                         ori.setValue(orimat[0][1], orimat[1][1], orimat[2][1]);
847                         if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON)
848                                 ori.setValue(orimat[0][0], orimat[1][0], orimat[2][0]);
849                         if (fac == 1.0) {
850                                 z = vect;
851                         } else {
852                                 z = (vect * fac) + ((orimat * MT_Vector3(0.0, 0.0, 1.0)) * (1-fac));
853                                 len = z.length();
854                                 if (MT_fuzzyZero(len)) z = vect;
855                                 else z /= len;
856                         }
857                         x = ori.cross(z);
858                         y = z.cross(x);
859                         break;
860                 default: //wrong input?
861                         cout << "alignAxisToVect(): Wrong axis '" << axis <<"'\n";
862                         return;
863         }
864         x.normalize(); //normalize the vectors
865         y.normalize();
866         z.normalize();
867         orimat.setValue(        x[0],y[0],z[0],
868                                                 x[1],y[1],z[1],
869                                                 x[2],y[2],z[2]);
870         if (GetSGNode()->GetSGParent() != NULL)
871         {
872                 // the object is a child, adapt its local orientation so that 
873                 // the global orientation is aligned as we want.
874                 MT_Matrix3x3 invori = GetSGNode()->GetSGParent()->GetWorldOrientation().inverse();
875                 NodeSetLocalOrientation(invori*orimat);
876         }
877         else
878                 NodeSetLocalOrientation(orimat);
879 }
880
881 MT_Scalar KX_GameObject::GetMass()
882 {
883         if (m_pPhysicsController1)
884         {
885                 return m_pPhysicsController1->GetMass();
886         }
887         return 0.0;
888 }
889
890 MT_Vector3 KX_GameObject::GetLocalInertia()
891 {
892         MT_Vector3 local_inertia(0.0,0.0,0.0);
893         if (m_pPhysicsController1)
894         {
895                 local_inertia = m_pPhysicsController1->GetLocalInertia();
896         }
897         return local_inertia;
898 }
899
900 MT_Vector3 KX_GameObject::GetLinearVelocity(bool local)
901 {
902         MT_Vector3 velocity(0.0,0.0,0.0), locvel;
903         MT_Matrix3x3 ori;
904         if (m_pPhysicsController1)
905         {
906                 velocity = m_pPhysicsController1->GetLinearVelocity();
907                 
908                 if (local)
909                 {
910                         ori = GetSGNode()->GetWorldOrientation();
911                         
912                         locvel = velocity * ori;
913                         return locvel;
914                 }
915         }
916         return velocity;        
917 }
918
919 MT_Vector3 KX_GameObject::GetAngularVelocity(bool local)
920 {
921         MT_Vector3 velocity(0.0,0.0,0.0), locvel;
922         MT_Matrix3x3 ori;
923         if (m_pPhysicsController1)
924         {
925                 velocity = m_pPhysicsController1->GetAngularVelocity();
926                 
927                 if (local)
928                 {
929                         ori = GetSGNode()->GetWorldOrientation();
930                         
931                         locvel = velocity * ori;
932                         return locvel;
933                 }
934         }
935         return velocity;        
936 }
937
938 MT_Vector3 KX_GameObject::GetVelocity(const MT_Point3& point)
939 {
940         if (m_pPhysicsController1)
941         {
942                 return m_pPhysicsController1->GetVelocity(point);
943         }
944         return MT_Vector3(0.0,0.0,0.0);
945 }
946
947 // scenegraph node stuff
948
949 void KX_GameObject::NodeSetLocalPosition(const MT_Point3& trans)
950 {
951         // check on valid node in case a python controller holds a reference to a deleted object
952         if (!GetSGNode())
953                 return;
954
955         if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
956         {
957                 // don't update physic controller if the object is a child:
958                 // 1) the transformation will not be right
959                 // 2) in this case, the physic controller is necessarily a static object
960                 //    that is updated from the normal kinematic synchronization
961                 m_pPhysicsController1->setPosition(trans);
962         }
963
964         GetSGNode()->SetLocalPosition(trans);
965
966 }
967
968
969
970 void KX_GameObject::NodeSetLocalOrientation(const MT_Matrix3x3& rot)
971 {
972         // check on valid node in case a python controller holds a reference to a deleted object
973         if (!GetSGNode())
974                 return;
975
976         if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
977         {
978                 // see note above
979                 m_pPhysicsController1->setOrientation(rot);
980         }
981         GetSGNode()->SetLocalOrientation(rot);
982 }
983
984 void KX_GameObject::NodeSetGlobalOrientation(const MT_Matrix3x3& rot)
985 {
986         // check on valid node in case a python controller holds a reference to a deleted object
987         if (!GetSGNode())
988                 return;
989
990         if (GetSGNode()->GetSGParent())
991                 GetSGNode()->SetLocalOrientation(GetSGNode()->GetSGParent()->GetWorldOrientation().inverse()*rot);
992         else
993                 GetSGNode()->SetLocalOrientation(rot);
994 }
995
996 void KX_GameObject::NodeSetLocalScale(const MT_Vector3& scale)
997 {
998         // check on valid node in case a python controller holds a reference to a deleted object
999         if (!GetSGNode())
1000                 return;
1001
1002         if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
1003         {
1004                 // see note above
1005                 m_pPhysicsController1->setScaling(scale);
1006         }
1007         GetSGNode()->SetLocalScale(scale);
1008 }
1009
1010
1011
1012 void KX_GameObject::NodeSetRelativeScale(const MT_Vector3& scale)
1013 {
1014         if (GetSGNode())
1015         {
1016                 GetSGNode()->RelativeScale(scale);
1017                 if (m_pPhysicsController1 && (!GetSGNode()->GetSGParent()))
1018                 {
1019                         // see note above
1020                         // we can use the local scale: it's the same thing for a root object 
1021                         // and the world scale is not yet updated
1022                         MT_Vector3 newscale = GetSGNode()->GetLocalScale();
1023                         m_pPhysicsController1->setScaling(newscale);
1024                 }
1025         }
1026 }
1027
1028 void KX_GameObject::NodeSetWorldPosition(const MT_Point3& trans)
1029 {
1030         if (!GetSGNode())
1031                 return;
1032         SG_Node* parent = GetSGNode()->GetSGParent();
1033         if (parent != NULL)
1034         {
1035                 // Make sure the objects have some scale
1036                 MT_Vector3 scale = parent->GetWorldScaling();
1037                 if (fabs(scale[0]) < FLT_EPSILON || 
1038                         fabs(scale[1]) < FLT_EPSILON || 
1039                         fabs(scale[2]) < FLT_EPSILON)
1040                 { 
1041                         return; 
1042                 }
1043                 scale[0] = 1.0/scale[0];
1044                 scale[1] = 1.0/scale[1];
1045                 scale[2] = 1.0/scale[2];
1046                 MT_Matrix3x3 invori = parent->GetWorldOrientation().inverse();
1047                 MT_Vector3 newpos = invori*(trans-parent->GetWorldPosition())*scale;
1048                 NodeSetLocalPosition(MT_Point3(newpos[0],newpos[1],newpos[2]));
1049         }
1050         else 
1051         {
1052                 NodeSetLocalPosition(trans);
1053         }
1054 }
1055
1056
1057 void KX_GameObject::NodeUpdateGS(double time)
1058 {
1059         if (GetSGNode())
1060                 GetSGNode()->UpdateWorldData(time);
1061 }
1062
1063
1064
1065 const MT_Matrix3x3& KX_GameObject::NodeGetWorldOrientation() const
1066 {
1067         // check on valid node in case a python controller holds a reference to a deleted object
1068         if (!GetSGNode())
1069                 return dummy_orientation;
1070         return GetSGNode()->GetWorldOrientation();
1071 }
1072
1073 const MT_Matrix3x3& KX_GameObject::NodeGetLocalOrientation() const
1074 {
1075         // check on valid node in case a python controller holds a reference to a deleted object
1076         if (!GetSGNode())
1077                 return dummy_orientation;
1078         return GetSGNode()->GetLocalOrientation();
1079 }
1080
1081 const MT_Vector3& KX_GameObject::NodeGetWorldScaling() const
1082 {
1083         // check on valid node in case a python controller holds a reference to a deleted object
1084         if (!GetSGNode())
1085                 return dummy_scaling;
1086
1087         return GetSGNode()->GetWorldScaling();
1088 }
1089
1090 const MT_Vector3& KX_GameObject::NodeGetLocalScaling() const
1091 {
1092         // check on valid node in case a python controller holds a reference to a deleted object
1093         if (!GetSGNode())
1094                 return dummy_scaling;
1095
1096         return GetSGNode()->GetLocalScale();
1097 }
1098
1099 const MT_Point3& KX_GameObject::NodeGetWorldPosition() const
1100 {
1101         // check on valid node in case a python controller holds a reference to a deleted object
1102         if (GetSGNode())
1103                 return GetSGNode()->GetWorldPosition();
1104         else
1105                 return dummy_point;
1106 }
1107
1108 const MT_Point3& KX_GameObject::NodeGetLocalPosition() const
1109 {
1110         // check on valid node in case a python controller holds a reference to a deleted object
1111         if (GetSGNode())
1112                 return GetSGNode()->GetLocalPosition();
1113         else
1114                 return dummy_point;
1115 }
1116
1117
1118 /* Suspend/ resume: for the dynamic behaviour, there is a simple
1119  * method. For the residual motion, there is not. I wonder what the
1120  * correct solution is for Sumo. Remove from the motion-update tree?
1121  *
1122  * So far, only switch the physics and logic.
1123  * */
1124
1125 void KX_GameObject::Resume(void)
1126 {
1127         if (m_suspended) {
1128                 SCA_IObject::Resume();
1129                 if(GetPhysicsController())
1130                         GetPhysicsController()->RestoreDynamics();
1131
1132                 m_suspended = false;
1133         }
1134 }
1135
1136 void KX_GameObject::Suspend()
1137 {
1138         if ((!m_ignore_activity_culling) 
1139                 && (!m_suspended))  {
1140                 SCA_IObject::Suspend();
1141                 if(GetPhysicsController())
1142                         GetPhysicsController()->SuspendDynamics();
1143                 m_suspended = true;
1144         }
1145 }
1146
1147 static void walk_children(SG_Node* node, CListValue* list, bool recursive)
1148 {
1149         if (!node)
1150                 return;
1151         NodeList& children = node->GetSGChildren();
1152
1153         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
1154         {
1155                 SG_Node* childnode = (*childit);
1156                 CValue* childobj = (CValue*)childnode->GetSGClientObject();
1157                 if (childobj != NULL) // This is a GameObject
1158                 {
1159                         // add to the list
1160                         list->Add(childobj->AddRef());
1161                 }
1162                 
1163                 // if the childobj is NULL then this may be an inverse parent link
1164                 // so a non recursive search should still look down this node.
