NLA SoC: Merge from 2.5 - 21146 to 21178
[blender.git] / source / gameengine / Ketsji / KX_GameObject.cpp
1 /**
2  * $Id$
3  *
4  * ***** BEGIN GPL LICENSE BLOCK *****
5  *
6  * This program is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU General Public License
8  * as published by the Free Software Foundation; either version 2
9  * of the License, or (at your option) any later version.
10  *
11  * This program is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14  * GNU General Public License for more details.
15  *
16  * You should have received a copy of the GNU General Public License
17  * along with this program; if not, write to the Free Software Foundation,
18  * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
19  *
20  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
21  * All rights reserved.
22  *
23  * The Original Code is: all of this file.
24  *
25  * Contributor(s): none yet.
26  *
27  * ***** END GPL LICENSE BLOCK *****
28  * Game object wrapper
29  */
30
31 #ifdef HAVE_CONFIG_H
32 #include <config.h>
33 #endif
34
35 #if defined(_WIN64)
36 typedef unsigned __int64 uint_ptr;
37 #else
38 typedef unsigned long uint_ptr;
39 #endif
40
41 #ifdef WIN32
42 // This warning tells us about truncation of __long__ stl-generated names.
43 // It can occasionally cause DevStudio to have internal compiler warnings.
44 #pragma warning( disable : 4786 )     
45 #endif
46
47
48 #define KX_INERTIA_INFINITE 10000
49 #include "RAS_IPolygonMaterial.h"
50 #include "KX_BlenderMaterial.h"
51 #include "KX_GameObject.h"
52 #include "KX_Camera.h" // only for their ::Type
53 #include "KX_Light.h"  // only for their ::Type
54 #include "RAS_MeshObject.h"
55 #include "KX_MeshProxy.h"
56 #include "KX_PolyProxy.h"
57 #include <stdio.h> // printf
58 #include "SG_Controller.h"
59 #include "KX_IPhysicsController.h"
60 #include "PHY_IGraphicController.h"
61 #include "SG_Node.h"
62 #include "SG_Controller.h"
63 #include "KX_ClientObjectInfo.h"
64 #include "RAS_BucketManager.h"
65 #include "KX_RayCast.h"
66 #include "KX_PythonInit.h"
67 #include "KX_PyMath.h"
68 #include "KX_PythonSeq.h"
69 #include "SCA_IActuator.h"
70 #include "SCA_ISensor.h"
71 #include "SCA_IController.h"
72 #include "NG_NetworkScene.h" //Needed for sendMessage()
73
74 #include "PyObjectPlus.h" /* python stuff */
75
76 // This file defines relationships between parents and children
77 // in the game engine.
78
79 #include "KX_SG_NodeRelationships.h"
80
81 static MT_Point3 dummy_point= MT_Point3(0.0, 0.0, 0.0);
82 static MT_Vector3 dummy_scaling = MT_Vector3(1.0, 1.0, 1.0);
83 static MT_Matrix3x3 dummy_orientation = MT_Matrix3x3(   1.0, 0.0, 0.0,
84                                                                                                                 0.0, 1.0, 0.0,
85                                                                                                                 0.0, 0.0, 1.0);
86
87 KX_GameObject::KX_GameObject(
88         void* sgReplicationInfo,
89         SG_Callbacks callbacks,
90         PyTypeObject* T
91 ) : 
92         SCA_IObject(T),
93         m_bDyna(false),
94         m_layer(0),
95         m_pBlenderObject(NULL),
96         m_pBlenderGroupObject(NULL),
97         m_bSuspendDynamics(false),
98         m_bUseObjectColor(false),
99         m_bIsNegativeScaling(false),
100         m_bVisible(true),
101         m_bCulled(true),
102         m_bOccluder(false),
103         m_pPhysicsController1(NULL),
104         m_pGraphicController(NULL),
105         m_pPhysicsEnvironment(NULL),
106         m_xray(false),
107         m_pHitObject(NULL),
108         m_isDeformable(false),
109         m_attr_dict(NULL)
110 {
111         m_ignore_activity_culling = false;
112         m_pClient_info = new KX_ClientObjectInfo(this, KX_ClientObjectInfo::ACTOR);
113         m_pSGNode = new SG_Node(this,sgReplicationInfo,callbacks);
114
115         // define the relationship between this node and it's parent.
116         
117         KX_NormalParentRelation * parent_relation = 
118                 KX_NormalParentRelation::New();
119         m_pSGNode->SetParentRelation(parent_relation);
120 };
121
122
123
124 KX_GameObject::~KX_GameObject()
125 {
126         RemoveMeshes();
127
128         // is this delete somewhere ?
129         //if (m_sumoObj)
130         //      delete m_sumoObj;
131         delete m_pClient_info;
132         //if (m_pSGNode)
133         //      delete m_pSGNode;
134         if (m_pSGNode)
135         {
136                 // must go through controllers and make sure they will not use us anymore
137                 // This is important for KX_BulletPhysicsControllers that unregister themselves
138                 // from the object when they are deleted.
139                 SGControllerList::iterator contit;
140                 SGControllerList& controllers = m_pSGNode->GetSGControllerList();
141                 for (contit = controllers.begin();contit!=controllers.end();++contit)
142                 {
143                         (*contit)->ClearObject();
144                 }
145                 m_pSGNode->SetSGClientObject(NULL);
146         }
147         if (m_pGraphicController)
148         {
149                 delete m_pGraphicController;
150         }
151         
152         if (m_attr_dict) {
153                 PyDict_Clear(m_attr_dict); /* incase of circular refs or other weired cases */
154                 Py_DECREF(m_attr_dict);
155         }
156 }
157
158 KX_GameObject* KX_GameObject::GetClientObject(KX_ClientObjectInfo* info)
159 {
160         if (!info)
161                 return NULL;
162         return info->m_gameobject;
163 }
164
165 CValue* KX_GameObject:: Calc(VALUE_OPERATOR op, CValue *val) 
166 {
167         return NULL;
168 }
169
170
171
172 CValue* KX_GameObject::CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val)
173 {
174         return NULL;
175 }
176
177
178
179 const STR_String & KX_GameObject::GetText()
180 {
181         return m_text;
182 }
183
184
185
186 double KX_GameObject::GetNumber()
187 {
188         return 0;
189 }
190
191
192
193 STR_String& KX_GameObject::GetName()
194 {
195         return m_name;
196 }
197
198
199
200 void KX_GameObject::SetName(const char *name)
201 {
202         m_name = name;
203 };                                                              // Set the name of the value
204
205 KX_IPhysicsController* KX_GameObject::GetPhysicsController()
206 {
207         return m_pPhysicsController1;
208 }
209
210 KX_GameObject* KX_GameObject::GetParent()
211 {
212         KX_GameObject* result = NULL;
213         SG_Node* node = m_pSGNode;
214         
215         while (node && !result)
216         {
217                 node = node->GetSGParent();
218                 if (node)
219                         result = (KX_GameObject*)node->GetSGClientObject();
220         }
221         
222         if (result)
223                 result->AddRef();
224
225         return result;
226         
227 }
228
229 void KX_GameObject::SetParent(KX_Scene *scene, KX_GameObject* obj, bool addToCompound, bool ghost)
230 {
231         // check on valid node in case a python controller holds a reference to a deleted object
232         if (obj && GetSGNode() && obj->GetSGNode() && GetSGNode()->GetSGParent() != obj->GetSGNode())
233         {
234                 // Make sure the objects have some scale
235                 MT_Vector3 scale1 = NodeGetWorldScaling();
236                 MT_Vector3 scale2 = obj->NodeGetWorldScaling();
237                 if (fabs(scale2[0]) < FLT_EPSILON || 
238                         fabs(scale2[1]) < FLT_EPSILON || 
239                         fabs(scale2[2]) < FLT_EPSILON || 
240                         fabs(scale1[0]) < FLT_EPSILON || 
241                         fabs(scale1[1]) < FLT_EPSILON || 
242                         fabs(scale1[2]) < FLT_EPSILON) { return; }
243
244                 // Remove us from our old parent and set our new parent
245                 RemoveParent(scene);
246                 obj->GetSGNode()->AddChild(GetSGNode());
247
248                 if (m_pPhysicsController1) 
249                 {
250                         m_pPhysicsController1->SuspendDynamics(ghost);
251                 }
252                 // Set us to our new scale, position, and orientation
253                 scale2[0] = 1.0/scale2[0];
254                 scale2[1] = 1.0/scale2[1];
255                 scale2[2] = 1.0/scale2[2];
256                 scale1 = scale1 * scale2;
257                 MT_Matrix3x3 invori = obj->NodeGetWorldOrientation().inverse();
258                 MT_Vector3 newpos = invori*(NodeGetWorldPosition()-obj->NodeGetWorldPosition())*scale2;
259
260                 NodeSetLocalScale(scale1);
261                 NodeSetLocalPosition(MT_Point3(newpos[0],newpos[1],newpos[2]));
262                 NodeSetLocalOrientation(invori*NodeGetWorldOrientation());
263                 NodeUpdateGS(0.f);
264                 // object will now be a child, it must be removed from the parent list
265                 CListValue* rootlist = scene->GetRootParentList();
266                 if (rootlist->RemoveValue(this))
267                         // the object was in parent list, decrement ref count as it's now removed
268                         Release();
269                 // if the new parent is a compound object, add this object shape to the compound shape.
270                 // step 0: verify this object has physical controller
271                 if (m_pPhysicsController1 && addToCompound)
272                 {
273                         // step 1: find the top parent (not necessarily obj)
274                         KX_GameObject* rootobj = (KX_GameObject*)obj->GetSGNode()->GetRootSGParent()->GetSGClientObject();
275                         // step 2: verify it has a physical controller and compound shape
276                         if (rootobj != NULL && 
277                                 rootobj->m_pPhysicsController1 != NULL &&
278                                 rootobj->m_pPhysicsController1->IsCompound())
279                         {
280                                 rootobj->m_pPhysicsController1->AddCompoundChild(m_pPhysicsController1);
281                         }
282                 }
283                 // graphically, the object hasn't change place, no need to update m_pGraphicController
284         }
285 }
286
287 void KX_GameObject::RemoveParent(KX_Scene *scene)
288 {
289         // check on valid node in case a python controller holds a reference to a deleted object
290         if (GetSGNode() && GetSGNode()->GetSGParent())
291         {
292                 // get the root object to remove us from compound object if needed
293                 KX_GameObject* rootobj = (KX_GameObject*)GetSGNode()->GetRootSGParent()->GetSGClientObject();
294                 // Set us to the right spot 
295                 GetSGNode()->SetLocalScale(GetSGNode()->GetWorldScaling());
296                 GetSGNode()->SetLocalOrientation(GetSGNode()->GetWorldOrientation());
297                 GetSGNode()->SetLocalPosition(GetSGNode()->GetWorldPosition());
298
299                 // Remove us from our parent
300                 GetSGNode()->DisconnectFromParent();
301                 NodeUpdateGS(0.f);
302                 // the object is now a root object, add it to the parentlist
303                 CListValue* rootlist = scene->GetRootParentList();
304                 if (!rootlist->SearchValue(this))
305                         // object was not in root list, add it now and increment ref count
306                         rootlist->Add(AddRef());
307                 if (m_pPhysicsController1) 
308                 {
309                         // in case this controller was added as a child shape to the parent
310                         if (rootobj != NULL && 
311                                 rootobj->m_pPhysicsController1 != NULL &&
312                                 rootobj->m_pPhysicsController1->IsCompound())
313                         {
314                                 rootobj->m_pPhysicsController1->RemoveCompoundChild(m_pPhysicsController1);
315                         }
316                         m_pPhysicsController1->RestoreDynamics();
317                         if (m_pPhysicsController1->IsDyna() && rootobj->m_pPhysicsController1)
318                         {
319                                 // dynamic object should remember the velocity they had while being parented
320                                 MT_Point3 childPoint = GetSGNode()->GetWorldPosition();
321                                 MT_Point3 rootPoint = rootobj->GetSGNode()->GetWorldPosition();
322                                 MT_Point3 relPoint;
323                                 relPoint = (childPoint-rootPoint);
324                                 MT_Vector3 linVel = rootobj->m_pPhysicsController1->GetVelocity(relPoint);
325                                 MT_Vector3 angVel = rootobj->m_pPhysicsController1->GetAngularVelocity();
326                                 m_pPhysicsController1->SetLinearVelocity(linVel, false);
327                                 m_pPhysicsController1->SetAngularVelocity(angVel, false);
328                         }
329                 }
330                 // graphically, the object hasn't change place, no need to update m_pGraphicController
331         }
332 }
333
334 void KX_GameObject::ProcessReplica()
335 {
336         SCA_IObject::ProcessReplica();
337         
338         m_pPhysicsController1 = NULL;
339         m_pGraphicController = NULL;
340         m_pSGNode = NULL;
341         m_pClient_info = new KX_ClientObjectInfo(*m_pClient_info);
342         m_pClient_info->m_gameobject = this;
343         m_state = 0;
344         if(m_attr_dict)
345                 m_attr_dict= PyDict_Copy(m_attr_dict);
346                 
347 }
348
349 static void setGraphicController_recursive(SG_Node* node)
350 {
351         NodeList& children = node->GetSGChildren();
352
353         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
354         {
355                 SG_Node* childnode = (*childit);
356                 KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
357                 if (clientgameobj != NULL) // This is a GameObject
358                         clientgameobj->ActivateGraphicController(false);
359                 
360                 // if the childobj is NULL then this may be an inverse parent link
361                 // so a non recursive search should still look down this node.
