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