1165                 if (recursive || childobj==NULL) {
1166                         walk_children(childnode, list, recursive);
1167                 }
1168         }
1169 }
1170
1171 CListValue* KX_GameObject::GetChildren()
1172 {
1173         CListValue* list = new CListValue();
1174         walk_children(GetSGNode(), list, 0); /* GetSGNode() is always valid or it would have raised an exception before this */
1175         return list;
1176 }
1177
1178 CListValue* KX_GameObject::GetChildrenRecursive()
1179 {
1180         CListValue* list = new CListValue();
1181         walk_children(GetSGNode(), list, 1);
1182         return list;
1183 }
1184
1185 #ifdef USE_MATHUTILS
1186
1187 /* These require an SGNode */
1188 #define MATHUTILS_VEC_CB_POS_LOCAL 1
1189 #define MATHUTILS_VEC_CB_POS_GLOBAL 2
1190 #define MATHUTILS_VEC_CB_SCALE_LOCAL 3
1191 #define MATHUTILS_VEC_CB_SCALE_GLOBAL 4
1192 #define MATHUTILS_VEC_CB_INERTIA_LOCAL 5
1193
1194 static int mathutils_kxgameob_vector_cb_index= -1; /* index for our callbacks */
1195
1196 static int mathutils_kxgameob_generic_check(PyObject *self_v)
1197 {
1198         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1199         if(self==NULL)
1200                 return 0;
1201         
1202         return 1;
1203 }
1204
1205 static int mathutils_kxgameob_vector_get(PyObject *self_v, int subtype, float *vec_from)
1206 {
1207         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1208         if(self==NULL)
1209                 return 0;
1210         
1211         switch(subtype) {
1212                 case MATHUTILS_VEC_CB_POS_LOCAL:
1213                         self->NodeGetLocalPosition().getValue(vec_from);
1214                         break;
1215                 case MATHUTILS_VEC_CB_POS_GLOBAL:
1216                         self->NodeGetWorldPosition().getValue(vec_from);
1217                         break;
1218                 case MATHUTILS_VEC_CB_SCALE_LOCAL:
1219                         self->NodeGetLocalScaling().getValue(vec_from);
1220                         break;
1221                 case MATHUTILS_VEC_CB_SCALE_GLOBAL:
1222                         self->NodeGetWorldScaling().getValue(vec_from);
1223                         break;
1224                 case MATHUTILS_VEC_CB_INERTIA_LOCAL:
1225                         if(!self->GetPhysicsController()) return 0;
1226                         self->GetPhysicsController()->GetLocalInertia().getValue(vec_from);
1227                         break;
1228         }
1229         
1230         return 1;
1231 }
1232
1233 static int mathutils_kxgameob_vector_set(PyObject *self_v, int subtype, float *vec_to)
1234 {
1235         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1236         if(self==NULL)
1237                 return 0;
1238         
1239         switch(subtype) {
1240                 case MATHUTILS_VEC_CB_POS_LOCAL:
1241                         self->NodeSetLocalPosition(MT_Point3(vec_to));
1242                         self->NodeUpdateGS(0.f);
1243                         break;
1244                 case MATHUTILS_VEC_CB_POS_GLOBAL:
1245                         self->NodeSetWorldPosition(MT_Point3(vec_to));
1246                         self->NodeUpdateGS(0.f);
1247                         break;
1248                 case MATHUTILS_VEC_CB_SCALE_LOCAL:
1249                         self->NodeSetLocalScale(MT_Point3(vec_to));
1250                         self->NodeUpdateGS(0.f);
1251                         break;
1252                 case MATHUTILS_VEC_CB_SCALE_GLOBAL:
1253                         break;
1254                 case MATHUTILS_VEC_CB_INERTIA_LOCAL:
1255                         /* read only */
1256                         break;
1257         }
1258         
1259         return 1;
1260 }
1261
1262 static int mathutils_kxgameob_vector_get_index(PyObject *self_v, int subtype, float *vec_from, int index)
1263 {
1264         float f[4];
1265         /* lazy, avoid repeteing the case statement */
1266         if(!mathutils_kxgameob_vector_get(self_v, subtype, f))
1267                 return 0;
1268         
1269         vec_from[index]= f[index];
1270         return 1;
1271 }
1272
1273 static int mathutils_kxgameob_vector_set_index(PyObject *self_v, int subtype, float *vec_to, int index)
1274 {
1275         float f= vec_to[index];
1276         
1277         /* lazy, avoid repeteing the case statement */
1278         if(!mathutils_kxgameob_vector_get(self_v, subtype, vec_to))
1279                 return 0;
1280         
1281         vec_to[index]= f;
1282         mathutils_kxgameob_vector_set(self_v, subtype, vec_to);
1283         
1284         return 1;
1285 }
1286
1287 Mathutils_Callback mathutils_kxgameob_vector_cb = {
1288         mathutils_kxgameob_generic_check,
1289         mathutils_kxgameob_vector_get,
1290         mathutils_kxgameob_vector_set,
1291         mathutils_kxgameob_vector_get_index,
1292         mathutils_kxgameob_vector_set_index
1293 };
1294
1295 /* Matrix */
1296 #define MATHUTILS_MAT_CB_ORI_LOCAL 1
1297 #define MATHUTILS_MAT_CB_ORI_GLOBAL 2
1298
1299 static int mathutils_kxgameob_matrix_cb_index= -1; /* index for our callbacks */
1300
1301 static int mathutils_kxgameob_matrix_get(PyObject *self_v, int subtype, float *mat_from)
1302 {
1303         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1304         if(self==NULL)
1305                 return 0;
1306         
1307         switch(subtype) {
1308                 case MATHUTILS_MAT_CB_ORI_LOCAL:
1309                         self->NodeGetLocalOrientation().getValue3x3(mat_from);
1310                         break;
1311                 case MATHUTILS_MAT_CB_ORI_GLOBAL:
1312                         self->NodeGetWorldOrientation().getValue3x3(mat_from);
1313                         break;
1314         }
1315         
1316         return 1;
1317 }
1318
1319
1320 static int mathutils_kxgameob_matrix_set(PyObject *self_v, int subtype, float *mat_to)
1321 {
1322         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1323         if(self==NULL)
1324                 return 0;
1325         
1326         MT_Matrix3x3 mat3x3;
1327         switch(subtype) {
1328                 case MATHUTILS_MAT_CB_ORI_LOCAL:
1329                         mat3x3.setValue3x3(mat_to);
1330                         self->NodeSetLocalOrientation(mat3x3);
1331                         self->NodeUpdateGS(0.f);
1332                         break;
1333                 case MATHUTILS_MAT_CB_ORI_GLOBAL:
1334                         mat3x3.setValue3x3(mat_to);
1335                         self->NodeSetLocalOrientation(mat3x3);
1336                         self->NodeUpdateGS(0.f);
1337                         break;
1338         }
1339         
1340         return 1;
1341 }
1342
1343 Mathutils_Callback mathutils_kxgameob_matrix_cb = {
1344         mathutils_kxgameob_generic_check,
1345         mathutils_kxgameob_matrix_get,
1346         mathutils_kxgameob_matrix_set,
1347         NULL,
1348         NULL
1349 };
1350
1351
1352 void KX_GameObject_Mathutils_Callback_Init(void)
1353 {
1354         // register mathutils callbacks, ok to run more then once.
1355         mathutils_kxgameob_vector_cb_index= Mathutils_RegisterCallback(&mathutils_kxgameob_vector_cb);
1356         mathutils_kxgameob_matrix_cb_index= Mathutils_RegisterCallback(&mathutils_kxgameob_matrix_cb);
1357 }
1358
1359 #endif // USE_MATHUTILS
1360
1361 /* ------- python stuff ---------------------------------------------------*/
1362
1363 PyMethodDef KX_GameObject::Methods[] = {
1364         {"applyForce", (PyCFunction)    KX_GameObject::sPyApplyForce, METH_VARARGS},
1365         {"applyTorque", (PyCFunction)   KX_GameObject::sPyApplyTorque, METH_VARARGS},
1366         {"applyRotation", (PyCFunction) KX_GameObject::sPyApplyRotation, METH_VARARGS},
1367         {"applyMovement", (PyCFunction) KX_GameObject::sPyApplyMovement, METH_VARARGS},
1368         {"getLinearVelocity", (PyCFunction) KX_GameObject::sPyGetLinearVelocity, METH_VARARGS},
1369         {"setLinearVelocity", (PyCFunction) KX_GameObject::sPySetLinearVelocity, METH_VARARGS},
1370         {"getAngularVelocity", (PyCFunction) KX_GameObject::sPyGetAngularVelocity, METH_VARARGS},
1371         {"setAngularVelocity", (PyCFunction) KX_GameObject::sPySetAngularVelocity, METH_VARARGS},
1372         {"getVelocity", (PyCFunction) KX_GameObject::sPyGetVelocity, METH_VARARGS},
1373         {"getReactionForce", (PyCFunction) KX_GameObject::sPyGetReactionForce, METH_NOARGS},
1374         {"alignAxisToVect",(PyCFunction) KX_GameObject::sPyAlignAxisToVect, METH_VARARGS},
1375         {"getAxisVect",(PyCFunction) KX_GameObject::sPyGetAxisVect, METH_O},
1376         {"suspendDynamics", (PyCFunction)KX_GameObject::sPySuspendDynamics,METH_NOARGS},
1377         {"restoreDynamics", (PyCFunction)KX_GameObject::sPyRestoreDynamics,METH_NOARGS},
1378         {"enableRigidBody", (PyCFunction)KX_GameObject::sPyEnableRigidBody,METH_NOARGS},
1379         {"disableRigidBody", (PyCFunction)KX_GameObject::sPyDisableRigidBody,METH_NOARGS},
1380         {"applyImpulse", (PyCFunction) KX_GameObject::sPyApplyImpulse, METH_VARARGS},
1381         {"setCollisionMargin", (PyCFunction) KX_GameObject::sPySetCollisionMargin, METH_O},
1382         {"setParent", (PyCFunction)KX_GameObject::sPySetParent,METH_VARARGS},
1383         {"setVisible",(PyCFunction) KX_GameObject::sPySetVisible, METH_VARARGS},
1384         {"setOcclusion",(PyCFunction) KX_GameObject::sPySetOcclusion, METH_VARARGS},
1385         {"removeParent", (PyCFunction)KX_GameObject::sPyRemoveParent,METH_NOARGS},
1386         {"getChildren", (PyCFunction)KX_GameObject::sPyGetChildren,METH_NOARGS},
1387         {"getChildrenRecursive", (PyCFunction)KX_GameObject::sPyGetChildrenRecursive,METH_NOARGS},
1388         {"getPhysicsId", (PyCFunction)KX_GameObject::sPyGetPhysicsId,METH_NOARGS},
1389         {"getPropertyNames", (PyCFunction)KX_GameObject::sPyGetPropertyNames,METH_NOARGS},
1390         {"replaceMesh",(PyCFunction) KX_GameObject::sPyReplaceMesh, METH_VARARGS},
1391         {"endObject",(PyCFunction) KX_GameObject::sPyEndObject, METH_NOARGS},
1392         {"reinstancePhysicsMesh", (PyCFunction)KX_GameObject::sPyReinstancePhysicsMesh,METH_VARARGS},
1393         
1394         KX_PYMETHODTABLE(KX_GameObject, rayCastTo),
1395         KX_PYMETHODTABLE(KX_GameObject, rayCast),
1396         KX_PYMETHODTABLE_O(KX_GameObject, getDistanceTo),
1397         KX_PYMETHODTABLE_O(KX_GameObject, getVectTo),
1398         KX_PYMETHODTABLE(KX_GameObject, sendMessage),
1399         
1400         // dict style access for props
1401         {"has_key",(PyCFunction) KX_GameObject::sPyhas_key, METH_O},
1402         {"get",(PyCFunction) KX_GameObject::sPyget, METH_VARARGS},
1403         
1404         // deprecated
1405         {"getPosition", (PyCFunction) KX_GameObject::sPyGetPosition, METH_NOARGS},
1406         {"setPosition", (PyCFunction) KX_GameObject::sPySetPosition, METH_O},
1407         {"setWorldPosition", (PyCFunction) KX_GameObject::sPySetWorldPosition, METH_O},