362                 setGraphicController_recursive(childnode);
363         }
364 }
365
366
367 void KX_GameObject::ActivateGraphicController(bool recurse)
368 {
369         if (m_pGraphicController)
370         {
371                 m_pGraphicController->Activate(m_bVisible);
372         }
373         if (recurse)
374         {
375                 setGraphicController_recursive(GetSGNode());
376         }
377 }
378
379
380 CValue* KX_GameObject::GetReplica()
381 {
382         KX_GameObject* replica = new KX_GameObject(*this);
383
384         // this will copy properties and so on...
385         replica->ProcessReplica();
386
387         return replica;
388 }
389
390
391
392 void KX_GameObject::ApplyForce(const MT_Vector3& force,bool local)
393 {
394         if (m_pPhysicsController1)
395                 m_pPhysicsController1->ApplyForce(force,local);
396 }
397
398
399
400 void KX_GameObject::ApplyTorque(const MT_Vector3& torque,bool local)
401 {
402         if (m_pPhysicsController1)
403                 m_pPhysicsController1->ApplyTorque(torque,local);
404 }
405
406
407
408 void KX_GameObject::ApplyMovement(const MT_Vector3& dloc,bool local)
409 {
410         if (GetSGNode()) 
411         {
412                 if (m_pPhysicsController1) // (IsDynamic())
413                 {
414                         m_pPhysicsController1->RelativeTranslate(dloc,local);
415                 }
416                 GetSGNode()->RelativeTranslate(dloc,GetSGNode()->GetSGParent(),local);
417         }
418 }
419
420
421
422 void KX_GameObject::ApplyRotation(const MT_Vector3& drot,bool local)
423 {
424         MT_Matrix3x3 rotmat(drot);
425         
426         if (GetSGNode()) {
427                 GetSGNode()->RelativeRotate(rotmat,local);
428
429                 if (m_pPhysicsController1) { // (IsDynamic())
430                         m_pPhysicsController1->RelativeRotate(rotmat,local); 
431                 }
432         }
433 }
434
435
436
437 /**
438 GetOpenGL Matrix, returns an OpenGL 'compatible' matrix
439 */
440 double* KX_GameObject::GetOpenGLMatrix()
441 {
442         // todo: optimize and only update if necessary
443         double* fl = m_OpenGL_4x4Matrix.getPointer();
444         if (GetSGNode()) {
445                 MT_Transform trans;
446         
447                 trans.setOrigin(GetSGNode()->GetWorldPosition());
448                 trans.setBasis(GetSGNode()->GetWorldOrientation());
449         
450                 MT_Vector3 scaling = GetSGNode()->GetWorldScaling();
451                 m_bIsNegativeScaling = ((scaling[0] < 0.0) ^ (scaling[1] < 0.0) ^ (scaling[2] < 0.0)) ? true : false;
452                 trans.scale(scaling[0], scaling[1], scaling[2]);
453                 trans.getValue(fl);
454                 GetSGNode()->ClearDirty();
455         }
456         return fl;
457 }
458
459 void KX_GameObject::AddMeshUser()
460 {
461         for (size_t i=0;i<m_meshes.size();i++)
462         {
463                 m_meshes[i]->AddMeshUser(this, &m_meshSlots, GetDeformer());
464         }
465         // set the part of the mesh slot that never change
466         double* fl = GetOpenGLMatrixPtr()->getPointer();
467
468         SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
469         RAS_MeshSlot* ms;
470         for(mit.begin(); !mit.end(); ++mit)
471         {
472                 (*mit)->m_OpenGLMatrix = fl;
473         }
474         UpdateBuckets(false);
475 }
476
477 static void UpdateBuckets_recursive(SG_Node* node)
478 {
479         NodeList& children = node->GetSGChildren();
480
481         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
482         {
483                 SG_Node* childnode = (*childit);
484                 KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
485                 if (clientgameobj != NULL) // This is a GameObject
486                         clientgameobj->UpdateBuckets(0);
487                 
488                 // if the childobj is NULL then this may be an inverse parent link
489                 // so a non recursive search should still look down this node.
490                 UpdateBuckets_recursive(childnode);
491         }
492 }
493
494 void KX_GameObject::UpdateBuckets( bool recursive )
495 {
496         if (GetSGNode()) {
497                 RAS_MeshSlot *ms;
498
499                 if (GetSGNode()->IsDirty())
500                         GetOpenGLMatrix();
501
502                 SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
503                 for(mit.begin(); !mit.end(); ++mit)
504                 {
505                         ms = *mit;
506                         ms->m_bObjectColor = m_bUseObjectColor;
507                         ms->m_RGBAcolor = m_objectColor;
508                         ms->m_bVisible = m_bVisible;
509                         ms->m_bCulled = m_bCulled || !m_bVisible;
510                         if (!ms->m_bCulled) 
511                                 ms->m_bucket->ActivateMesh(ms);
512                         
513                         /* split if necessary */
514 #ifdef USE_SPLIT
515                         ms->Split();
516 #endif
517                 }
518         
519                 if (recursive) {
520                         UpdateBuckets_recursive(GetSGNode());
521                 }
522         }
523 }
524
525 void KX_GameObject::RemoveMeshes()
526 {
527         for (size_t i=0;i<m_meshes.size();i++)
528                 m_meshes[i]->RemoveFromBuckets(this);
529
530         //note: meshes can be shared, and are deleted by KX_BlenderSceneConverter
531
532         m_meshes.clear();
533 }
534
535 void KX_GameObject::UpdateTransform()
536 {
537         // HACK: saves function call for dynamic object, they are handled differently
538         if (m_pPhysicsController1 && !m_pPhysicsController1->IsDyna())
539                 // Note that for Bullet, this does not even update the transform of static object
540                 // but merely sets there collision flag to "kinematic" because the synchronization is 
541                 // done during physics simulation
542                 m_pPhysicsController1->SetSumoTransform(true);
543         if (m_pGraphicController)
544                 // update the culling tree
545                 m_pGraphicController->SetGraphicTransform();
546
547 }
548
549 void KX_GameObject::UpdateTransformFunc(SG_IObject* node, void* gameobj, void* scene)
550 {
551         ((KX_GameObject*)gameobj)->UpdateTransform();
552 }
553
554 void KX_GameObject::SynchronizeTransform()
555 {
556         // only used for sensor object, do full synchronization as bullet doesn't do it
557         if (m_pPhysicsController1)
558                 m_pPhysicsController1->SetTransform();
559         if (m_pGraphicController)
560                 m_pGraphicController->SetGraphicTransform();
561 }
562
563 void KX_GameObject::SynchronizeTransformFunc(SG_IObject* node, void* gameobj, void* scene)
564 {
565         ((KX_GameObject*)gameobj)->SynchronizeTransform();
566 }
567
568
569 void KX_GameObject::SetDebugColor(unsigned int bgra)
570 {
571         for (size_t i=0;i<m_meshes.size();i++)
572                 m_meshes[i]->DebugColor(bgra);  
573 }
574
575
576
577 void KX_GameObject::ResetDebugColor()
578 {
579         SetDebugColor(0xff000000);
580 }
581
582 void KX_GameObject::InitIPO(bool ipo_as_force,
583                                                         bool ipo_add,
584                                                         bool ipo_local)
585 {
586         SGControllerList::iterator it = GetSGNode()->GetSGControllerList().begin();
587
588         while (it != GetSGNode()->GetSGControllerList().end()) {
589                 (*it)->SetOption(SG_Controller::SG_CONTR_IPO_RESET, true);
590                 (*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_AS_FORCE, ipo_as_force);
591                 (*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_ADD, ipo_add);
592                 (*it)->SetOption(SG_Controller::SG_CONTR_IPO_LOCAL, ipo_local);
593                 it++;
594         }
595
596
597 void KX_GameObject::UpdateIPO(float curframetime,
598                                                           bool recurse) 
599 {
600         // just the 'normal' update procedure.
601         GetSGNode()->SetSimulatedTime(curframetime,recurse);
602         GetSGNode()->UpdateWorldData(curframetime);
603         UpdateTransform();
604 }
605
606 // IPO update
607 void 
608 KX_GameObject::UpdateMaterialData(
609                 dword matname_hash,
610                 MT_Vector4 rgba,
611                 MT_Vector3 specrgb,
612                 MT_Scalar hard,
613                 MT_Scalar spec,
614                 MT_Scalar ref,
615                 MT_Scalar emit,
616                 MT_Scalar alpha
617
618         )
619 {
620         int mesh = 0;
621         if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0) {
622                 list<RAS_MeshMaterial>::iterator mit = m_meshes[mesh]->GetFirstMaterial();
623
624                 for(; mit != m_meshes[mesh]->GetLastMaterial(); ++mit)
625                 {
626                         RAS_IPolyMaterial* poly = mit->m_bucket->GetPolyMaterial();
627
628                         if(poly->GetFlag() & RAS_BLENDERMAT )
629                         {
630                                 KX_BlenderMaterial *m =  static_cast<KX_BlenderMaterial*>(poly);
631                                 
632                                 if (matname_hash == 0)
633                                 {
634                                         m->UpdateIPO(rgba, specrgb,hard,spec,ref,emit, alpha);
635                                         // if mesh has only one material attached to it then use original hack with no need to edit vertices (better performance)
636                                         SetObjectColor(rgba);
637                                 }
638                                 else
639                                 {
640                                         if (matname_hash == poly->GetMaterialNameHash())
641                                         {
642                                                 m->UpdateIPO(rgba, specrgb,hard,spec,ref,emit, alpha);
643                                                 m_meshes[mesh]->SetVertexColor(poly,rgba);
644                                                 
645                                                 // no break here, because one blender material can be split into several game engine materials
646                                                 // (e.g. one uvsphere material is split into one material at poles with ras_mode TRIANGLE and one material for the body
647                                                 // if here was a break then would miss some vertices if material was split
648                                         }
649                                 }
650                         }
651                 }
652         }
653 }
654 bool
655 KX_GameObject::GetVisible(
656         void
657         )
658 {
659         return m_bVisible;
660 }
661
662 static void setVisible_recursive(SG_Node* node, bool v)
663 {
664         NodeList& children = node->GetSGChildren();
665
666         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
667         {
668                 SG_Node* childnode = (*childit);
669                 KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
670                 if (clientgameobj != NULL) // This is a GameObject
671                         clientgameobj->SetVisible(v, 0);
672                 
673                 // if the childobj is NULL then this may be an inverse parent link
674                 // so a non recursive search should still look down this node.