1408         {"getOrientation", (PyCFunction) KX_GameObject::sPyGetOrientation, METH_NOARGS},
1409         {"setOrientation", (PyCFunction) KX_GameObject::sPySetOrientation, METH_O},
1410         {"getState",(PyCFunction) KX_GameObject::sPyGetState, METH_NOARGS},
1411         {"setState",(PyCFunction) KX_GameObject::sPySetState, METH_O},
1412         {"getParent", (PyCFunction)KX_GameObject::sPyGetParent,METH_NOARGS},
1413         {"getVisible",(PyCFunction) KX_GameObject::sPyGetVisible, METH_NOARGS},
1414         {"getMass", (PyCFunction) KX_GameObject::sPyGetMass, METH_NOARGS},
1415         {"getMesh", (PyCFunction)KX_GameObject::sPyGetMesh,METH_VARARGS},
1416         {NULL,NULL} //Sentinel
1417 };
1418
1419 PyAttributeDef KX_GameObject::Attributes[] = {
1420         KX_PYATTRIBUTE_RO_FUNCTION("name",              KX_GameObject, pyattr_get_name),
1421         KX_PYATTRIBUTE_RO_FUNCTION("parent",    KX_GameObject, pyattr_get_parent),
1422         KX_PYATTRIBUTE_RW_FUNCTION("mass",              KX_GameObject, pyattr_get_mass,         pyattr_set_mass),
1423         KX_PYATTRIBUTE_RW_FUNCTION("linVelocityMin",            KX_GameObject, pyattr_get_lin_vel_min, pyattr_set_lin_vel_min),
1424         KX_PYATTRIBUTE_RW_FUNCTION("linVelocityMax",            KX_GameObject, pyattr_get_lin_vel_max, pyattr_set_lin_vel_max),
1425         KX_PYATTRIBUTE_RW_FUNCTION("visible",   KX_GameObject, pyattr_get_visible,      pyattr_set_visible),
1426         KX_PYATTRIBUTE_BOOL_RW    ("occlusion", KX_GameObject, m_bOccluder),
1427         KX_PYATTRIBUTE_RW_FUNCTION("position",  KX_GameObject, pyattr_get_worldPosition,        pyattr_set_localPosition),
1428         KX_PYATTRIBUTE_RO_FUNCTION("localInertia",      KX_GameObject, pyattr_get_localInertia),
1429         KX_PYATTRIBUTE_RW_FUNCTION("orientation",KX_GameObject,pyattr_get_worldOrientation,pyattr_set_localOrientation),
1430         KX_PYATTRIBUTE_RW_FUNCTION("scaling",   KX_GameObject, pyattr_get_worldScaling, pyattr_set_localScaling),
1431         KX_PYATTRIBUTE_RW_FUNCTION("timeOffset",KX_GameObject, pyattr_get_timeOffset,pyattr_set_timeOffset),
1432         KX_PYATTRIBUTE_RW_FUNCTION("state",             KX_GameObject, pyattr_get_state,        pyattr_set_state),
1433         KX_PYATTRIBUTE_RO_FUNCTION("meshes",    KX_GameObject, pyattr_get_meshes),
1434         KX_PYATTRIBUTE_RW_FUNCTION("localOrientation",KX_GameObject,pyattr_get_localOrientation,pyattr_set_localOrientation),
1435         KX_PYATTRIBUTE_RW_FUNCTION("worldOrientation",KX_GameObject,pyattr_get_worldOrientation,pyattr_set_worldOrientation),
1436         KX_PYATTRIBUTE_RW_FUNCTION("localPosition",     KX_GameObject, pyattr_get_localPosition,        pyattr_set_localPosition),
1437         KX_PYATTRIBUTE_RW_FUNCTION("worldPosition",     KX_GameObject, pyattr_get_worldPosition,    pyattr_set_worldPosition),
1438         KX_PYATTRIBUTE_RW_FUNCTION("localScale",        KX_GameObject, pyattr_get_localScaling, pyattr_set_localScaling),
1439         KX_PYATTRIBUTE_RO_FUNCTION("worldScale",        KX_GameObject, pyattr_get_worldScaling),
1440         KX_PYATTRIBUTE_RO_FUNCTION("children",  KX_GameObject, pyattr_get_children),
1441         KX_PYATTRIBUTE_RO_FUNCTION("childrenRecursive", KX_GameObject, pyattr_get_children_recursive),
1442         KX_PYATTRIBUTE_RO_FUNCTION("attrDict",  KX_GameObject, pyattr_get_attrDict),
1443         
1444         /* Experemental, dont rely on these yet */
1445         KX_PYATTRIBUTE_RO_FUNCTION("sensors",           KX_GameObject, pyattr_get_sensors),
1446         KX_PYATTRIBUTE_RO_FUNCTION("controllers",       KX_GameObject, pyattr_get_controllers),
1447         KX_PYATTRIBUTE_RO_FUNCTION("actuators",         KX_GameObject, pyattr_get_actuators),
1448         {NULL} //Sentinel
1449 };
1450
1451
1452 /*
1453 bool KX_GameObject::ConvertPythonVectorArgs(PyObject* args,
1454                                                                                         MT_Vector3& pos,
1455                                                                                         MT_Vector3& pos2)
1456 {
1457         PyObject* pylist;
1458         PyObject* pylist2;
1459         bool error = (PyArg_ParseTuple(args,"OO",&pylist,&pylist2)) != 0;
1460
1461         pos = ConvertPythonPylist(pylist);
1462         pos2 = ConvertPythonPylist(pylist2);
1463                 
1464         return error;
1465 }
1466 */
1467
1468 PyObject* KX_GameObject::PyReplaceMesh(PyObject* args)
1469 {
1470         KX_Scene *scene = KX_GetActiveScene();
1471         
1472         PyObject *value;
1473         int use_gfx= 1, use_phys= 0;
1474         RAS_MeshObject *new_mesh;
1475         
1476         if (!PyArg_ParseTuple(args,"O|ii:replaceMesh", &value, &use_gfx, &use_phys))
1477                 return NULL;
1478         
1479         if (!ConvertPythonToMesh(value, &new_mesh, false, "gameOb.replaceMesh(value): KX_GameObject"))
1480                 return NULL;
1481         
1482         scene->ReplaceMesh(this, new_mesh, (bool)use_gfx, (bool)use_phys);
1483         Py_RETURN_NONE;
1484 }
1485
1486 PyObject* KX_GameObject::PyEndObject()
1487 {
1488         KX_Scene *scene = KX_GetActiveScene();
1489         
1490         scene->DelayedRemoveObject(this);
1491         
1492         Py_RETURN_NONE;
1493
1494 }
1495
1496 PyObject* KX_GameObject::PyReinstancePhysicsMesh(PyObject* args)
1497 {
1498         KX_GameObject *gameobj= NULL;
1499         RAS_MeshObject *mesh= NULL;
1500         
1501         PyObject *gameobj_py= NULL;
1502         PyObject *mesh_py= NULL;
1503
1504         if (    !PyArg_ParseTuple(args,"|OO:reinstancePhysicsMesh",&gameobj_py, &mesh_py) ||
1505                         (gameobj_py && !ConvertPythonToGameObject(gameobj_py, &gameobj, true, "gameOb.reinstancePhysicsMesh(obj, mesh): KX_GameObject")) || 
1506                         (mesh_py && !ConvertPythonToMesh(mesh_py, &mesh, true, "gameOb.reinstancePhysicsMesh(obj, mesh): KX_GameObject"))
1507                 ) {
1508                 return NULL;
1509         }
1510         
1511         /* gameobj and mesh can be NULL */
1512         if(KX_ReInstanceBulletShapeFromMesh(this, gameobj, mesh))
1513                 Py_RETURN_TRUE;
1514
1515         Py_RETURN_FALSE;
1516 }
1517
1518
1519 PyObject* KX_GameObject::PyGetPosition()
1520 {
1521         ShowDeprecationWarning("getPosition()", "the position property");
1522         return PyObjectFrom(NodeGetWorldPosition());
1523 }
1524
1525 static PyObject *Map_GetItem(PyObject *self_v, PyObject *item)
1526 {
1527         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1528         const char *attr_str= _PyUnicode_AsString(item);
1529         CValue* resultattr;
1530         PyObject* pyconvert;
1531         
1532         if (self==NULL) {
1533                 PyErr_SetString(PyExc_SystemError, "val = gameOb[key]: KX_GameObject, "BGE_PROXY_ERROR_MSG);
1534                 return NULL;
1535         }
1536         
1537         /* first see if the attributes a string and try get the cvalue attribute */
1538         if(attr_str && (resultattr=self->GetProperty(attr_str))) {
1539                 pyconvert = resultattr->ConvertValueToPython();                 
1540                 return pyconvert ? pyconvert:resultattr->GetProxy();
1541         }
1542         /* no CValue attribute, try get the python only m_attr_dict attribute */
1543         else if (self->m_attr_dict && (pyconvert=PyDict_GetItem(self->m_attr_dict, item))) {
1544                 
1545                 if (attr_str)
1546                         PyErr_Clear();
1547                 Py_INCREF(pyconvert);
1548                 return pyconvert;
1549         }
1550         else {
1551                 if(attr_str)    PyErr_Format(PyExc_KeyError, "value = gameOb[key]: KX_GameObject, key \"%s\" does not exist", attr_str);
1552                 else                    PyErr_SetString(PyExc_KeyError, "value = gameOb[key]: KX_GameObject, key does not exist");
1553                 return NULL;
1554         }
1555                 
1556 }
1557
1558
1559 static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val)
1560 {
1561         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1562         const char *attr_str= _PyUnicode_AsString(key);
1563         if(attr_str==NULL)
1564                 PyErr_Clear();
1565         
1566         if (self==NULL) {
1567                 PyErr_SetString(PyExc_SystemError, "gameOb[key] = value: KX_GameObject, "BGE_PROXY_ERROR_MSG);
1568                 return -1;
1569         }
1570         
1571         if (val==NULL) { /* del ob["key"] */
1572                 int del= 0;
1573                 
1574                 /* try remove both just incase */
1575                 if(attr_str)
1576                         del |= (self->RemoveProperty(attr_str)==true) ? 1:0;
1577                 
1578                 if(self->m_attr_dict)
1579                         del |= (PyDict_DelItem(self->m_attr_dict, key)==0) ? 1:0;
1580                 
1581                 if (del==0) {
1582                         if(attr_str)    PyErr_Format(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key \"%s\" could not be set", attr_str);
1583                         else                    PyErr_SetString(PyExc_KeyError, "del gameOb[key]: KX_GameObject, key could not be deleted");
1584                         return -1;
1585                 }
1586                 else if (self->m_attr_dict) {
1587                         PyErr_Clear(); /* PyDict_DelItem sets an error when it fails */
1588                 }
1589         }
1590         else { /* ob["key"] = value */
1591                 int set= 0;
1592                 
1593                 /* as CValue */
1594                 if(attr_str && PyObject_TypeCheck(val, &PyObjectPlus::Type)==0) /* dont allow GameObjects for eg to be assigned to CValue props */
1595                 {
1596                         CValue* vallie = self->ConvertPythonToValue(val, ""); /* error unused */
1597                         
1598                         if(vallie)
1599                         {
1600                                 CValue* oldprop = self->GetProperty(attr_str);
1601                                 
1602                                 if (oldprop)
1603                                         oldprop->SetValue(vallie);
1604                                 else
1605                                         self->SetProperty(attr_str, vallie);
1606                                 
1607                                 vallie->Release();
1608                                 set= 1;
1609                                 
1610                                 /* try remove dict value to avoid double ups */
1611                                 if (self->m_attr_dict){
1612                                         if (PyDict_DelItem(self->m_attr_dict, key) != 0)
1613                                                 PyErr_Clear();
1614                                 }
1615                         }
1616                         else {
1617                                 PyErr_Clear();
1618                         }
1619                 }
1620                 
1621                 if(set==0)
1622                 {
1623                         if (self->m_attr_dict==NULL) /* lazy init */
1624                                 self->m_attr_dict= PyDict_New();
1625                         
1626                         
1627                         if(PyDict_SetItem(self->m_attr_dict, key, val)==0)
1628                         {
1629                                 if(attr_str)
1630                                         self->RemoveProperty(attr_str); /* overwrite the CValue if it exists */
1631                                 set= 1;
1632                         }
1633                         else {
1634                                 if(attr_str)    PyErr_Format(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key \"%s\" not be added to internal dictionary", attr_str);
1635                                 else                    PyErr_SetString(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key not be added to internal dictionary");
1636                         }
1637                 }
1638                 
1639                 if(set==0)
1640                         return -1; /* pythons error value */
1641                 
1642         }
1643         
1644         return 0; /* success */
1645 }
1646
1647 static int Seq_Contains(PyObject *self_v, PyObject *value)
1648 {
1649         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1650         
1651         if (self==NULL) {
1652                 PyErr_SetString(PyExc_SystemError, "val in gameOb: KX_GameObject, "BGE_PROXY_ERROR_MSG);
1653                 return -1;
1654         }
1655         
1656         if(PyUnicode_Check(value) && self->GetProperty(_PyUnicode_AsString(value)))
1657                 return 1;
1658         
1659         if (self->m_attr_dict && PyDict_GetItem(self->m_attr_dict, value))
1660                 return 1;
1661         
1662         return 0;
1663 }
1664
1665
1666 PyMappingMethods KX_GameObject::Mapping = {
1667         (lenfunc)NULL                                   ,                       /*inquiry mp_length */
1668         (binaryfunc)Map_GetItem,                /*binaryfunc mp_subscript */
1669         (objobjargproc)Map_SetItem,     /*objobjargproc mp_ass_subscript */
1670 };
1671
1672 PySequenceMethods KX_GameObject::Sequence = {
1673         NULL,           /* Cant set the len otherwise it can evaluate as false */
1674         NULL,           /* sq_concat */
1675         NULL,           /* sq_repeat */
1676         NULL,           /* sq_item */
1677         NULL,           /* sq_slice */
1678         NULL,           /* sq_ass_item */
1679         NULL,           /* sq_ass_slice */
1680         (objobjproc)Seq_Contains,       /* sq_contains */
1681 };
1682
1683 PyTypeObject KX_GameObject::Type = {
1684 #if (PY_VERSION_HEX >= 0x02060000)
1685         PyVarObject_HEAD_INIT(NULL, 0)
1686 #else
1687         /* python 2.5 and below */
1688         PyObject_HEAD_INIT( NULL )  /* required py macro */
1689         0,                          /* ob_size */
1690 #endif
1691                 "KX_GameObject",
1692                 sizeof(PyObjectPlus_Proxy),
1693                 0,
1694                 py_base_dealloc,
1695                 0,
1696                 0,
1697                 0,
1698                 0,
1699                 py_base_repr,
1700                 0,
1701                 &Sequence,
1702                 &Mapping,
1703                 0,0,0,
1704                 NULL,
1705                 NULL,
1706                 0,
1707                 Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
1708                 0,0,0,0,0,0,0,
1709                 Methods,
1710                 0,
1711                 0,
1712                 &SCA_IObject::Type,
1713                 0,0,0,0,0,0,
1714                 py_base_new
1715 };
1716
1717 PyObject* KX_GameObject::pyattr_get_name(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1718 {
1719         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1720         return PyUnicode_FromString(self->GetName().ReadPtr());
1721 }
1722
1723 PyObject* KX_GameObject::pyattr_get_parent(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1724 {
1725         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1726         KX_GameObject* parent = self->GetParent();
1727         if (parent) {
1728                 parent->Release(); /* self->GetParent() AddRef's */
1729                 return parent->GetProxy();
1730         }
1731         Py_RETURN_NONE;
1732 }
1733
1734 PyObject* KX_GameObject::pyattr_get_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1735 {
1736         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1737         KX_IPhysicsController *spc = self->GetPhysicsController();
1738         return PyFloat_FromDouble(spc ? spc->GetMass() : 0.0f);
1739 }
1740
1741 int KX_GameObject::pyattr_set_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1742 {
1743         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1744         KX_IPhysicsController *spc = self->GetPhysicsController();
1745         MT_Scalar val = PyFloat_AsDouble(value);
1746         if (val < 0.0f) { /* also accounts for non float */
1747                 PyErr_SetString(PyExc_AttributeError, "gameOb.mass = float: KX_GameObject, expected a float zero or above");
1748                 return PY_SET_ATTR_FAIL;
1749         }
1750
1751         if (spc)
1752                 spc->SetMass(val);
1753
1754         return PY_SET_ATTR_SUCCESS;
1755 }
1756
1757 PyObject* KX_GameObject::pyattr_get_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1758 {
1759         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1760         KX_IPhysicsController *spc = self->GetPhysicsController();
1761         return PyFloat_FromDouble(spc ? spc->GetLinVelocityMax() : 0.0f);
1762 }
1763
1764 int KX_GameObject::pyattr_set_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1765 {
1766         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1767         KX_IPhysicsController *spc = self->GetPhysicsController();
1768         MT_Scalar val = PyFloat_AsDouble(value);
1769         if (val < 0.0f) { /* also accounts for non float */
1770                 PyErr_SetString(PyExc_AttributeError, "gameOb.linVelocityMin = float: KX_GameObject, expected a float zero or above");
1771                 return PY_SET_ATTR_FAIL;
1772         }
1773
1774         if (spc)
1775                 spc->SetLinVelocityMin(val);
1776
1777         return PY_SET_ATTR_SUCCESS;
1778 }
1779
1780 PyObject* KX_GameObject::pyattr_get_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1781 {
1782         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1783         KX_IPhysicsController *spc = self->GetPhysicsController();
1784         return PyFloat_FromDouble(spc ? spc->GetLinVelocityMax() : 0.0f);
1785 }
1786
1787 int KX_GameObject::pyattr_set_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1788 {
1789         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1790         KX_IPhysicsController *spc = self->GetPhysicsController();
1791         MT_Scalar val = PyFloat_AsDouble(value);
1792         if (val < 0.0f) { /* also accounts for non float */
1793                 PyErr_SetString(PyExc_AttributeError, "gameOb.linVelocityMax = float: KX_GameObject, expected a float zero or above");
1794                 return PY_SET_ATTR_FAIL;
1795         }
1796
1797         if (spc)
1798                 spc->SetLinVelocityMax(val);
1799
1800         return PY_SET_ATTR_SUCCESS;
1801 }
1802
1803
1804 PyObject* KX_GameObject::pyattr_get_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1805 {
1806         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1807         return PyBool_FromLong(self->GetVisible());
1808 }
1809
1810 int KX_GameObject::pyattr_set_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1811 {
1812         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1813         int param = PyObject_IsTrue( value );
1814         if (param == -1) {
1815                 PyErr_SetString(PyExc_AttributeError, "gameOb.visible = bool: KX_GameObject, expected True or False");
1816                 return PY_SET_ATTR_FAIL;
1817         }
1818
1819         self->SetVisible(param, false);
1820         self->UpdateBuckets(false);
1821         return PY_SET_ATTR_SUCCESS;
1822 }
1823
1824 PyObject* KX_GameObject::pyattr_get_worldPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1825 {
1826         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1827 #ifdef USE_MATHUTILS
1828         return newVectorObject_cb((PyObject *)self_v, 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_POS_GLOBAL);
1829 #else
1830         return PyObjectFrom(self->NodeGetWorldPosition());
1831 #endif
1832 }
1833
1834 int KX_GameObject::pyattr_set_worldPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1835 {
1836         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1837         MT_Point3 pos;
1838         if (!PyVecTo(value, pos))
1839                 return PY_SET_ATTR_FAIL;
1840         
1841         self->NodeSetWorldPosition(pos);
1842         self->NodeUpdateGS(0.f);
1843         return PY_SET_ATTR_SUCCESS;
1844 }
1845
1846 PyObject* KX_GameObject::pyattr_get_localPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1847 {
1848         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1849 #ifdef USE_MATHUTILS    
1850         return newVectorObject_cb((PyObject *)self_v, 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_POS_LOCAL);
1851 #else   
1852         return PyObjectFrom(self->NodeGetLocalPosition());
1853 #endif
1854 }
1855
1856 int KX_GameObject::pyattr_set_localPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1857 {
1858         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1859         MT_Point3 pos;
1860         if (!PyVecTo(value, pos))
1861                 return PY_SET_ATTR_FAIL;
1862         
1863         self->NodeSetLocalPosition(pos);
1864         self->NodeUpdateGS(0.f);
1865         return PY_SET_ATTR_SUCCESS;
1866 }
1867
1868 PyObject* KX_GameObject::pyattr_get_localInertia(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1869 {
1870         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1871 #ifdef USE_MATHUTILS
1872         return newVectorObject_cb((PyObject *)self_v, 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_INERTIA_LOCAL);
1873 #else
1874         if (self->GetPhysicsController())
1875                 return PyObjectFrom(self->GetPhysicsController()->GetLocalInertia());
1876         return Py_BuildValue("fff", 0.0f, 0.0f, 0.0f);
1877 #endif
1878 }
1879
1880 PyObject* KX_GameObject::pyattr_get_worldOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1881 {
1882 #ifdef USE_MATHUTILS
1883         return newMatrixObject_cb((PyObject *)self_v, 3, 3, mathutils_kxgameob_matrix_cb_index, MATHUTILS_MAT_CB_ORI_GLOBAL);