675                 setVisible_recursive(childnode, v);
676         }
677 }
678
679
680 void
681 KX_GameObject::SetVisible(
682         bool v,
683         bool recursive
684         )
685 {
686         if (GetSGNode()) {
687                 m_bVisible = v;
688                 if (m_pGraphicController)
689                         m_pGraphicController->Activate(m_bVisible);
690                 if (recursive)
691                         setVisible_recursive(GetSGNode(), v);
692         }
693 }
694
695 static void setOccluder_recursive(SG_Node* node, bool v)
696 {
697         NodeList& children = node->GetSGChildren();
698
699         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
700         {
701                 SG_Node* childnode = (*childit);
702                 KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
703                 if (clientgameobj != NULL) // This is a GameObject
704                         clientgameobj->SetOccluder(v, false);
705                 
706                 // if the childobj is NULL then this may be an inverse parent link
707                 // so a non recursive search should still look down this node.
708                 setOccluder_recursive(childnode, v);
709         }
710 }
711
712 void
713 KX_GameObject::SetOccluder(
714         bool v,
715         bool recursive
716         )
717 {
718         if (GetSGNode()) {
719                 m_bOccluder = v;
720                 if (recursive)
721                         setOccluder_recursive(GetSGNode(), v);
722         }
723 }
724
725 void
726 KX_GameObject::SetLayer(
727         int l
728         )
729 {
730         m_layer = l;
731 }
732
733 int
734 KX_GameObject::GetLayer(
735         void
736         )
737 {
738         return m_layer;
739 }
740
741 void KX_GameObject::addLinearVelocity(const MT_Vector3& lin_vel,bool local)
742 {
743         if (m_pPhysicsController1) 
744         {
745                 MT_Vector3 lv = local ? NodeGetWorldOrientation() * lin_vel : lin_vel;
746                 m_pPhysicsController1->SetLinearVelocity(lv + m_pPhysicsController1->GetLinearVelocity(), 0);
747         }
748 }
749
750
751
752 void KX_GameObject::setLinearVelocity(const MT_Vector3& lin_vel,bool local)
753 {
754         if (m_pPhysicsController1)
755                 m_pPhysicsController1->SetLinearVelocity(lin_vel,local);
756 }
757
758
759
760 void KX_GameObject::setAngularVelocity(const MT_Vector3& ang_vel,bool local)
761 {
762         if (m_pPhysicsController1)
763                 m_pPhysicsController1->SetAngularVelocity(ang_vel,local);
764 }
765
766
767 void KX_GameObject::ResolveCombinedVelocities(
768         const MT_Vector3 & lin_vel,
769         const MT_Vector3 & ang_vel,
770         bool lin_vel_local,
771         bool ang_vel_local
772 ){
773         if (m_pPhysicsController1)
774         {
775
776                 MT_Vector3 lv = lin_vel_local ? NodeGetWorldOrientation() * lin_vel : lin_vel;
777                 MT_Vector3 av = ang_vel_local ? NodeGetWorldOrientation() * ang_vel : ang_vel;
778                 m_pPhysicsController1->resolveCombinedVelocities(
779                         lv.x(),lv.y(),lv.z(),av.x(),av.y(),av.z());
780         }
781 }
782
783
784 void KX_GameObject::SetObjectColor(const MT_Vector4& rgbavec)
785 {
786         m_bUseObjectColor = true;
787         m_objectColor = rgbavec;
788 }
789
790 void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis, float fac)
791 {
792         MT_Matrix3x3 orimat;
793         MT_Vector3 vect,ori,z,x,y;
794         MT_Scalar len;
795
796         // check on valid node in case a python controller holds a reference to a deleted object
797         if (!GetSGNode())
798                 return;
799
800         vect = dir;
801         len = vect.length();
802         if (MT_fuzzyZero(len))
803         {
804                 cout << "alignAxisToVect() Error: Null vector!\n";
805                 return;
806         }
807         
808         if (fac<=0.0) {
809                 return;
810         }
811         
812         // normalize
813         vect /= len;
814         orimat = GetSGNode()->GetWorldOrientation();
815         switch (axis)
816         {       
817                 case 0: //x axis
818                         ori.setValue(orimat[0][2], orimat[1][2], orimat[2][2]); //pivot axis
819                         if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON) //is the vector paralell to the pivot?
820                                 ori.setValue(orimat[0][1], orimat[1][1], orimat[2][1]); //change the pivot!
821                         if (fac == 1.0) {
822                                 x = vect;
823                         } else {
824                                 x = (vect * fac) + ((orimat * MT_Vector3(1.0, 0.0, 0.0)) * (1-fac));
825                                 len = x.length();
826                                 if (MT_fuzzyZero(len)) x = vect;
827                                 else x /= len;
828                         }
829                         y = ori.cross(x);
830                         z = x.cross(y);
831                         break;
832                 case 1: //y axis
833                         ori.setValue(orimat[0][0], orimat[1][0], orimat[2][0]);
834                         if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON)
835                                 ori.setValue(orimat[0][2], orimat[1][2], orimat[2][2]);
836                         if (fac == 1.0) {
837                                 y = vect;
838                         } else {
839                                 y = (vect * fac) + ((orimat * MT_Vector3(0.0, 1.0, 0.0)) * (1-fac));
840                                 len = y.length();
841                                 if (MT_fuzzyZero(len)) y = vect;
842                                 else y /= len;
843                         }
844                         z = ori.cross(y);
845                         x = y.cross(z);
846                         break;
847                 case 2: //z axis
848                         ori.setValue(orimat[0][1], orimat[1][1], orimat[2][1]);
849                         if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON)
850                                 ori.setValue(orimat[0][0], orimat[1][0], orimat[2][0]);
851                         if (fac == 1.0) {
852                                 z = vect;
853                         } else {
854                                 z = (vect * fac) + ((orimat * MT_Vector3(0.0, 0.0, 1.0)) * (1-fac));
855                                 len = z.length();
856                                 if (MT_fuzzyZero(len)) z = vect;
857                                 else z /= len;
858                         }
859                         x = ori.cross(z);
860                         y = z.cross(x);
861                         break;
862                 default: //wrong input?
863                         cout << "alignAxisToVect(): Wrong axis '" << axis <<"'\n";
864                         return;
865         }
866         x.normalize(); //normalize the vectors
867         y.normalize();
868         z.normalize();
869         orimat.setValue(        x[0],y[0],z[0],
870                                                 x[1],y[1],z[1],
871                                                 x[2],y[2],z[2]);
872         if (GetSGNode()->GetSGParent() != NULL)
873         {
874                 // the object is a child, adapt its local orientation so that 
875                 // the global orientation is aligned as we want.
876                 MT_Matrix3x3 invori = GetSGNode()->GetSGParent()->GetWorldOrientation().inverse();
877                 NodeSetLocalOrientation(invori*orimat);
878         }
879         else
880                 NodeSetLocalOrientation(orimat);
881 }
882
883 MT_Scalar KX_GameObject::GetMass()
884 {
885         if (m_pPhysicsController1)
886         {
887                 return m_pPhysicsController1->GetMass();
888         }
889         return 0.0;
890 }
891
892 MT_Vector3 KX_GameObject::GetLocalInertia()
893 {
894         MT_Vector3 local_inertia(0.0,0.0,0.0);
895         if (m_pPhysicsController1)
896         {
897                 local_inertia = m_pPhysicsController1->GetLocalInertia();
898         }
899         return local_inertia;
900 }
901
902 MT_Vector3 KX_GameObject::GetLinearVelocity(bool local)
903 {
904         MT_Vector3 velocity(0.0,0.0,0.0), locvel;
905         MT_Matrix3x3 ori;
906         if (m_pPhysicsController1)
907         {
908                 velocity = m_pPhysicsController1->GetLinearVelocity();
909                 
910                 if (local)
911                 {
912                         ori = GetSGNode()->GetWorldOrientation();
913                         
914                         locvel = velocity * ori;
915                         return locvel;
916                 }
917         }
918         return velocity;        
919 }
920
921 MT_Vector3 KX_GameObject::GetAngularVelocity(bool local)
922 {
923         MT_Vector3 velocity(0.0,0.0,0.0), locvel;
924         MT_Matrix3x3 ori;
925         if (m_pPhysicsController1)
926         {
927                 velocity = m_pPhysicsController1->GetAngularVelocity();
928                 
929                 if (local)
930                 {
931                         ori = GetSGNode()->GetWorldOrientation();
932                         
933                         locvel = velocity * ori;
934                         return locvel;
935                 }
936         }
937         return velocity;        
938 }
939
940 MT_Vector3 KX_GameObject::GetVelocity(const MT_Point3& point)
941 {
942         if (m_pPhysicsController1)
943         {
944                 return m_pPhysicsController1->GetVelocity(point);
945         }
946         return MT_Vector3(0.0,0.0,0.0);
947 }
948
949 // scenegraph node stuff
950
951 void KX_GameObject::NodeSetLocalPosition(const MT_Point3& trans)
952 {
953         // check on valid node in case a python controller holds a reference to a deleted object
954         if (!GetSGNode())
955                 return;
956
957         if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
958         {
959                 // don't update physic controller if the object is a child:
960                 // 1) the transformation will not be right
961                 // 2) in this case, the physic controller is necessarily a static object
962                 //    that is updated from the normal kinematic synchronization
963                 m_pPhysicsController1->setPosition(trans);
964         }
965
966         GetSGNode()->SetLocalPosition(trans);
967
968 }
969
970
971
972 void KX_GameObject::NodeSetLocalOrientation(const MT_Matrix3x3& rot)
973 {
974         // check on valid node in case a python controller holds a reference to a deleted object
975         if (!GetSGNode())
976                 return;
977
978         if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
979         {
980                 // see note above
981                 m_pPhysicsController1->setOrientation(rot);
982         }
983         GetSGNode()->SetLocalOrientation(rot);
984 }
985
986 void KX_GameObject::NodeSetGlobalOrientation(const MT_Matrix3x3& rot)
987 {
988         // check on valid node in case a python controller holds a reference to a deleted object
989         if (!GetSGNode())
990                 return;
991
992         if (GetSGNode()->GetSGParent())
993                 GetSGNode()->SetLocalOrientation(GetSGNode()->GetSGParent()->GetWorldOrientation().inverse()*rot);
994         else
995                 GetSGNode()->SetLocalOrientation(rot);
996 }
997
998 void KX_GameObject::NodeSetLocalScale(const MT_Vector3& scale)
999 {
1000         // check on valid node in case a python controller holds a reference to a deleted object
1001         if (!GetSGNode())
1002                 return;
1003
1004         if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
1005         {
1006                 // see note above
1007                 m_pPhysicsController1->setScaling(scale);
1008         }
1009         GetSGNode()->SetLocalScale(scale);
1010 }
1011
1012
1013
1014 void KX_GameObject::NodeSetRelativeScale(const MT_Vector3& scale)
1015 {
1016         if (GetSGNode())
1017         {
1018                 GetSGNode()->RelativeScale(scale);
1019                 if (m_pPhysicsController1 && (!GetSGNode()->GetSGParent()))
1020                 {
1021                         // see note above
1022                         // we can use the local scale: it's the same thing for a root object 
1023                         // and the world scale is not yet updated
1024                         MT_Vector3 newscale = GetSGNode()->GetLocalScale();
1025                         m_pPhysicsController1->setScaling(newscale);
1026                 }
1027         }
1028 }
1029
1030 void KX_GameObject::NodeSetWorldPosition(const MT_Point3& trans)
1031 {
1032         if (!GetSGNode())
1033                 return;
1034         SG_Node* parent = GetSGNode()->GetSGParent();
1035         if (parent != NULL)
1036         {
1037                 // Make sure the objects have some scale
1038                 MT_Vector3 scale = parent->GetWorldScaling();
1039                 if (fabs(scale[0]) < FLT_EPSILON || 
1040                         fabs(scale[1]) < FLT_EPSILON || 
1041                         fabs(scale[2]) < FLT_EPSILON)
1042                 { 
1043                         return; 
1044                 }
1045                 scale[0] = 1.0/scale[0];
1046                 scale[1] = 1.0/scale[1];
1047                 scale[2] = 1.0/scale[2];
1048                 MT_Matrix3x3 invori = parent->GetWorldOrientation().inverse();
1049                 MT_Vector3 newpos = invori*(trans-parent->GetWorldPosition())*scale;
1050                 NodeSetLocalPosition(MT_Point3(newpos[0],newpos[1],newpos[2]));
1051         }
1052         else 
1053         {
1054                 NodeSetLocalPosition(trans);
1055         }
1056 }
1057
1058
1059 void KX_GameObject::NodeUpdateGS(double time)
1060 {
1061         if (GetSGNode())
1062                 GetSGNode()->UpdateWorldData(time);
1063 }
1064
1065
1066
1067 const MT_Matrix3x3& KX_GameObject::NodeGetWorldOrientation() const
1068 {
1069         // check on valid node in case a python controller holds a reference to a deleted object
1070         if (!GetSGNode())
1071                 return dummy_orientation;
1072         return GetSGNode()->GetWorldOrientation();
1073 }
1074
1075 const MT_Matrix3x3& KX_GameObject::NodeGetLocalOrientation() const
1076 {
1077         // check on valid node in case a python controller holds a reference to a deleted object
1078         if (!GetSGNode())
1079                 return dummy_orientation;
1080         return GetSGNode()->GetLocalOrientation();
1081 }
1082
1083 const MT_Vector3& KX_GameObject::NodeGetWorldScaling() const
1084 {
1085         // check on valid node in case a python controller holds a reference to a deleted object
1086         if (!GetSGNode())
1087                 return dummy_scaling;
1088
1089         return GetSGNode()->GetWorldScaling();
1090 }
1091
1092 const MT_Vector3& KX_GameObject::NodeGetLocalScaling() const
1093 {
1094         // check on valid node in case a python controller holds a reference to a deleted object
1095         if (!GetSGNode())
1096                 return dummy_scaling;
1097
1098         return GetSGNode()->GetLocalScale();
1099 }
1100
1101 const MT_Point3& KX_GameObject::NodeGetWorldPosition() const
1102 {
1103         // check on valid node in case a python controller holds a reference to a deleted object
1104         if (GetSGNode())
1105                 return GetSGNode()->GetWorldPosition();
1106         else
1107                 return dummy_point;
1108 }
1109
1110 const MT_Point3& KX_GameObject::NodeGetLocalPosition() const
1111 {
1112         // check on valid node in case a python controller holds a reference to a deleted object
1113         if (GetSGNode())
1114                 return GetSGNode()->GetLocalPosition();
1115         else
1116                 return dummy_point;
1117 }
1118
1119
1120 /* Suspend/ resume: for the dynamic behaviour, there is a simple
1121  * method. For the residual motion, there is not. I wonder what the
1122  * correct solution is for Sumo. Remove from the motion-update tree?
1123  *
1124  * So far, only switch the physics and logic.
1125  * */
1126
1127 void KX_GameObject::Resume(void)
1128 {
1129         if (m_suspended) {
1130                 SCA_IObject::Resume();
1131                 if(GetPhysicsController())
1132                         GetPhysicsController()->RestoreDynamics();
1133
1134                 m_suspended = false;
1135         }
1136 }
1137
1138 void KX_GameObject::Suspend()
1139 {
1140         if ((!m_ignore_activity_culling) 
1141                 && (!m_suspended))  {
1142                 SCA_IObject::Suspend();
1143                 if(GetPhysicsController())
1144                         GetPhysicsController()->SuspendDynamics();
1145                 m_suspended = true;
1146         }
1147 }
1148
1149 static void walk_children(SG_Node* node, CListValue* list, bool recursive)
1150 {
1151         if (!node)
1152                 return;
1153         NodeList& children = node->GetSGChildren();
1154
1155         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
1156         {
1157                 SG_Node* childnode = (*childit);
1158                 CValue* childobj = (CValue*)childnode->GetSGClientObject();
1159                 if (childobj != NULL) // This is a GameObject
1160                 {
1161                         // add to the list
1162                         list->Add(childobj->AddRef());
1163                 }
1164                 
1165                 // if the childobj is NULL then this may be an inverse parent link
1166                 // so a non recursive search should still look down this node.
1167                 if (recursive || childobj==NULL) {
1168                         walk_children(childnode, list, recursive);
1169                 }
1170         }
1171 }
1172
1173 CListValue* KX_GameObject::GetChildren()
1174 {
1175         CListValue* list = new CListValue();
1176         walk_children(GetSGNode(), list, 0); /* GetSGNode() is always valid or it would have raised an exception before this */
1177         return list;
1178 }
1179
1180 CListValue* KX_GameObject::GetChildrenRecursive()
1181 {
1182         CListValue* list = new CListValue();
1183         walk_children(GetSGNode(), list, 1);
1184         return list;
1185 }
1186
1187 #ifdef USE_MATHUTILS
1188
1189 /* These require an SGNode */
1190 #define MATHUTILS_VEC_CB_POS_LOCAL 1
1191 #define MATHUTILS_VEC_CB_POS_GLOBAL 2
1192 #define MATHUTILS_VEC_CB_SCALE_LOCAL 3
1193 #define MATHUTILS_VEC_CB_SCALE_GLOBAL 4
1194 #define MATHUTILS_VEC_CB_INERTIA_LOCAL 5
1195
1196 static int mathutils_kxgameob_vector_cb_index= -1; /* index for our callbacks */
1197
1198 static int mathutils_kxgameob_generic_check(PyObject *self_v)
1199 {
1200         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1201         if(self==NULL)
1202                 return 0;
1203         
1204         return 1;
1205 }
1206
1207 static int mathutils_kxgameob_vector_get(PyObject *self_v, int subtype, float *vec_from)
1208 {
1209         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1210         if(self==NULL)
1211                 return 0;
1212         
1213         switch(subtype) {
1214                 case MATHUTILS_VEC_CB_POS_LOCAL:
1215                         self->NodeGetLocalPosition().getValue(vec_from);
1216                         break;
1217                 case MATHUTILS_VEC_CB_POS_GLOBAL:
1218                         self->NodeGetWorldPosition().getValue(vec_from);
1219                         break;
1220                 case MATHUTILS_VEC_CB_SCALE_LOCAL:
1221                         self->NodeGetLocalScaling().getValue(vec_from);
1222                         break;
1223                 case MATHUTILS_VEC_CB_SCALE_GLOBAL:
1224                         self->NodeGetWorldScaling().getValue(vec_from);
1225                         break;
1226                 case MATHUTILS_VEC_CB_INERTIA_LOCAL:
1227                         if(!self->GetPhysicsController()) return 0;
1228                         self->GetPhysicsController()->GetLocalInertia().getValue(vec_from);
1229                         break;
1230         }
1231         
1232         return 1;
1233 }
1234
1235 static int mathutils_kxgameob_vector_set(PyObject *self_v, int subtype, float *vec_to)
1236 {
1237         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1238         if(self==NULL)
1239                 return 0;
1240         
1241         switch(subtype) {
1242                 case MATHUTILS_VEC_CB_POS_LOCAL:
1243                         self->NodeSetLocalPosition(MT_Point3(vec_to));
1244                         self->NodeUpdateGS(0.f);
1245                         break;
1246                 case MATHUTILS_VEC_CB_POS_GLOBAL:
1247                         self->NodeSetWorldPosition(MT_Point3(vec_to));
1248                         self->NodeUpdateGS(0.f);
1249                         break;
1250                 case MATHUTILS_VEC_CB_SCALE_LOCAL:
1251                         self->NodeSetLocalScale(MT_Point3(vec_to));
1252                         self->NodeUpdateGS(0.f);
1253                         break;
1254                 case MATHUTILS_VEC_CB_SCALE_GLOBAL:
1255                         break;
1256                 case MATHUTILS_VEC_CB_INERTIA_LOCAL:
1257                         /* read only */
1258                         break;
1259         }
1260         
1261         return 1;
1262 }
1263
1264 static int mathutils_kxgameob_vector_get_index(PyObject *self_v, int subtype, float *vec_from, int index)
1265 {
1266         float f[4];
1267         /* lazy, avoid repeteing the case statement */
1268         if(!mathutils_kxgameob_vector_get(self_v, subtype, f))
1269                 return 0;
1270         
1271         vec_from[index]= f[index];
1272         return 1;
1273 }
1274
1275 static int mathutils_kxgameob_vector_set_index(PyObject *self_v, int subtype, float *vec_to, int index)
1276 {
1277         float f= vec_to[index];
1278         
1279         /* lazy, avoid repeteing the case statement */
1280         if(!mathutils_kxgameob_vector_get(self_v, subtype, vec_to))
1281                 return 0;
1282         
1283         vec_to[index]= f;
1284         mathutils_kxgameob_vector_set(self_v, subtype, vec_to);
1285         
1286         return 1;
1287 }
1288
1289 Mathutils_Callback mathutils_kxgameob_vector_cb = {
1290         mathutils_kxgameob_generic_check,
1291         mathutils_kxgameob_vector_get,
1292         mathutils_kxgameob_vector_set,
1293         mathutils_kxgameob_vector_get_index,
1294         mathutils_kxgameob_vector_set_index
1295 };
1296
1297 /* Matrix */
1298 #define MATHUTILS_MAT_CB_ORI_LOCAL 1
1299 #define MATHUTILS_MAT_CB_ORI_GLOBAL 2
1300
1301 static int mathutils_kxgameob_matrix_cb_index= -1; /* index for our callbacks */
1302
1303 static int mathutils_kxgameob_matrix_get(PyObject *self_v, int subtype, float *mat_from)
1304 {
1305         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1306         if(self==NULL)
1307                 return 0;
1308         
1309         switch(subtype) {
1310                 case MATHUTILS_MAT_CB_ORI_LOCAL:
1311                         self->NodeGetLocalOrientation().getValue3x3(mat_from);
1312                         break;
1313                 case MATHUTILS_MAT_CB_ORI_GLOBAL:
1314                         self->NodeGetWorldOrientation().getValue3x3(mat_from);
1315                         break;
1316         }
1317         
1318         return 1;
1319 }
1320
1321
1322 static int mathutils_kxgameob_matrix_set(PyObject *self_v, int subtype, float *mat_to)
1323 {
1324         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1325         if(self==NULL)
1326                 return 0;
1327         
1328         MT_Matrix3x3 mat3x3;
1329         switch(subtype) {
1330                 case MATHUTILS_MAT_CB_ORI_LOCAL:
1331                         mat3x3.setValue3x3(mat_to);
1332                         self->NodeSetLocalOrientation(mat3x3);
1333                         self->NodeUpdateGS(0.f);
1334                         break;
1335                 case MATHUTILS_MAT_CB_ORI_GLOBAL:
1336                         mat3x3.setValue3x3(mat_to);
1337                         self->NodeSetLocalOrientation(mat3x3);
1338                         self->NodeUpdateGS(0.f);
1339                         break;
1340         }
1341         
1342         return 1;
1343 }
1344
1345 Mathutils_Callback mathutils_kxgameob_matrix_cb = {
1346         mathutils_kxgameob_generic_check,
1347         mathutils_kxgameob_matrix_get,
1348         mathutils_kxgameob_matrix_set,
1349         NULL,
1350         NULL
1351 };
1352
1353
1354 void KX_GameObject_Mathutils_Callback_Init(void)
1355 {
1356         // register mathutils callbacks, ok to run more then once.