1884 #else
1885         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1886         return PyObjectFrom(self->NodeGetWorldOrientation());
1887 #endif
1888 }
1889
1890 int KX_GameObject::pyattr_set_worldOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1891 {
1892         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1893         
1894         /* if value is not a sequence PyOrientationTo makes an error */
1895         MT_Matrix3x3 rot;
1896         if (!PyOrientationTo(value, rot, "gameOb.worldOrientation = sequence: KX_GameObject, "))
1897                 return PY_SET_ATTR_FAIL;
1898
1899         self->NodeSetGlobalOrientation(rot);
1900         
1901         self->NodeUpdateGS(0.f);
1902         return PY_SET_ATTR_SUCCESS;
1903 }
1904
1905 PyObject* KX_GameObject::pyattr_get_localOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1906 {
1907 #ifdef USE_MATHUTILS
1908         return newMatrixObject_cb((PyObject *)self_v, 3, 3, mathutils_kxgameob_matrix_cb_index, MATHUTILS_MAT_CB_ORI_LOCAL);
1909 #else
1910         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1911         return PyObjectFrom(self->NodeGetLocalOrientation());
1912 #endif
1913 }
1914
1915 int KX_GameObject::pyattr_set_localOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1916 {
1917         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1918         
1919         /* if value is not a sequence PyOrientationTo makes an error */
1920         MT_Matrix3x3 rot;
1921         if (!PyOrientationTo(value, rot, "gameOb.localOrientation = sequence: KX_GameObject, "))
1922                 return PY_SET_ATTR_FAIL;
1923
1924         self->NodeSetLocalOrientation(rot);
1925         self->NodeUpdateGS(0.f);
1926         return PY_SET_ATTR_SUCCESS;
1927 }
1928
1929 PyObject* KX_GameObject::pyattr_get_worldScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1930 {
1931         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1932 #ifdef USE_MATHUTILS
1933         return newVectorObject_cb((PyObject *)self_v, 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_SCALE_GLOBAL);
1934 #else
1935         return PyObjectFrom(self->NodeGetWorldScaling());
1936 #endif
1937 }
1938
1939 PyObject* KX_GameObject::pyattr_get_localScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1940 {
1941         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1942 #ifdef USE_MATHUTILS
1943         return newVectorObject_cb((PyObject *)self_v, 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_SCALE_LOCAL);
1944 #else
1945         return PyObjectFrom(self->NodeGetLocalScaling());
1946 #endif
1947 }
1948
1949 int KX_GameObject::pyattr_set_localScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1950 {
1951         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1952         MT_Vector3 scale;
1953         if (!PyVecTo(value, scale))
1954                 return PY_SET_ATTR_FAIL;
1955
1956         self->NodeSetLocalScale(scale);
1957         self->NodeUpdateGS(0.f);
1958         return PY_SET_ATTR_SUCCESS;
1959 }
1960
1961 PyObject* KX_GameObject::pyattr_get_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1962 {
1963         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1964         SG_Node* sg_parent;
1965         if (self->GetSGNode() && (sg_parent = self->GetSGNode()->GetSGParent()) != NULL && sg_parent->IsSlowParent()) {
1966                 return PyFloat_FromDouble(static_cast<KX_SlowParentRelation *>(sg_parent->GetParentRelation())->GetTimeOffset());
1967         } else {
1968                 return PyFloat_FromDouble(0.0);
1969         }
1970 }
1971
1972 int KX_GameObject::pyattr_set_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1973 {
1974         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1975         if (self->GetSGNode()) {
1976                 MT_Scalar val = PyFloat_AsDouble(value);
1977                 SG_Node* sg_parent= self->GetSGNode()->GetSGParent();
1978                 if (val < 0.0f) { /* also accounts for non float */
1979                         PyErr_SetString(PyExc_AttributeError, "gameOb.timeOffset = float: KX_GameObject, expected a float zero or above");
1980                         return PY_SET_ATTR_FAIL;
1981                 }
1982                 if (sg_parent && sg_parent->IsSlowParent())
1983                         static_cast<KX_SlowParentRelation *>(sg_parent->GetParentRelation())->SetTimeOffset(val);
1984         }
1985         return PY_SET_ATTR_SUCCESS;
1986 }
1987
1988 PyObject* KX_GameObject::pyattr_get_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1989 {
1990         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1991         int state = 0;
1992         state |= self->GetState();
1993         return PyLong_FromSsize_t(state);
1994 }
1995
1996 int KX_GameObject::pyattr_set_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1997 {
1998         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1999         int state_i = PyLong_AsSsize_t(value);
2000         unsigned int state = 0;
2001         
2002         if (state_i == -1 && PyErr_Occurred()) {
2003                 PyErr_SetString(PyExc_TypeError, "gameOb.state = int: KX_GameObject, expected an int bit field");
2004                 return PY_SET_ATTR_FAIL;
2005         }
2006         
2007         state |= state_i;
2008         if ((state & ((1<<30)-1)) == 0) {
2009                 PyErr_SetString(PyExc_AttributeError, "gameOb.state = int: KX_GameObject, state bitfield was not between 0 and 30 (1<<0 and 1<<29)");
2010                 return PY_SET_ATTR_FAIL;
2011         }
2012         self->SetState(state);
2013         return PY_SET_ATTR_SUCCESS;
2014 }
2015
2016 PyObject* KX_GameObject::pyattr_get_meshes(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2017 {
2018         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
2019         PyObject *meshes= PyList_New(self->m_meshes.size());
2020         int i;
2021         
2022         for(i=0; i < (int)self->m_meshes.size(); i++)
2023         {
2024                 KX_MeshProxy* meshproxy = new KX_MeshProxy(self->m_meshes[i]);
2025                 PyList_SET_ITEM(meshes, i, meshproxy->NewProxy(true));
2026         }
2027         
2028         return meshes;
2029 }
2030
2031 /* experemental! */
2032 PyObject* KX_GameObject::pyattr_get_sensors(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2033 {
2034         return KX_PythonSeq_CreatePyObject((static_cast<KX_GameObject*>(self_v))->m_proxy, KX_PYGENSEQ_OB_TYPE_SENSORS);
2035 }
2036
2037 PyObject* KX_GameObject::pyattr_get_controllers(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2038 {
2039         return KX_PythonSeq_CreatePyObject((static_cast<KX_GameObject*>(self_v))->m_proxy, KX_PYGENSEQ_OB_TYPE_CONTROLLERS);
2040 }
2041
2042 PyObject* KX_GameObject::pyattr_get_actuators(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2043 {
2044         return KX_PythonSeq_CreatePyObject((static_cast<KX_GameObject*>(self_v))->m_proxy, KX_PYGENSEQ_OB_TYPE_ACTUATORS);
2045 }
2046
2047 PyObject* KX_GameObject::pyattr_get_children(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2048 {
2049         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
2050         return self->GetChildren()->NewProxy(true);
2051 }
2052
2053 PyObject* KX_GameObject::pyattr_get_children_recursive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2054 {
2055         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
2056         return self->GetChildrenRecursive()->NewProxy(true);
2057 }
2058
2059 PyObject* KX_GameObject::pyattr_get_attrDict(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2060 {
2061         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
2062         
2063         if(self->m_attr_dict==NULL)
2064                 self->m_attr_dict= PyDict_New();
2065         
2066         Py_INCREF(self->m_attr_dict);
2067         return self->m_attr_dict;
2068 }
2069
2070 PyObject* KX_GameObject::PyApplyForce(PyObject* args)
2071 {
2072         int local = 0;
2073         PyObject* pyvect;
2074
2075         if (PyArg_ParseTuple(args, "O|i:applyForce", &pyvect, &local)) {
2076                 MT_Vector3 force;
2077                 if (PyVecTo(pyvect, force)) {
2078                         ApplyForce(force, (local!=0));
2079                         Py_RETURN_NONE;
2080                 }
2081         }
2082         return NULL;
2083 }
2084
2085 PyObject* KX_GameObject::PyApplyTorque(PyObject* args)
2086 {
2087         int local = 0;
2088         PyObject* pyvect;
2089
2090         if (PyArg_ParseTuple(args, "O|i:applyTorque", &pyvect, &local)) {
2091                 MT_Vector3 torque;
2092                 if (PyVecTo(pyvect, torque)) {
2093                         ApplyTorque(torque, (local!=0));
2094                         Py_RETURN_NONE;
2095                 }
2096         }
2097         return NULL;
2098 }
2099
2100 PyObject* KX_GameObject::PyApplyRotation(PyObject* args)
2101 {
2102         int local = 0;
2103         PyObject* pyvect;
2104
2105         if (PyArg_ParseTuple(args, "O|i:applyRotation", &pyvect, &local)) {
2106                 MT_Vector3 rotation;
2107                 if (PyVecTo(pyvect, rotation)) {
2108                         ApplyRotation(rotation, (local!=0));
2109                         Py_RETURN_NONE;
2110                 }
2111         }
2112         return NULL;
2113 }
2114
2115 PyObject* KX_GameObject::PyApplyMovement(PyObject* args)
2116 {
2117         int local = 0;
2118         PyObject* pyvect;
2119
2120         if (PyArg_ParseTuple(args, "O|i:applyMovement", &pyvect, &local)) {
2121                 MT_Vector3 movement;
2122                 if (PyVecTo(pyvect, movement)) {
2123                         ApplyMovement(movement, (local!=0));
2124                         Py_RETURN_NONE;
2125                 }
2126         }
2127         return NULL;
2128 }
2129
2130 PyObject* KX_GameObject::PyGetLinearVelocity(PyObject* args)
2131 {
2132         // only can get the velocity if we have a physics object connected to us...
2133         int local = 0;
2134         if (PyArg_ParseTuple(args,"|i:getLinearVelocity",&local))
2135         {
2136                 return PyObjectFrom(GetLinearVelocity((local!=0)));
2137         }
2138         else
2139         {
2140                 return NULL;
2141         }
2142 }
2143
2144 PyObject* KX_GameObject::PySetLinearVelocity(PyObject* args)
2145 {
2146         int local = 0;
2147         PyObject* pyvect;
2148         
2149         if (PyArg_ParseTuple(args,"O|i:setLinearVelocity",&pyvect,&local)) {
2150                 MT_Vector3 velocity;
2151                 if (PyVecTo(pyvect, velocity)) {
2152                         setLinearVelocity(velocity, (local!=0));
2153                         Py_RETURN_NONE;
2154                 }
2155         }
2156         return NULL;
2157 }
2158
2159 PyObject* KX_GameObject::PyGetAngularVelocity(PyObject* args)
2160 {
2161         // only can get the velocity if we have a physics object connected to us...