1357         mathutils_kxgameob_vector_cb_index= Mathutils_RegisterCallback(&mathutils_kxgameob_vector_cb);
1358         mathutils_kxgameob_matrix_cb_index= Mathutils_RegisterCallback(&mathutils_kxgameob_matrix_cb);
1359 }
1360
1361 #endif // USE_MATHUTILS
1362
1363 /* ------- python stuff ---------------------------------------------------*/
1364
1365 PyMethodDef KX_GameObject::Methods[] = {
1366         {"applyForce", (PyCFunction)    KX_GameObject::sPyApplyForce, METH_VARARGS},
1367         {"applyTorque", (PyCFunction)   KX_GameObject::sPyApplyTorque, METH_VARARGS},
1368         {"applyRotation", (PyCFunction) KX_GameObject::sPyApplyRotation, METH_VARARGS},
1369         {"applyMovement", (PyCFunction) KX_GameObject::sPyApplyMovement, METH_VARARGS},
1370         {"getLinearVelocity", (PyCFunction) KX_GameObject::sPyGetLinearVelocity, METH_VARARGS},
1371         {"setLinearVelocity", (PyCFunction) KX_GameObject::sPySetLinearVelocity, METH_VARARGS},
1372         {"getAngularVelocity", (PyCFunction) KX_GameObject::sPyGetAngularVelocity, METH_VARARGS},
1373         {"setAngularVelocity", (PyCFunction) KX_GameObject::sPySetAngularVelocity, METH_VARARGS},
1374         {"getVelocity", (PyCFunction) KX_GameObject::sPyGetVelocity, METH_VARARGS},
1375         {"getReactionForce", (PyCFunction) KX_GameObject::sPyGetReactionForce, METH_NOARGS},
1376         {"alignAxisToVect",(PyCFunction) KX_GameObject::sPyAlignAxisToVect, METH_VARARGS},
1377         {"getAxisVect",(PyCFunction) KX_GameObject::sPyGetAxisVect, METH_O},
1378         {"suspendDynamics", (PyCFunction)KX_GameObject::sPySuspendDynamics,METH_NOARGS},
1379         {"restoreDynamics", (PyCFunction)KX_GameObject::sPyRestoreDynamics,METH_NOARGS},
1380         {"enableRigidBody", (PyCFunction)KX_GameObject::sPyEnableRigidBody,METH_NOARGS},
1381         {"disableRigidBody", (PyCFunction)KX_GameObject::sPyDisableRigidBody,METH_NOARGS},
1382         {"applyImpulse", (PyCFunction) KX_GameObject::sPyApplyImpulse, METH_VARARGS},
1383         {"setCollisionMargin", (PyCFunction) KX_GameObject::sPySetCollisionMargin, METH_O},
1384         {"setParent", (PyCFunction)KX_GameObject::sPySetParent,METH_VARARGS},
1385         {"setVisible",(PyCFunction) KX_GameObject::sPySetVisible, METH_VARARGS},
1386         {"setOcclusion",(PyCFunction) KX_GameObject::sPySetOcclusion, METH_VARARGS},
1387         {"removeParent", (PyCFunction)KX_GameObject::sPyRemoveParent,METH_NOARGS},
1388         {"getChildren", (PyCFunction)KX_GameObject::sPyGetChildren,METH_NOARGS},
1389         {"getChildrenRecursive", (PyCFunction)KX_GameObject::sPyGetChildrenRecursive,METH_NOARGS},
1390         {"getPhysicsId", (PyCFunction)KX_GameObject::sPyGetPhysicsId,METH_NOARGS},
1391         {"getPropertyNames", (PyCFunction)KX_GameObject::sPyGetPropertyNames,METH_NOARGS},
1392         {"replaceMesh",(PyCFunction) KX_GameObject::sPyReplaceMesh, METH_O},
1393         {"endObject",(PyCFunction) KX_GameObject::sPyEndObject, METH_NOARGS},
1394         
1395         KX_PYMETHODTABLE(KX_GameObject, rayCastTo),
1396         KX_PYMETHODTABLE(KX_GameObject, rayCast),
1397         KX_PYMETHODTABLE_O(KX_GameObject, getDistanceTo),
1398         KX_PYMETHODTABLE_O(KX_GameObject, getVectTo),
1399         KX_PYMETHODTABLE(KX_GameObject, sendMessage),
1400         
1401         // dict style access for props
1402         {"has_key",(PyCFunction) KX_GameObject::sPyhas_key, METH_O},
1403         {"get",(PyCFunction) KX_GameObject::sPyget, METH_VARARGS},
1404         
1405         // deprecated
1406         {"getPosition", (PyCFunction) KX_GameObject::sPyGetPosition, METH_NOARGS},
1407         {"setPosition", (PyCFunction) KX_GameObject::sPySetPosition, METH_O},
1408         {"setWorldPosition", (PyCFunction) KX_GameObject::sPySetWorldPosition, METH_O},
1409         {"getOrientation", (PyCFunction) KX_GameObject::sPyGetOrientation, METH_NOARGS},
1410         {"setOrientation", (PyCFunction) KX_GameObject::sPySetOrientation, METH_O},
1411         {"getState",(PyCFunction) KX_GameObject::sPyGetState, METH_NOARGS},
1412         {"setState",(PyCFunction) KX_GameObject::sPySetState, METH_O},
1413         {"getParent", (PyCFunction)KX_GameObject::sPyGetParent,METH_NOARGS},
1414         {"getVisible",(PyCFunction) KX_GameObject::sPyGetVisible, METH_NOARGS},
1415         {"getMass", (PyCFunction) KX_GameObject::sPyGetMass, METH_NOARGS},
1416         {"getMesh", (PyCFunction)KX_GameObject::sPyGetMesh,METH_VARARGS},
1417         {NULL,NULL} //Sentinel
1418 };
1419
1420 PyAttributeDef KX_GameObject::Attributes[] = {
1421         KX_PYATTRIBUTE_RO_FUNCTION("name",              KX_GameObject, pyattr_get_name),
1422         KX_PYATTRIBUTE_RO_FUNCTION("parent",    KX_GameObject, pyattr_get_parent),
1423         KX_PYATTRIBUTE_RW_FUNCTION("mass",              KX_GameObject, pyattr_get_mass,         pyattr_set_mass),
1424         KX_PYATTRIBUTE_RW_FUNCTION("linVelocityMin",            KX_GameObject, pyattr_get_lin_vel_min, pyattr_set_lin_vel_min),
1425         KX_PYATTRIBUTE_RW_FUNCTION("linVelocityMax",            KX_GameObject, pyattr_get_lin_vel_max, pyattr_set_lin_vel_max),
1426         KX_PYATTRIBUTE_RW_FUNCTION("visible",   KX_GameObject, pyattr_get_visible,      pyattr_set_visible),
1427         KX_PYATTRIBUTE_BOOL_RW    ("occlusion", KX_GameObject, m_bOccluder),
1428         KX_PYATTRIBUTE_RW_FUNCTION("position",  KX_GameObject, pyattr_get_worldPosition,        pyattr_set_localPosition),
1429         KX_PYATTRIBUTE_RO_FUNCTION("localInertia",      KX_GameObject, pyattr_get_localInertia),
1430         KX_PYATTRIBUTE_RW_FUNCTION("orientation",KX_GameObject,pyattr_get_worldOrientation,pyattr_set_localOrientation),
1431         KX_PYATTRIBUTE_RW_FUNCTION("scaling",   KX_GameObject, pyattr_get_worldScaling, pyattr_set_localScaling),
1432         KX_PYATTRIBUTE_RW_FUNCTION("timeOffset",KX_GameObject, pyattr_get_timeOffset,pyattr_set_timeOffset),
1433         KX_PYATTRIBUTE_RW_FUNCTION("state",             KX_GameObject, pyattr_get_state,        pyattr_set_state),
1434         KX_PYATTRIBUTE_RO_FUNCTION("meshes",    KX_GameObject, pyattr_get_meshes),
1435         KX_PYATTRIBUTE_RW_FUNCTION("localOrientation",KX_GameObject,pyattr_get_localOrientation,pyattr_set_localOrientation),
1436         KX_PYATTRIBUTE_RW_FUNCTION("worldOrientation",KX_GameObject,pyattr_get_worldOrientation,pyattr_set_worldOrientation),
1437         KX_PYATTRIBUTE_RW_FUNCTION("localPosition",     KX_GameObject, pyattr_get_localPosition,        pyattr_set_localPosition),
1438         KX_PYATTRIBUTE_RW_FUNCTION("worldPosition",     KX_GameObject, pyattr_get_worldPosition,    pyattr_set_worldPosition),
1439         KX_PYATTRIBUTE_RW_FUNCTION("localScale",        KX_GameObject, pyattr_get_localScaling, pyattr_set_localScaling),
1440         KX_PYATTRIBUTE_RO_FUNCTION("worldScale",        KX_GameObject, pyattr_get_worldScaling),
1441         KX_PYATTRIBUTE_RO_FUNCTION("children",  KX_GameObject, pyattr_get_children),
1442         KX_PYATTRIBUTE_RO_FUNCTION("childrenRecursive", KX_GameObject, pyattr_get_children_recursive),
1443         KX_PYATTRIBUTE_RO_FUNCTION("attrDict",  KX_GameObject, pyattr_get_attrDict),
1444         
1445         /* Experemental, dont rely on these yet */
1446         KX_PYATTRIBUTE_RO_FUNCTION("sensors",           KX_GameObject, pyattr_get_sensors),
1447         KX_PYATTRIBUTE_RO_FUNCTION("controllers",       KX_GameObject, pyattr_get_controllers),
1448         KX_PYATTRIBUTE_RO_FUNCTION("actuators",         KX_GameObject, pyattr_get_actuators),
1449         {NULL} //Sentinel
1450 };
1451
1452
1453 /*
1454 bool KX_GameObject::ConvertPythonVectorArgs(PyObject* args,
1455                                                                                         MT_Vector3& pos,
1456                                                                                         MT_Vector3& pos2)
1457 {
1458         PyObject* pylist;
1459         PyObject* pylist2;
1460         bool error = (PyArg_ParseTuple(args,"OO",&pylist,&pylist2)) != 0;
1461
1462         pos = ConvertPythonPylist(pylist);
1463         pos2 = ConvertPythonPylist(pylist2);
1464                 
1465         return error;
1466 }
1467 */
1468
1469 PyObject* KX_GameObject::PyReplaceMesh(PyObject* value)
1470 {
1471         KX_Scene *scene = KX_GetActiveScene();
1472         RAS_MeshObject* new_mesh;
1473         
1474         if (!ConvertPythonToMesh(value, &new_mesh, false, "gameOb.replaceMesh(value): KX_GameObject"))
1475                 return NULL;
1476         
1477         scene->ReplaceMesh(this, new_mesh);
1478         Py_RETURN_NONE;
1479 }
1480
1481 PyObject* KX_GameObject::PyEndObject()
1482 {
1483         KX_Scene *scene = KX_GetActiveScene();
1484         
1485         scene->DelayedRemoveObject(this);
1486         
1487         Py_RETURN_NONE;
1488
1489 }
1490
1491
1492 PyObject* KX_GameObject::PyGetPosition()
1493 {
1494         ShowDeprecationWarning("getPosition()", "the position property");
1495         return PyObjectFrom(NodeGetWorldPosition());
1496 }
1497
1498 static PyObject *Map_GetItem(PyObject *self_v, PyObject *item)
1499 {
1500         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1501         const char *attr_str= PyString_AsString(item);
1502         CValue* resultattr;
1503         PyObject* pyconvert;
1504         
1505         if (self==NULL) {
1506                 PyErr_SetString(PyExc_SystemError, "val = gameOb[key]: KX_GameObject, "BGE_PROXY_ERROR_MSG);
1507                 return NULL;
1508         }
1509         
1510         /* first see if the attributes a string and try get the cvalue attribute */
1511         if(attr_str && (resultattr=self->GetProperty(attr_str))) {
1512                 pyconvert = resultattr->ConvertValueToPython();                 
1513                 return pyconvert ? pyconvert:resultattr->GetProxy();
1514         }
1515         /* no CValue attribute, try get the python only m_attr_dict attribute */
1516         else if (self->m_attr_dict && (pyconvert=PyDict_GetItem(self->m_attr_dict, item))) {
1517                 
1518                 if (attr_str)
1519                         PyErr_Clear();
1520                 Py_INCREF(pyconvert);
1521                 return pyconvert;
1522         }
1523         else {
1524                 if(attr_str)    PyErr_Format(PyExc_KeyError, "value = gameOb[key]: KX_GameObject, key \"%s\" does not exist", attr_str);
1525                 else                    PyErr_SetString(PyExc_KeyError, "value = gameOb[key]: KX_GameObject, key does not exist");
1526                 return NULL;
1527         }
1528                 
1529 }
1530
1531
1532 static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val)
1533 {
1534         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1535         const char *attr_str= PyString_AsString(key);
1536         if(attr_str==NULL)
1537                 PyErr_Clear();
1538         
1539         if (self==NULL) {
1540                 PyErr_SetString(PyExc_SystemError, "gameOb[key] = value: KX_GameObject, "BGE_PROXY_ERROR_MSG);
1541                 return -1;
1542         }
1543         
1544         if (val==NULL) { /* del ob["key"] */
1545                 int del= 0;
1546                 
1547                 /* try remove both just incase */
1548                 if(attr_str)
1549                         del |= (self->RemoveProperty(attr_str)==true) ? 1:0;
1550                 
1551                 if(self->m_attr_dict)
1552                         del |= (PyDict_DelItem(self->m_attr_dict, key)==0) ? 1:0;
1553                 
1554                 if (del==0) {
1555                         if(attr_str)    PyErr_Format(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key \"%s\" could not be set", attr_str);
1556                         else                    PyErr_SetString(PyExc_KeyError, "del gameOb[key]: KX_GameObject, key could not be deleted");
1557                         return -1;
1558                 }
1559                 else if (self->m_attr_dict) {
1560                         PyErr_Clear(); /* PyDict_DelItem sets an error when it fails */
1561                 }
1562         }
1563         else { /* ob["key"] = value */
1564                 int set= 0;
1565                 
1566                 /* as CValue */
1567                 if(attr_str && BGE_PROXY_CHECK_TYPE(val)==0) /* dont allow GameObjects for eg to be assigned to CValue props */
1568                 {
1569                         CValue* vallie = self->ConvertPythonToValue(val, ""); /* error unused */
1570                         
1571                         if(vallie)
1572                         {
1573                                 CValue* oldprop = self->GetProperty(attr_str);
1574                                 
1575                                 if (oldprop)
1576                                         oldprop->SetValue(vallie);
1577                                 else
1578                                         self->SetProperty(attr_str, vallie);
1579                                 
1580                                 vallie->Release();
1581                                 set= 1;
1582                                 
1583                                 /* try remove dict value to avoid double ups */
1584                                 if (self->m_attr_dict){
1585                                         if (PyDict_DelItem(self->m_attr_dict, key) != 0)
1586                                                 PyErr_Clear();
1587                                 }
1588                         }
1589                         else {
1590                                 PyErr_Clear();
1591                         }
1592                 }
1593                 
1594                 if(set==0)
1595                 {
1596                         if (self->m_attr_dict==NULL) /* lazy init */
1597                                 self->m_attr_dict= PyDict_New();
1598                         
1599                         
1600                         if(PyDict_SetItem(self->m_attr_dict, key, val)==0)
1601                         {
1602                                 if(attr_str)
1603                                         self->RemoveProperty(attr_str); /* overwrite the CValue if it exists */
1604                                 set= 1;
1605                         }
1606                         else {
1607                                 if(attr_str)    PyErr_Format(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key \"%s\" not be added to internal dictionary", attr_str);
1608                                 else                    PyErr_SetString(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key not be added to internal dictionary");
1609                         }
1610                 }
1611                 
1612                 if(set==0)
1613                         return -1; /* pythons error value */
1614                 
1615         }
1616         
1617         return 0; /* success */
1618 }
1619
1620 static int Seq_Contains(PyObject *self_v, PyObject *value)
1621 {
1622         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1623         
1624         if (self==NULL) {
1625                 PyErr_SetString(PyExc_SystemError, "val in gameOb: KX_GameObject, "BGE_PROXY_ERROR_MSG);
1626                 return -1;
1627         }
1628         
1629         if(PyString_Check(value) && self->GetProperty(PyString_AsString(value)))
1630                 return 1;
1631         
1632         if (self->m_attr_dict && PyDict_GetItem(self->m_attr_dict, value))
1633                 return 1;
1634         
1635         return 0;
1636 }
1637
1638
1639 PyMappingMethods KX_GameObject::Mapping = {
1640         (lenfunc)NULL                                   ,                       /*inquiry mp_length */
1641         (binaryfunc)Map_GetItem,                /*binaryfunc mp_subscript */
1642         (objobjargproc)Map_SetItem,     /*objobjargproc mp_ass_subscript */
1643 };
1644
1645 PySequenceMethods KX_GameObject::Sequence = {
1646         NULL,           /* Cant set the len otherwise it can evaluate as false */
1647         NULL,           /* sq_concat */
1648         NULL,           /* sq_repeat */
1649         NULL,           /* sq_item */
1650         NULL,           /* sq_slice */
1651         NULL,           /* sq_ass_item */
1652         NULL,           /* sq_ass_slice */
1653         (objobjproc)Seq_Contains,       /* sq_contains */
1654 };
1655
1656 PyTypeObject KX_GameObject::Type = {
1657 #if (PY_VERSION_HEX >= 0x02060000)
1658         PyVarObject_HEAD_INIT(NULL, 0)
1659 #else
1660         /* python 2.5 and below */
1661         PyObject_HEAD_INIT( NULL )  /* required py macro */
1662         0,                          /* ob_size */
1663 #endif
1664                 "KX_GameObject",
1665                 sizeof(PyObjectPlus_Proxy),
1666                 0,
1667                 py_base_dealloc,
1668                 0,
1669                 0,
1670                 0,
1671                 0,
1672                 py_base_repr,
1673                 0,
1674                 &Sequence,
1675                 &Mapping,
1676                 0,0,0,
1677                 py_base_getattro,
1678                 py_base_setattro,
1679                 0,
1680                 Py_TPFLAGS_DEFAULT,
1681                 0,0,0,0,0,0,0,
1682                 Methods
1683 };
1684
1685
1686
1687
1688
1689
1690 PyParentObject KX_GameObject::Parents[] = {
1691         &KX_GameObject::Type,
1692                 &SCA_IObject::Type,
1693                 &CValue::Type,
1694                 NULL
1695 };
1696
1697 PyObject* KX_GameObject::pyattr_get_name(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1698 {
1699         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1700         return PyString_FromString(self->GetName().ReadPtr());
1701 }
1702
1703 PyObject* KX_GameObject::pyattr_get_parent(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1704 {
1705         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1706         KX_GameObject* parent = self->GetParent();
1707         if (parent) {
1708                 parent->Release(); /* self->GetParent() AddRef's */
1709                 return parent->GetProxy();
1710         }
1711         Py_RETURN_NONE;
1712 }
1713
1714 PyObject* KX_GameObject::pyattr_get_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1715 {
1716         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1717         KX_IPhysicsController *spc = self->GetPhysicsController();
1718         return PyFloat_FromDouble(spc ? spc->GetMass() : 0.0f);
1719 }
1720
1721 int KX_GameObject::pyattr_set_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1722 {
1723         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1724         KX_IPhysicsController *spc = self->GetPhysicsController();
1725         MT_Scalar val = PyFloat_AsDouble(value);
1726         if (val < 0.0f) { /* also accounts for non float */
1727                 PyErr_SetString(PyExc_AttributeError, "gameOb.mass = float: KX_GameObject, expected a float zero or above");
1728                 return PY_SET_ATTR_FAIL;
1729         }
1730
1731         if (spc)
1732                 spc->SetMass(val);
1733
1734         return PY_SET_ATTR_SUCCESS;
1735 }
1736
1737 PyObject* KX_GameObject::pyattr_get_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1738 {
1739         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1740         KX_IPhysicsController *spc = self->GetPhysicsController();
1741         return PyFloat_FromDouble(spc ? spc->GetLinVelocityMax() : 0.0f);
1742 }
1743
1744 int KX_GameObject::pyattr_set_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1745 {
1746         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1747         KX_IPhysicsController *spc = self->GetPhysicsController();
1748         MT_Scalar val = PyFloat_AsDouble(value);
1749         if (val < 0.0f) { /* also accounts for non float */
1750                 PyErr_SetString(PyExc_AttributeError, "gameOb.linVelocityMin = float: KX_GameObject, expected a float zero or above");
1751                 return PY_SET_ATTR_FAIL;
1752         }
1753
1754         if (spc)
1755                 spc->SetLinVelocityMin(val);
1756
1757         return PY_SET_ATTR_SUCCESS;
1758 }
1759
1760 PyObject* KX_GameObject::pyattr_get_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1761 {
1762         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1763         KX_IPhysicsController *spc = self->GetPhysicsController();
1764         return PyFloat_FromDouble(spc ? spc->GetLinVelocityMax() : 0.0f);
1765 }
1766
1767 int KX_GameObject::pyattr_set_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1768 {
1769         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1770         KX_IPhysicsController *spc = self->GetPhysicsController();
1771         MT_Scalar val = PyFloat_AsDouble(value);
1772         if (val < 0.0f) { /* also accounts for non float */
1773                 PyErr_SetString(PyExc_AttributeError, "gameOb.linVelocityMax = float: KX_GameObject, expected a float zero or above");
1774                 return PY_SET_ATTR_FAIL;
1775         }
1776
1777         if (spc)
1778                 spc->SetLinVelocityMax(val);
1779
1780         return PY_SET_ATTR_SUCCESS;
1781 }
1782
1783
1784 PyObject* KX_GameObject::pyattr_get_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1785 {
1786         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1787         return PyBool_FromLong(self->GetVisible());
1788 }
1789
1790 int KX_GameObject::pyattr_set_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1791 {
1792         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1793         int param = PyObject_IsTrue( value );
1794         if (param == -1) {
1795                 PyErr_SetString(PyExc_AttributeError, "gameOb.visible = bool: KX_GameObject, expected True or False");
1796                 return PY_SET_ATTR_FAIL;
1797         }
1798
1799         self->SetVisible(param, false);
1800         self->UpdateBuckets(false);
1801         return PY_SET_ATTR_SUCCESS;
1802 }
1803
1804 PyObject* KX_GameObject::pyattr_get_worldPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1805 {
1806         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1807 #ifdef USE_MATHUTILS
1808         return newVectorObject_cb((PyObject *)self_v, 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_POS_GLOBAL);
1809 #else
1810         return PyObjectFrom(self->NodeGetWorldPosition());
1811 #endif
1812 }
1813
1814 int KX_GameObject::pyattr_set_worldPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1815 {
1816         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1817         MT_Point3 pos;
1818         if (!PyVecTo(value, pos))
1819                 return PY_SET_ATTR_FAIL;
1820         
1821         self->NodeSetWorldPosition(pos);
1822         self->NodeUpdateGS(0.f);
1823         return PY_SET_ATTR_SUCCESS;
1824 }
1825
1826 PyObject* KX_GameObject::pyattr_get_localPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1827 {
1828         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1829 #ifdef USE_MATHUTILS    
1830         return newVectorObject_cb((PyObject *)self_v, 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_POS_LOCAL);