2162         int local = 0;
2163         if (PyArg_ParseTuple(args,"|i:getAngularVelocity",&local))
2164         {
2165                 return PyObjectFrom(GetAngularVelocity((local!=0)));
2166         }
2167         else
2168         {
2169                 return NULL;
2170         }
2171 }
2172
2173 PyObject* KX_GameObject::PySetAngularVelocity(PyObject* args)
2174 {
2175         int local = 0;
2176         PyObject* pyvect;
2177         
2178         if (PyArg_ParseTuple(args,"O|i:setAngularVelocity",&pyvect,&local)) {
2179                 MT_Vector3 velocity;
2180                 if (PyVecTo(pyvect, velocity)) {
2181                         setAngularVelocity(velocity, (local!=0));
2182                         Py_RETURN_NONE;
2183                 }
2184         }
2185         return NULL;
2186 }
2187
2188 PyObject* KX_GameObject::PySetVisible(PyObject* args)
2189 {
2190         int visible, recursive = 0;
2191         if (!PyArg_ParseTuple(args,"i|i:setVisible",&visible, &recursive))
2192                 return NULL;
2193         
2194         SetVisible(visible ? true:false, recursive ? true:false);
2195         UpdateBuckets(recursive ? true:false);
2196         Py_RETURN_NONE;
2197         
2198 }
2199
2200 PyObject* KX_GameObject::PySetOcclusion(PyObject* args)
2201 {
2202         int occlusion, recursive = 0;
2203         if (!PyArg_ParseTuple(args,"i|i:setOcclusion",&occlusion, &recursive))
2204                 return NULL;
2205         
2206         SetOccluder(occlusion ? true:false, recursive ? true:false);
2207         Py_RETURN_NONE;
2208 }
2209
2210 PyObject* KX_GameObject::PyGetVisible()
2211 {
2212         ShowDeprecationWarning("getVisible()", "the visible property");
2213         return PyLong_FromSsize_t(m_bVisible);  
2214 }
2215
2216 PyObject* KX_GameObject::PyGetState()
2217 {
2218         ShowDeprecationWarning("getState()", "the state property");
2219         int state = 0;
2220         state |= GetState();
2221         return PyLong_FromSsize_t(state);
2222 }
2223
2224 PyObject* KX_GameObject::PySetState(PyObject* value)
2225 {
2226         ShowDeprecationWarning("setState()", "the state property");
2227         int state_i = PyLong_AsSsize_t(value);
2228         unsigned int state = 0;
2229         
2230         if (state_i == -1 && PyErr_Occurred()) {
2231                 PyErr_SetString(PyExc_TypeError, "expected an int bit field");
2232                 return NULL;
2233         }
2234         
2235         state |= state_i;
2236         if ((state & ((1<<30)-1)) == 0) {
2237                 PyErr_SetString(PyExc_AttributeError, "The state bitfield was not between 0 and 30 (1<<0 and 1<<29)");
2238                 return NULL;
2239         }
2240         SetState(state);
2241         
2242         Py_RETURN_NONE;
2243 }
2244
2245 PyObject* KX_GameObject::PyGetVelocity(PyObject* args)
2246 {
2247         // only can get the velocity if we have a physics object connected to us...
2248         MT_Point3 point(0.0,0.0,0.0);
2249         PyObject* pypos = NULL;
2250         
2251         if (!PyArg_ParseTuple(args, "|O:getVelocity", &pypos) || (pypos && !PyVecTo(pypos, point)))
2252                 return NULL;
2253         
2254         if (m_pPhysicsController1)
2255         {
2256                 return PyObjectFrom(m_pPhysicsController1->GetVelocity(point));
2257         }
2258         else {
2259                 return PyObjectFrom(MT_Vector3(0.0,0.0,0.0));
2260         }
2261 }
2262
2263
2264
2265 PyObject* KX_GameObject::PyGetMass()
2266 {
2267         ShowDeprecationWarning("getMass()", "the mass property");
2268         return PyFloat_FromDouble((GetPhysicsController() != NULL) ? GetPhysicsController()->GetMass() : 0.0f);
2269 }
2270
2271 PyObject* KX_GameObject::PyGetReactionForce()
2272 {
2273         // only can get the velocity if we have a physics object connected to us...
2274         
2275         // XXX - Currently not working with bullet intergration, see KX_BulletPhysicsController.cpp's getReactionForce
2276         /*
2277         if (GetPhysicsController())
2278                 return PyObjectFrom(GetPhysicsController()->getReactionForce());
2279         return PyObjectFrom(dummy_point);
2280         */
2281         
2282         return Py_BuildValue("fff", 0.0f, 0.0f, 0.0f);
2283         
2284 }
2285
2286
2287
2288 PyObject* KX_GameObject::PyEnableRigidBody()
2289 {
2290         if(GetPhysicsController())
2291                 GetPhysicsController()->setRigidBody(true);
2292
2293         Py_RETURN_NONE;
2294 }
2295
2296
2297
2298 PyObject* KX_GameObject::PyDisableRigidBody()
2299 {
2300         if(GetPhysicsController())
2301                 GetPhysicsController()->setRigidBody(false);
2302
2303         Py_RETURN_NONE;
2304 }
2305
2306
2307
2308 PyObject* KX_GameObject::PyGetParent()
2309 {
2310         ShowDeprecationWarning("getParent()", "the parent property");
2311         KX_GameObject* parent = this->GetParent();
2312         if (parent) {
2313                 parent->Release(); /* self->GetParent() AddRef's */
2314                 return parent->GetProxy();
2315         }
2316         Py_RETURN_NONE;
2317 }
2318
2319 PyObject* KX_GameObject::PySetParent(PyObject* args)
2320 {
2321         KX_Scene *scene = KX_GetActiveScene();
2322         PyObject* pyobj;
2323         KX_GameObject *obj;
2324         int addToCompound=1, ghost=1;
2325         
2326         if (!PyArg_ParseTuple(args,"O|ii:setParent", &pyobj, &addToCompound, &ghost)) {
2327                 return NULL; // Python sets a simple error
2328         }
2329         if (!ConvertPythonToGameObject(pyobj, &obj, true, "gameOb.setParent(obj): KX_GameObject"))
2330                 return NULL;
2331         if (obj)
2332                 this->SetParent(scene, obj, addToCompound, ghost);
2333         Py_RETURN_NONE;
2334 }
2335
2336 PyObject* KX_GameObject::PyRemoveParent()
2337 {
2338         KX_Scene *scene = KX_GetActiveScene();
2339         
2340         this->RemoveParent(scene);
2341         Py_RETURN_NONE;
2342 }
2343
2344 PyObject* KX_GameObject::PyGetChildren()
2345 {
2346         ShowDeprecationWarning("getChildren()", "the children property");
2347         
2348         return GetChildren()->NewProxy(true);
2349 }
2350
2351 PyObject* KX_GameObject::PyGetChildrenRecursive()
2352 {
2353         ShowDeprecationWarning("getChildrenRecursive()", "the childrenRecursive property");
2354         
2355         return GetChildrenRecursive()->NewProxy(true);
2356 }
2357
2358 PyObject* KX_GameObject::PyGetMesh(PyObject* args)
2359 {
2360         ShowDeprecationWarning("getMesh()", "the meshes property (now a list of meshes)");
2361         
2362         int mesh = 0;
2363
2364         if (!PyArg_ParseTuple(args, "|i:getMesh", &mesh))
2365                 return NULL; // python sets a simple error
2366         
2367         if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0)
2368         {
2369                 KX_MeshProxy* meshproxy = new KX_MeshProxy(m_meshes[mesh]);
2370                 return meshproxy->NewProxy(true); // XXX Todo Python own.
2371         }
2372         
2373         Py_RETURN_NONE;
2374 }
2375
2376
2377
2378
2379
2380 PyObject* KX_GameObject::PySetCollisionMargin(PyObject* value)
2381 {
2382         float collisionMargin = PyFloat_AsDouble(value);
2383         
2384         if (collisionMargin==-1 && PyErr_Occurred()) {
2385                 PyErr_SetString(PyExc_TypeError, "expected a float");
2386                 return NULL;
2387         }
2388         
2389         if (m_pPhysicsController1)
2390         {
2391                 m_pPhysicsController1->setMargin(collisionMargin);
2392                 Py_RETURN_NONE;
2393         }
2394         PyErr_SetString(PyExc_RuntimeError, "This object has no physics controller");
2395         return NULL;
2396 }
2397
2398
2399
2400 PyObject* KX_GameObject::PyApplyImpulse(PyObject* args)
2401 {
2402         PyObject* pyattach;
2403         PyObject* pyimpulse;
2404         
2405         if (!m_pPhysicsController1)     {
2406                 PyErr_SetString(PyExc_RuntimeError, "This object has no physics controller");
2407                 return NULL;
2408         }
2409         
2410         if (PyArg_ParseTuple(args, "OO:applyImpulse", &pyattach, &pyimpulse))
2411         {
2412                 MT_Point3  attach;
2413                 MT_Vector3 impulse;
2414                 if (PyVecTo(pyattach, attach) && PyVecTo(pyimpulse, impulse))
2415                 {
2416                         m_pPhysicsController1->applyImpulse(attach, impulse);
2417                         Py_RETURN_NONE;
2418                 }
2419
2420         }
2421         
2422         return NULL;
2423 }
2424
2425
2426
2427 PyObject* KX_GameObject::PySuspendDynamics()
2428 {
2429         SuspendDynamics();
2430         Py_RETURN_NONE;
2431 }
2432
2433
2434
2435 PyObject* KX_GameObject::PyRestoreDynamics()
2436 {
2437         RestoreDynamics();
2438         Py_RETURN_NONE;
2439 }
2440
2441
2442
2443 PyObject* KX_GameObject::PyGetOrientation() //keywords
2444 {
2445         ShowDeprecationWarning("getOrientation()", "the orientation property");
2446         return PyObjectFrom(NodeGetWorldOrientation());
2447 }
2448
2449
2450
2451 PyObject* KX_GameObject::PySetOrientation(PyObject* value)
2452 {
2453         ShowDeprecationWarning("setOrientation()", "the orientation property");
2454         MT_Matrix3x3 rot;
2455         
2456         /* if value is not a sequence PyOrientationTo makes an error */
2457         if (!PyOrientationTo(value, rot, "gameOb.setOrientation(sequence): KX_GameObject, "))
2458                 return NULL;
2459
2460         NodeSetLocalOrientation(rot);
2461         NodeUpdateGS(0.f);
2462         Py_RETURN_NONE;
2463 }
2464
2465 PyObject* KX_GameObject::PyAlignAxisToVect(PyObject* args)
2466 {
2467         PyObject* pyvect;
2468         int axis = 2; //z axis is the default
2469         float fac = 1.0;
2470         
2471         if (PyArg_ParseTuple(args,"O|if:alignAxisToVect",&pyvect,&axis, &fac))
2472         {
2473                 MT_Vector3 vect;
2474                 if (PyVecTo(pyvect, vect))
2475                 {
2476                         if (fac<=0.0) Py_RETURN_NONE; // Nothing to do.