1831 #else   
1832         return PyObjectFrom(self->NodeGetLocalPosition());
1833 #endif
1834 }
1835
1836 int KX_GameObject::pyattr_set_localPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1837 {
1838         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1839         MT_Point3 pos;
1840         if (!PyVecTo(value, pos))
1841                 return PY_SET_ATTR_FAIL;
1842         
1843         self->NodeSetLocalPosition(pos);
1844         self->NodeUpdateGS(0.f);
1845         return PY_SET_ATTR_SUCCESS;
1846 }
1847
1848 PyObject* KX_GameObject::pyattr_get_localInertia(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1849 {
1850         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1851 #ifdef USE_MATHUTILS
1852         return newVectorObject_cb((PyObject *)self_v, 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_INERTIA_LOCAL);
1853 #else
1854         if (self->GetPhysicsController())
1855                 return PyObjectFrom(self->GetPhysicsController()->GetLocalInertia());
1856         return Py_BuildValue("fff", 0.0f, 0.0f, 0.0f);
1857 #endif
1858 }
1859
1860 PyObject* KX_GameObject::pyattr_get_worldOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1861 {
1862 #ifdef USE_MATHUTILS
1863         return newMatrixObject_cb((PyObject *)self_v, 3, 3, mathutils_kxgameob_matrix_cb_index, MATHUTILS_MAT_CB_ORI_GLOBAL);
1864 #else
1865         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1866         return PyObjectFrom(self->NodeGetWorldOrientation());
1867 #endif
1868 }
1869
1870 int KX_GameObject::pyattr_set_worldOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1871 {
1872         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1873         
1874         /* if value is not a sequence PyOrientationTo makes an error */
1875         MT_Matrix3x3 rot;
1876         if (!PyOrientationTo(value, rot, "gameOb.worldOrientation = sequence: KX_GameObject, "))
1877                 return PY_SET_ATTR_FAIL;
1878
1879         self->NodeSetGlobalOrientation(rot);
1880         
1881         self->NodeUpdateGS(0.f);
1882         return PY_SET_ATTR_SUCCESS;
1883 }
1884
1885 PyObject* KX_GameObject::pyattr_get_localOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1886 {
1887 #ifdef USE_MATHUTILS
1888         return newMatrixObject_cb((PyObject *)self_v, 3, 3, mathutils_kxgameob_matrix_cb_index, MATHUTILS_MAT_CB_ORI_LOCAL);
1889 #else
1890         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1891         return PyObjectFrom(self->NodeGetLocalOrientation());
1892 #endif
1893 }
1894
1895 int KX_GameObject::pyattr_set_localOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1896 {
1897         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1898         
1899         /* if value is not a sequence PyOrientationTo makes an error */
1900         MT_Matrix3x3 rot;
1901         if (!PyOrientationTo(value, rot, "gameOb.localOrientation = sequence: KX_GameObject, "))
1902                 return PY_SET_ATTR_FAIL;
1903
1904         self->NodeSetLocalOrientation(rot);
1905         self->NodeUpdateGS(0.f);
1906         return PY_SET_ATTR_SUCCESS;
1907 }
1908
1909 PyObject* KX_GameObject::pyattr_get_worldScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1910 {
1911         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1912 #ifdef USE_MATHUTILS
1913         return newVectorObject_cb((PyObject *)self_v, 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_SCALE_GLOBAL);
1914 #else
1915         return PyObjectFrom(self->NodeGetWorldScaling());
1916 #endif
1917 }
1918
1919 PyObject* KX_GameObject::pyattr_get_localScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1920 {
1921         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1922 #ifdef USE_MATHUTILS
1923         return newVectorObject_cb((PyObject *)self_v, 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_SCALE_LOCAL);
1924 #else
1925         return PyObjectFrom(self->NodeGetLocalScale());
1926 #endif
1927 }
1928
1929 int KX_GameObject::pyattr_set_localScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1930 {
1931         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1932         MT_Vector3 scale;
1933         if (!PyVecTo(value, scale))
1934                 return PY_SET_ATTR_FAIL;
1935
1936         self->NodeSetLocalScale(scale);
1937         self->NodeUpdateGS(0.f);
1938         return PY_SET_ATTR_SUCCESS;
1939 }
1940
1941 PyObject* KX_GameObject::pyattr_get_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1942 {
1943         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1944         SG_Node* sg_parent;
1945         if (self->GetSGNode() && (sg_parent = self->GetSGNode()->GetSGParent()) != NULL && sg_parent->IsSlowParent()) {
1946                 return PyFloat_FromDouble(static_cast<KX_SlowParentRelation *>(sg_parent->GetParentRelation())->GetTimeOffset());
1947         } else {
1948                 return PyFloat_FromDouble(0.0);
1949         }
1950 }
1951
1952 int KX_GameObject::pyattr_set_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1953 {
1954         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1955         if (self->GetSGNode()) {
1956                 MT_Scalar val = PyFloat_AsDouble(value);
1957                 SG_Node* sg_parent= self->GetSGNode()->GetSGParent();
1958                 if (val < 0.0f) { /* also accounts for non float */
1959                         PyErr_SetString(PyExc_AttributeError, "gameOb.timeOffset = float: KX_GameObject, expected a float zero or above");
1960                         return PY_SET_ATTR_FAIL;
1961                 }
1962                 if (sg_parent && sg_parent->IsSlowParent())
1963                         static_cast<KX_SlowParentRelation *>(sg_parent->GetParentRelation())->SetTimeOffset(val);
1964         }
1965         return PY_SET_ATTR_SUCCESS;
1966 }
1967
1968 PyObject* KX_GameObject::pyattr_get_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1969 {
1970         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1971         int state = 0;
1972         state |= self->GetState();
1973         return PyInt_FromLong(state);
1974 }
1975
1976 int KX_GameObject::pyattr_set_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1977 {
1978         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1979         int state_i = PyInt_AsLong(value);
1980         unsigned int state = 0;
1981         
1982         if (state_i == -1 && PyErr_Occurred()) {
1983                 PyErr_SetString(PyExc_TypeError, "gameOb.state = int: KX_GameObject, expected an int bit field");
1984                 return PY_SET_ATTR_FAIL;
1985         }
1986         
1987         state |= state_i;
1988         if ((state & ((1<<30)-1)) == 0) {
1989                 PyErr_SetString(PyExc_AttributeError, "gameOb.state = int: KX_GameObject, state bitfield was not between 0 and 30 (1<<0 and 1<<29)");
1990                 return PY_SET_ATTR_FAIL;
1991         }
1992         self->SetState(state);
1993         return PY_SET_ATTR_SUCCESS;
1994 }
1995
1996 PyObject* KX_GameObject::pyattr_get_meshes(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1997 {
1998         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1999         PyObject *meshes= PyList_New(self->m_meshes.size());
2000         int i;
2001         
2002         for(i=0; i < (int)self->m_meshes.size(); i++)
2003         {
2004                 KX_MeshProxy* meshproxy = new KX_MeshProxy(self->m_meshes[i]);
2005                 PyList_SET_ITEM(meshes, i, meshproxy->NewProxy(true));
2006         }
2007         
2008         return meshes;
2009 }
2010
2011 /* experemental! */
2012 PyObject* KX_GameObject::pyattr_get_sensors(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2013 {
2014         return KX_PythonSeq_CreatePyObject((static_cast<KX_GameObject*>(self_v))->m_proxy, KX_PYGENSEQ_OB_TYPE_SENSORS);
2015 }
2016
2017 PyObject* KX_GameObject::pyattr_get_controllers(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2018 {
2019         return KX_PythonSeq_CreatePyObject((static_cast<KX_GameObject*>(self_v))->m_proxy, KX_PYGENSEQ_OB_TYPE_CONTROLLERS);
2020 }
2021
2022 PyObject* KX_GameObject::pyattr_get_actuators(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2023 {
2024         return KX_PythonSeq_CreatePyObject((static_cast<KX_GameObject*>(self_v))->m_proxy, KX_PYGENSEQ_OB_TYPE_ACTUATORS);
2025 }
2026
2027 PyObject* KX_GameObject::pyattr_get_children(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2028 {
2029         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
2030         return self->GetChildren()->NewProxy(true);
2031 }
2032
2033 PyObject* KX_GameObject::pyattr_get_children_recursive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2034 {
2035         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
2036         return self->GetChildrenRecursive()->NewProxy(true);
2037 }
2038
2039 PyObject* KX_GameObject::pyattr_get_attrDict(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2040 {
2041         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
2042         
2043         if(self->m_attr_dict==NULL)
2044                 self->m_attr_dict= PyDict_New();
2045         
2046         Py_INCREF(self->m_attr_dict);
2047         return self->m_attr_dict;
2048 }
2049
2050 /* We need these because the macros have a return in them */
2051 PyObject* KX_GameObject::py_getattro__internal(PyObject *attr)
2052 {
2053         py_getattro_up(SCA_IObject);
2054 }
2055
2056 int KX_GameObject::py_setattro__internal(PyObject *attr, PyObject *value)       // py_setattro method
2057 {
2058         py_setattro_up(SCA_IObject);
2059 }
2060
2061
2062 PyObject* KX_GameObject::py_getattro(PyObject *attr)
2063 {
2064         PyObject *object= py_getattro__internal(attr);
2065         
2066         if (object==NULL && m_attr_dict)
2067         {
2068                 /* backup the exception incase the attr doesnt exist in the dict either */
2069                 PyObject *err_type, *err_value, *err_tb;
2070                 PyErr_Fetch(&err_type, &err_value, &err_tb);
2071                 
2072                 object= PyDict_GetItem(m_attr_dict, attr);
2073                 if (object) {
2074                         Py_INCREF(object);
2075                         
2076                         PyErr_Clear();
2077                         Py_XDECREF( err_type );
2078                         Py_XDECREF( err_value );
2079                         Py_XDECREF( err_tb );
2080                 }
2081                 else {
2082                         PyErr_Restore(err_type, err_value, err_tb); /* use the error from the parent function */
2083                 }
2084         }
2085         return object;
2086 }
2087
2088 PyObject* KX_GameObject::py_getattro_dict() {
2089         //py_getattro_dict_up(SCA_IObject);
2090         PyObject *dict= py_getattr_dict(SCA_IObject::py_getattro_dict(), Type.tp_dict);
2091         if(dict==NULL)
2092                 return NULL;
2093         
2094         /* normally just return this but KX_GameObject has some more items */
2095
2096         
2097         /* Not super fast getting as a list then making into dict keys but its only for dir() */
2098         PyObject *list= ConvertKeysToPython();
2099         if(list)
2100         {
2101                 int i;
2102                 for(i=0; i<PyList_Size(list); i++)
2103                         PyDict_SetItem(dict, PyList_GET_ITEM(list, i), Py_None);
2104         }
2105         else
2106                 PyErr_Clear();
2107         
2108         Py_DECREF(list);
2109         