2477                         if (fac> 1.0) fac= 1.0;
2478                         
2479                         AlignAxisToVect(vect,axis,fac);
2480                         NodeUpdateGS(0.f);
2481                         Py_RETURN_NONE;
2482                 }
2483         }
2484         return NULL;
2485 }
2486
2487 PyObject* KX_GameObject::PyGetAxisVect(PyObject* value)
2488 {
2489         MT_Vector3 vect;
2490         if (PyVecTo(value, vect))
2491         {
2492                 return PyObjectFrom(NodeGetWorldOrientation() * vect);
2493         }
2494         return NULL;
2495 }
2496
2497 PyObject* KX_GameObject::PySetPosition(PyObject* value)
2498 {
2499         ShowDeprecationWarning("setPosition()", "the localPosition property");
2500         MT_Point3 pos;
2501         if (PyVecTo(value, pos))
2502         {
2503                 NodeSetLocalPosition(pos);
2504                 NodeUpdateGS(0.f);
2505                 Py_RETURN_NONE;
2506         }
2507
2508         return NULL;
2509 }
2510
2511 PyObject* KX_GameObject::PySetWorldPosition(PyObject* value)
2512 {
2513         ShowDeprecationWarning("setWorldPosition()", "the worldPosition property");
2514         MT_Point3 pos;
2515         if (PyVecTo(value, pos))
2516         {
2517                 NodeSetWorldPosition(pos);
2518                 NodeUpdateGS(0.f);
2519                 Py_RETURN_NONE;
2520         }
2521
2522         return NULL;
2523 }
2524
2525 PyObject* KX_GameObject::PyGetPhysicsId()
2526 {
2527         KX_IPhysicsController* ctrl = GetPhysicsController();
2528         uint_ptr physid=0;
2529         if (ctrl)
2530         {
2531                 physid= (uint_ptr)ctrl->GetUserData();
2532         }
2533         return PyLong_FromSsize_t((long)physid);
2534 }
2535
2536 PyObject* KX_GameObject::PyGetPropertyNames()
2537 {
2538         PyObject *list=  ConvertKeysToPython();
2539         
2540         if(m_attr_dict) {
2541                 PyObject *key, *value;
2542                 Py_ssize_t pos = 0;
2543
2544                 while (PyDict_Next(m_attr_dict, &pos, &key, &value)) {
2545                         PyList_Append(list, key);
2546                 }
2547         }
2548         return list;
2549 }
2550
2551 KX_PYMETHODDEF_DOC_O(KX_GameObject, getDistanceTo,
2552 "getDistanceTo(other): get distance to another point/KX_GameObject")
2553 {
2554         MT_Point3 b;
2555         if (PyVecTo(value, b))
2556         {
2557                 return PyFloat_FromDouble(NodeGetWorldPosition().distance(b));
2558         }
2559         PyErr_Clear();
2560         
2561         KX_GameObject *other;
2562         if (ConvertPythonToGameObject(value, &other, false, "gameOb.getDistanceTo(value): KX_GameObject"))
2563         {
2564                 return PyFloat_FromDouble(NodeGetWorldPosition().distance(other->NodeGetWorldPosition()));
2565         }
2566         
2567         return NULL;
2568 }
2569
2570 KX_PYMETHODDEF_DOC_O(KX_GameObject, getVectTo,
2571 "getVectTo(other): get vector and the distance to another point/KX_GameObject\n"
2572 "Returns a 3-tuple with (distance,worldVector,localVector)\n")
2573 {
2574         MT_Point3 toPoint, fromPoint;
2575         MT_Vector3 toDir, locToDir;
2576         MT_Scalar distance;
2577
2578         PyObject *returnValue;
2579
2580         if (!PyVecTo(value, toPoint))
2581         {
2582                 PyErr_Clear();
2583                 
2584                 KX_GameObject *other;
2585                 if (ConvertPythonToGameObject(value, &other, false, "")) /* error will be overwritten */
2586                 {
2587                         toPoint = other->NodeGetWorldPosition();
2588                 } else
2589                 {
2590                         PyErr_SetString(PyExc_TypeError, "gameOb.getVectTo(other): KX_GameObject, expected a 3D Vector or KX_GameObject type");
2591                         return NULL;
2592                 }
2593         }
2594
2595         fromPoint = NodeGetWorldPosition();
2596         toDir = toPoint-fromPoint;
2597         distance = toDir.length();
2598
2599         if (MT_fuzzyZero(distance))
2600         {
2601                 //cout << "getVectTo() Error: Null vector!\n";
2602                 locToDir = toDir = MT_Vector3(0.0,0.0,0.0);
2603                 distance = 0.0;
2604         } else {
2605                 toDir.normalize();
2606                 locToDir = toDir * NodeGetWorldOrientation();
2607         }
2608         
2609         returnValue = PyTuple_New(3);
2610         if (returnValue) { // very unlikely to fail, python sets a memory error here.
2611                 PyTuple_SET_ITEM(returnValue, 0, PyFloat_FromDouble(distance));
2612                 PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(toDir));
2613                 PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(locToDir));
2614         }
2615         return returnValue;
2616 }
2617
2618 bool KX_GameObject::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
2619 {
2620         KX_GameObject* hitKXObj = client->m_gameobject;
2621         
2622         // if X-ray option is selected, the unwnted objects were not tested, so get here only with true hit
2623         // if not, all objects were tested and the front one may not be the correct one.
2624         if (m_xray || m_testPropName.Length() == 0 || hitKXObj->GetProperty(m_testPropName) != NULL)
2625         {
2626                 m_pHitObject = hitKXObj;
2627                 return true;
2628         }
2629         // return true to stop RayCast::RayTest from looping, the above test was decisive
2630         // We would want to loop only if we want to get more than one hit point
2631         return true;
2632 }
2633
2634 /* this function is used to pre-filter the object before casting the ray on them.
2635    This is useful for "X-Ray" option when we want to see "through" unwanted object.
2636  */
2637 bool KX_GameObject::NeedRayCast(KX_ClientObjectInfo* client)
2638 {
2639         KX_GameObject* hitKXObj = client->m_gameobject;
2640         
2641         if (client->m_type > KX_ClientObjectInfo::ACTOR)
2642         {
2643                 // Unknown type of object, skip it.
2644                 // Should not occur as the sensor objects are filtered in RayTest()
2645                 printf("Invalid client type %d found in ray casting\n", client->m_type);
2646                 return false;
2647         }
2648         
2649         // if X-Ray option is selected, skip object that don't match the criteria as we see through them
2650         // if not, test all objects because we don't know yet which one will be on front
2651         if (!m_xray || m_testPropName.Length() == 0 || hitKXObj->GetProperty(m_testPropName) != NULL)
2652         {
2653                 return true;
2654         }
2655         // skip the object
2656         return false;
2657 }
2658
2659 KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo,
2660 "rayCastTo(other,dist,prop): look towards another point/KX_GameObject and return first object hit within dist that matches prop\n"
2661 " prop = property name that object must have; can be omitted => detect any object\n"
2662 " dist = max distance to look (can be negative => look behind); 0 or omitted => detect up to other\n"
2663 " other = 3-tuple or object reference")
2664 {
2665         MT_Point3 toPoint;
2666         PyObject* pyarg;
2667         float dist = 0.0f;
2668         char *propName = NULL;
2669
2670         if (!PyArg_ParseTuple(args,"O|fs:rayCastTo", &pyarg, &dist, &propName)) {
2671                 return NULL; // python sets simple error
2672         }
2673
2674         if (!PyVecTo(pyarg, toPoint))
2675         {
2676                 KX_GameObject *other;
2677                 PyErr_Clear();
2678                 
2679                 if (ConvertPythonToGameObject(pyarg, &other, false, "")) /* error will be overwritten */
2680                 {
2681                         toPoint = other->NodeGetWorldPosition();
2682                 } else
2683                 {
2684                         PyErr_SetString(PyExc_TypeError, "gameOb.rayCastTo(other,dist,prop): KX_GameObject, the first argument to rayCastTo must be a vector or a KX_GameObject");
2685                         return NULL;
2686                 }
2687         }
2688         MT_Point3 fromPoint = NodeGetWorldPosition();
2689         if (dist != 0.0f)
2690         {
2691                 MT_Vector3 toDir = toPoint-fromPoint;
2692                 toDir.normalize();
2693                 toPoint = fromPoint + (dist) * toDir;
2694         }
2695         PHY_IPhysicsEnvironment* pe = KX_GetActiveScene()->GetPhysicsEnvironment();
2696         KX_IPhysicsController *spc = GetPhysicsController();
2697         KX_GameObject *parent = GetParent();
2698         if (!spc && parent)
2699                 spc = parent->GetPhysicsController();
2700         if (parent)
2701                 parent->Release();
2702         
2703         m_pHitObject = NULL;
2704         if (propName)
2705                 m_testPropName = propName;
2706         else
2707                 m_testPropName.SetLength(0);
2708         KX_RayCast::Callback<KX_GameObject> callback(this,spc);
2709         KX_RayCast::RayTest(pe, fromPoint, toPoint, callback);
2710
2711     if (m_pHitObject)
2712                 return m_pHitObject->GetProxy();
2713         
2714         Py_RETURN_NONE;
2715 }
2716
2717 /* faster then Py_BuildValue since some scripts call raycast a lot */
2718 static PyObject *none_tuple_3()
2719 {
2720         PyObject *ret= PyTuple_New(3);
2721         PyTuple_SET_ITEM(ret, 0, Py_None);
2722         PyTuple_SET_ITEM(ret, 1, Py_None);
2723         PyTuple_SET_ITEM(ret, 2, Py_None);
2724         
2725         Py_INCREF(Py_None);
2726         Py_INCREF(Py_None);
2727         Py_INCREF(Py_None);
2728         return ret;
2729 }
2730 static PyObject *none_tuple_4()
2731 {
2732         PyObject *ret= PyTuple_New(4);
2733         PyTuple_SET_ITEM(ret, 0, Py_None);
2734         PyTuple_SET_ITEM(ret, 1, Py_None);
2735         PyTuple_SET_ITEM(ret, 2, Py_None);
2736         PyTuple_SET_ITEM(ret, 3, Py_None);
2737         
2738         Py_INCREF(Py_None);
2739         Py_INCREF(Py_None);
2740         Py_INCREF(Py_None);
2741         Py_INCREF(Py_None);
2742         return ret;
2743 }
2744
2745 KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
2746                                    "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"
2747                                    " If no hit, return (None,None,None) or (None,None,None,None).\n"
2748 " to   = 3-tuple or object reference for destination of ray (if object, use center of object)\n"
2749 " from = 3-tuple or object reference for origin of ray (if object, use center of object)\n"
2750 "        Can be None or omitted => start from self object center\n"
2751 " dist = max distance to look (can be negative => look behind); 0 or omitted => detect up to to\n"
2752 " prop = property name that object must have; can be omitted => detect any object\n"
2753 " face = normal option: 1=>return face normal; 0 or omitted => normal is oriented towards origin\n"
2754 " xray = X-ray option: 1=>skip objects that don't match prop; 0 or omitted => stop on first object\n"
2755 " poly = polygon option: 1=>return value is a 4-tuple and the 4th element is a KX_PolyProxy object\n"
2756 "                           which can be None if hit object has no mesh or if there is no hit\n"
2757 "        If 0 or omitted, return value is a 3-tuple\n"
2758 "Note: The object on which you call this method matters: the ray will ignore it.\n"
2759 "      prop and xray option interact as follow:\n"
2760 "        prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray\n"
2761 "        prop off, xray on : idem\n"
2762 "        prop on,  xray off: return closest hit if it matches prop, no hit otherwise\n"
2763 "        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")
2764 {
2765         MT_Point3 toPoint;
2766         MT_Point3 fromPoint;
2767         PyObject* pyto;
2768         PyObject* pyfrom = NULL;
2769         float dist = 0.0f;
2770         char *propName = NULL;
2771         KX_GameObject *other;
2772         int face=0, xray=0, poly=0;
2773
2774         if (!PyArg_ParseTuple(args,"O|Ofsiii:rayCast", &pyto, &pyfrom, &dist, &propName, &face, &xray, &poly)) {
2775                 return NULL; // Python sets a simple error
2776         }
2777
2778         if (!PyVecTo(pyto, toPoint))
2779         {
2780                 PyErr_Clear();
2781                 
2782                 if (ConvertPythonToGameObject(pyto, &other, false, ""))  /* error will be overwritten */
2783                 {
2784                         toPoint = other->NodeGetWorldPosition();
2785                 } else
2786                 {
2787                         PyErr_SetString(PyExc_TypeError, "the first argument to rayCast must be a vector or a KX_GameObject");
2788                         return NULL;
2789                 }
2790         }
2791         if (!pyfrom || pyfrom == Py_None)
2792         {
2793                 fromPoint = NodeGetWorldPosition();
2794         }
2795         else if (!PyVecTo(pyfrom, fromPoint))
2796         {
2797                 PyErr_Clear();
2798                 
2799                 if (ConvertPythonToGameObject(pyfrom, &other, false, "")) /* error will be overwritten */
2800                 {
2801                         fromPoint = other->NodeGetWorldPosition();
2802                 } else
2803                 {
2804                         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");
2805                         return NULL;
2806                 }
2807         }
2808         
2809         if (dist != 0.0f) {
2810                 MT_Vector3 toDir = toPoint-fromPoint;
2811                 if (MT_fuzzyZero(toDir.length2())) {
2812                         //return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
2813                         return none_tuple_3();
2814                 }
2815                 toDir.normalize();
2816                 toPoint = fromPoint + (dist) * toDir;
2817         } else if (MT_fuzzyZero((toPoint-fromPoint).length2())) {
2818                 //return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
2819                 return none_tuple_3();
2820         }
2821         
2822         PHY_IPhysicsEnvironment* pe = KX_GetActiveScene()->GetPhysicsEnvironment();
2823         KX_IPhysicsController *spc = GetPhysicsController();
2824         KX_GameObject *parent = GetParent();
2825         if (!spc && parent)
2826                 spc = parent->GetPhysicsController();
2827         if (parent)
2828                 parent->Release();
2829         
2830         m_pHitObject = NULL;
2831         if (propName)
2832                 m_testPropName = propName;
2833         else
2834                 m_testPropName.SetLength(0);
2835         m_xray = xray;
2836         // to get the hit results
2837         KX_RayCast::Callback<KX_GameObject> callback(this,spc,NULL,face);
2838         KX_RayCast::RayTest(pe, fromPoint, toPoint, callback);
2839
2840         if (m_pHitObject)
2841         {
2842                 PyObject* returnValue = (poly) ? PyTuple_New(4) : PyTuple_New(3);
2843                 if (returnValue) { // unlikely this would ever fail, if it does python sets an error
2844                         PyTuple_SET_ITEM(returnValue, 0, m_pHitObject->GetProxy());
2845                         PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(callback.m_hitPoint));
2846                         PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(callback.m_hitNormal));
2847                         if (poly)
2848                         {
2849                                 if (callback.m_hitMesh)
2850                                 {
2851                                         // if this field is set, then we can trust that m_hitPolygon is a valid polygon
2852                                         RAS_Polygon* polygon = callback.m_hitMesh->GetPolygon(callback.m_hitPolygon);
2853                                         KX_PolyProxy* polyproxy = new KX_PolyProxy(callback.m_hitMesh, polygon);
2854                                         PyTuple_SET_ITEM(returnValue, 3, polyproxy->NewProxy(true));
2855                                 }
2856                                 else
2857                                 {
2858                                         Py_INCREF(Py_None);
2859                                         PyTuple_SET_ITEM(returnValue, 3, Py_None);
2860                                 }
2861                         }
2862                 }
2863                 return returnValue;
2864         }
2865         // no hit
2866         if (poly)
2867                 //return Py_BuildValue("OOOO", Py_None, Py_None, Py_None, Py_None);
2868                 return none_tuple_4();
2869         else
2870                 //return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
2871                 return none_tuple_3();
2872 }
2873
2874 KX_PYMETHODDEF_DOC_VARARGS(KX_GameObject, sendMessage, 
2875                                                    "sendMessage(subject, [body, to])\n"
2876 "sends a message in same manner as a message actuator"
2877 "subject = Subject of the message (string)"
2878 "body = Message body (string)"
2879 "to = Name of object to send the message to")
2880 {
2881         KX_Scene *scene = KX_GetActiveScene();
2882         char* subject;
2883         char* body = (char *)"";
2884         char* to = (char *)"";
2885         const STR_String& from = GetName();
2886
2887         if (!PyArg_ParseTuple(args, "s|sss:sendMessage", &subject, &body, &to))
2888                 return NULL;
2889         
2890         scene->GetNetworkScene()->SendMessage(to, from, subject, body);
2891         Py_RETURN_NONE;
2892 }
2893
2894 /* dict style access */
2895
2896
2897 /* Matches python dict.get(key, [default]) */
2898 PyObject* KX_GameObject::Pyget(PyObject *args)
2899 {
2900         PyObject *key;
2901         PyObject* def = Py_None;
2902         PyObject* ret;
2903
2904         if (!PyArg_ParseTuple(args, "O|O:get", &key, &def))
2905                 return NULL;
2906         
2907         
2908         if(PyUnicode_Check(key)) {
2909                 CValue *item = GetProperty(_PyUnicode_AsString(key));
2910                 if (item) {
2911                         ret = item->ConvertValueToPython();
2912                         if(ret)
2913                                 return ret;
2914                         else
2915                                 return item->GetProxy();
2916                 }
2917         }
2918         
2919         if (m_attr_dict && (ret=PyDict_GetItem(m_attr_dict, key))) {
2920                 Py_INCREF(ret);
2921                 return ret;
2922         }
2923         
2924         Py_INCREF(def);
2925         return def;
2926 }
2927
2928 /* Matches python dict.has_key() */
2929 PyObject* KX_GameObject::Pyhas_key(PyObject* value)
2930 {
2931         // the ONLY error case is invalid data, this is checked by the macro'd static function
2932         // that calls this one. but make sure Seq_Contains doesnt add extra errors later on.
2933         return PyBool_FromLong(Seq_Contains((PyObject *)this, value));
2934 }
2935
2936 /* --------------------------------------------------------------------- 
2937  * Some stuff taken from the header
2938  * --------------------------------------------------------------------- */
2939 void KX_GameObject::Relink(GEN_Map<GEN_HashedPtr, void*> *map_parameter)        
2940 {
2941         // we will relink the sensors and actuators that use object references
2942         // if the object is part of the replicated hierarchy, use the new
2943         // object reference instead
2944         SCA_SensorList& sensorlist = GetSensors();
2945         SCA_SensorList::iterator sit;
2946         for (sit=sensorlist.begin(); sit != sensorlist.end(); sit++)
2947         {
2948                 (*sit)->Relink(map_parameter);
2949         }
2950         SCA_ActuatorList& actuatorlist = GetActuators();
2951         SCA_ActuatorList::iterator ait;
2952         for (ait=actuatorlist.begin(); ait != actuatorlist.end(); ait++)
2953         {
2954                 (*ait)->Relink(map_parameter);
2955         }
2956 }
2957
2958
2959 bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool py_none_ok, const char *error_prefix)
2960 {
2961         if (value==NULL) {
2962                 PyErr_Format(PyExc_TypeError, "%s, python pointer NULL, should never happen", error_prefix);
2963                 *object = NULL;
2964                 return false;
2965         }
2966                 
2967         if (value==Py_None) {
2968                 *object = NULL;
2969                 
2970                 if (py_none_ok) {
2971                         return true;
2972                 } else {
2973                         PyErr_Format(PyExc_TypeError, "%s, expected KX_GameObject or a KX_GameObject name, None is invalid", error_prefix);
2974                         return false;
2975                 }
2976         }
2977         
2978         if (PyUnicode_Check(value)) {
2979                 *object = (KX_GameObject*)SCA_ILogicBrick::m_sCurrentLogicManager->GetGameObjectByName(STR_String( _PyUnicode_AsString(value) ));
2980                 
2981                 if (*object) {
2982                         return true;
2983                 } else {
2984                         PyErr_Format(PyExc_ValueError, "%s, requested name \"%s\" did not match any KX_GameObject in this scene", error_prefix, _PyUnicode_AsString(value));
2985                         return false;
2986                 }
2987         }
2988         
2989         if (    PyObject_TypeCheck(value, &KX_GameObject::Type) ||
2990                         PyObject_TypeCheck(value, &KX_LightObject::Type)        ||
2991                         PyObject_TypeCheck(value, &KX_Camera::Type)     )
2992         {
2993                 *object = static_cast<KX_GameObject*>BGE_PROXY_REF(value);
2994                 
2995                 /* sets the error */
2996                 if (*object==NULL) {
2997                         PyErr_Format(PyExc_SystemError, "%s, " BGE_PROXY_ERROR_MSG, error_prefix);
2998                         return false;
2999                 }
3000                 
3001                 return true;
3002         }
3003         
3004         *object = NULL;
3005         
3006         if (py_none_ok) {
3007                 PyErr_Format(PyExc_TypeError, "%s, expect a KX_GameObject, a string or None", error_prefix);
3008         } else {
3009                 PyErr_Format(PyExc_TypeError, "%s, expect a KX_GameObject or a string", error_prefix);
3010         }
3011         
3012         return false;
3013 }