2110         /* Add m_attr_dict if we have it */
2111         if(m_attr_dict)
2112                 PyDict_Update(dict, m_attr_dict);
2113         
2114         return dict;
2115 }
2116
2117 int KX_GameObject::py_setattro(PyObject *attr, PyObject *value) // py_setattro method
2118 {
2119         int ret= py_setattro__internal(attr, value);
2120         
2121         if (ret==PY_SET_ATTR_SUCCESS) {
2122                 /* remove attribute in our own dict to avoid double ups */
2123                 /* NOTE: Annoying that we also do this for setting builtin attributes like mass and visibility :/ */
2124                 if (m_attr_dict) {
2125                         if (PyDict_DelItem(m_attr_dict, attr) != 0)
2126                                 PyErr_Clear();
2127                 }
2128         }
2129         
2130         if (ret==PY_SET_ATTR_COERCE_FAIL) {
2131                 /* CValue attribute exists, remove CValue and add PyDict value */
2132                 RemoveProperty(PyString_AsString(attr));
2133                 ret= PY_SET_ATTR_MISSING;
2134         }
2135         
2136         if (ret==PY_SET_ATTR_MISSING) {
2137                 /* Lazy initialization */
2138                 if (m_attr_dict==NULL)
2139                         m_attr_dict = PyDict_New();
2140                 
2141                 if (PyDict_SetItem(m_attr_dict, attr, value)==0) {
2142                         PyErr_Clear();
2143                         ret= PY_SET_ATTR_SUCCESS;
2144                 }
2145                 else {
2146                         PyErr_Format(PyExc_AttributeError, "gameOb.myAttr = value: KX_GameObject, failed assigning value to internal dictionary");
2147                         ret= PY_SET_ATTR_FAIL;
2148                 }
2149         }
2150         
2151         return ret;     
2152 }
2153
2154
2155 int     KX_GameObject::py_delattro(PyObject *attr)
2156 {
2157         ShowDeprecationWarning("del ob.attr", "del ob['attr'] for user defined properties");
2158         
2159         char *attr_str= PyString_AsString(attr); 
2160         
2161         if (RemoveProperty(attr_str)) // XXX - should call CValues instead but its only 2 lines here
2162                 return PY_SET_ATTR_SUCCESS;
2163         
2164         if (m_attr_dict && (PyDict_DelItem(m_attr_dict, attr) == 0))
2165                 return PY_SET_ATTR_SUCCESS;
2166         
2167         PyErr_Format(PyExc_AttributeError, "del gameOb.myAttr: KX_GameObject, attribute \"%s\" dosnt exist", attr_str);
2168         return PY_SET_ATTR_MISSING;
2169 }
2170
2171
2172 PyObject* KX_GameObject::PyApplyForce(PyObject* args)
2173 {
2174         int local = 0;
2175         PyObject* pyvect;
2176
2177         if (PyArg_ParseTuple(args, "O|i:applyForce", &pyvect, &local)) {
2178                 MT_Vector3 force;
2179                 if (PyVecTo(pyvect, force)) {
2180                         ApplyForce(force, (local!=0));
2181                         Py_RETURN_NONE;
2182                 }
2183         }
2184         return NULL;
2185 }
2186
2187 PyObject* KX_GameObject::PyApplyTorque(PyObject* args)
2188 {
2189         int local = 0;
2190         PyObject* pyvect;
2191
2192         if (PyArg_ParseTuple(args, "O|i:applyTorque", &pyvect, &local)) {
2193                 MT_Vector3 torque;
2194                 if (PyVecTo(pyvect, torque)) {
2195                         ApplyTorque(torque, (local!=0));
2196                         Py_RETURN_NONE;
2197                 }
2198         }
2199         return NULL;
2200 }
2201
2202 PyObject* KX_GameObject::PyApplyRotation(PyObject* args)
2203 {
2204         int local = 0;
2205         PyObject* pyvect;
2206
2207         if (PyArg_ParseTuple(args, "O|i:applyRotation", &pyvect, &local)) {
2208                 MT_Vector3 rotation;
2209                 if (PyVecTo(pyvect, rotation)) {
2210                         ApplyRotation(rotation, (local!=0));
2211                         Py_RETURN_NONE;
2212                 }
2213         }
2214         return NULL;
2215 }
2216
2217 PyObject* KX_GameObject::PyApplyMovement(PyObject* args)
2218 {
2219         int local = 0;
2220         PyObject* pyvect;
2221
2222         if (PyArg_ParseTuple(args, "O|i:applyMovement", &pyvect, &local)) {
2223                 MT_Vector3 movement;
2224                 if (PyVecTo(pyvect, movement)) {
2225                         ApplyMovement(movement, (local!=0));
2226                         Py_RETURN_NONE;
2227                 }
2228         }
2229         return NULL;
2230 }
2231
2232 PyObject* KX_GameObject::PyGetLinearVelocity(PyObject* args)
2233 {
2234         // only can get the velocity if we have a physics object connected to us...
2235         int local = 0;
2236         if (PyArg_ParseTuple(args,"|i:getLinearVelocity",&local))
2237         {
2238                 return PyObjectFrom(GetLinearVelocity((local!=0)));
2239         }
2240         else
2241         {
2242                 return NULL;
2243         }
2244 }
2245
2246 PyObject* KX_GameObject::PySetLinearVelocity(PyObject* args)
2247 {
2248         int local = 0;
2249         PyObject* pyvect;
2250         
2251         if (PyArg_ParseTuple(args,"O|i:setLinearVelocity",&pyvect,&local)) {
2252                 MT_Vector3 velocity;
2253                 if (PyVecTo(pyvect, velocity)) {
2254                         setLinearVelocity(velocity, (local!=0));
2255                         Py_RETURN_NONE;
2256                 }
2257         }
2258         return NULL;
2259 }
2260
2261 PyObject* KX_GameObject::PyGetAngularVelocity(PyObject* args)
2262 {
2263         // only can get the velocity if we have a physics object connected to us...
2264         int local = 0;
2265         if (PyArg_ParseTuple(args,"|i:getAngularVelocity",&local))
2266         {
2267                 return PyObjectFrom(GetAngularVelocity((local!=0)));
2268         }
2269         else
2270         {
2271                 return NULL;
2272         }
2273 }
2274
2275 PyObject* KX_GameObject::PySetAngularVelocity(PyObject* args)
2276 {
2277         int local = 0;
2278         PyObject* pyvect;
2279         
2280         if (PyArg_ParseTuple(args,"O|i:setAngularVelocity",&pyvect,&local)) {
2281                 MT_Vector3 velocity;
2282                 if (PyVecTo(pyvect, velocity)) {
2283                         setAngularVelocity(velocity, (local!=0));
2284                         Py_RETURN_NONE;
2285                 }
2286         }
2287         return NULL;
2288 }
2289
2290 PyObject* KX_GameObject::PySetVisible(PyObject* args)
2291 {
2292         int visible, recursive = 0;
2293         if (!PyArg_ParseTuple(args,"i|i:setVisible",&visible, &recursive))
2294                 return NULL;
2295         
2296         SetVisible(visible ? true:false, recursive ? true:false);
2297         UpdateBuckets(recursive ? true:false);
2298         Py_RETURN_NONE;
2299         
2300 }
2301
2302 PyObject* KX_GameObject::PySetOcclusion(PyObject* args)
2303 {
2304         int occlusion, recursive = 0;
2305         if (!PyArg_ParseTuple(args,"i|i:setOcclusion",&occlusion, &recursive))
2306                 return NULL;
2307         
2308         SetOccluder(occlusion ? true:false, recursive ? true:false);
2309         Py_RETURN_NONE;
2310 }
2311
2312 PyObject* KX_GameObject::PyGetVisible()
2313 {
2314         ShowDeprecationWarning("getVisible()", "the visible property");
2315         return PyInt_FromLong(m_bVisible);      
2316 }
2317
2318 PyObject* KX_GameObject::PyGetState()
2319 {
2320         ShowDeprecationWarning("getState()", "the state property");
2321         int state = 0;
2322         state |= GetState();
2323         return PyInt_FromLong(state);
2324 }
2325
2326 PyObject* KX_GameObject::PySetState(PyObject* value)
2327 {
2328         ShowDeprecationWarning("setState()", "the state property");
2329         int state_i = PyInt_AsLong(value);
2330         unsigned int state = 0;
2331         
2332         if (state_i == -1 && PyErr_Occurred()) {
2333                 PyErr_SetString(PyExc_TypeError, "expected an int bit field");
2334                 return NULL;
2335         }
2336         
2337         state |= state_i;
2338         if ((state & ((1<<30)-1)) == 0) {
2339                 PyErr_SetString(PyExc_AttributeError, "The state bitfield was not between 0 and 30 (1<<0 and 1<<29)");
2340                 return NULL;
2341         }
2342         SetState(state);
2343         
2344         Py_RETURN_NONE;
2345 }
2346
2347 PyObject* KX_GameObject::PyGetVelocity(PyObject* args)
2348 {
2349         // only can get the velocity if we have a physics object connected to us...
2350         MT_Point3 point(0.0,0.0,0.0);
2351         PyObject* pypos = NULL;
2352         
2353         if (!PyArg_ParseTuple(args, "|O:getVelocity", &pypos) || (pypos && !PyVecTo(pypos, point)))
2354                 return NULL;
2355         
2356         if (m_pPhysicsController1)
2357         {
2358                 return PyObjectFrom(m_pPhysicsController1->GetVelocity(point));
2359         }
2360         else {
2361                 return PyObjectFrom(MT_Vector3(0.0,0.0,0.0));
2362         }
2363 }
2364
2365
2366
2367 PyObject* KX_GameObject::PyGetMass()
2368 {
2369         ShowDeprecationWarning("getMass()", "the mass property");
2370         return PyFloat_FromDouble((GetPhysicsController() != NULL) ? GetPhysicsController()->GetMass() : 0.0f);
2371 }
2372
2373 PyObject* KX_GameObject::PyGetReactionForce()
2374 {
2375         // only can get the velocity if we have a physics object connected to us...
2376         
2377         // XXX - Currently not working with bullet intergration, see KX_BulletPhysicsController.cpp's getReactionForce
2378         /*
2379         if (GetPhysicsController())
2380                 return PyObjectFrom(GetPhysicsController()->getReactionForce());
2381         return PyObjectFrom(dummy_point);
2382         */
2383         
2384         return Py_BuildValue("fff", 0.0f, 0.0f, 0.0f);
2385         
2386 }
2387
2388
2389
2390 PyObject* KX_GameObject::PyEnableRigidBody()
2391 {
2392         if(GetPhysicsController())
2393                 GetPhysicsController()->setRigidBody(true);
2394
2395         Py_RETURN_NONE;
2396 }
2397
2398
2399
2400 PyObject* KX_GameObject::PyDisableRigidBody()
2401 {
2402         if(GetPhysicsController())
2403                 GetPhysicsController()->setRigidBody(false);
2404
2405         Py_RETURN_NONE;
2406 }
2407
2408
2409
2410 PyObject* KX_GameObject::PyGetParent()
2411 {
2412         ShowDeprecationWarning("getParent()", "the parent property");
2413         KX_GameObject* parent = this->GetParent();
2414         if (parent) {
2415                 parent->Release(); /* self->GetParent() AddRef's */
2416                 return parent->GetProxy();
2417         }
2418         Py_RETURN_NONE;
2419 }
2420
2421 PyObject* KX_GameObject::PySetParent(PyObject* args)
2422 {
2423         KX_Scene *scene = KX_GetActiveScene();
2424         PyObject* pyobj;
2425         KX_GameObject *obj;
2426         int addToCompound=1, ghost=1;
2427         
2428         if (!PyArg_ParseTuple(args,"O|ii:setParent", &pyobj, &addToCompound, &ghost)) {
2429                 return NULL; // Python sets a simple error
2430         }
2431         if (!ConvertPythonToGameObject(pyobj, &obj, true, "gameOb.setParent(obj): KX_GameObject"))
2432                 return NULL;
2433         if (obj)
2434                 this->SetParent(scene, obj, addToCompound, ghost);
2435         Py_RETURN_NONE;
2436 }
2437
2438 PyObject* KX_GameObject::PyRemoveParent()
2439 {
2440         KX_Scene *scene = KX_GetActiveScene();
2441         
2442         this->RemoveParent(scene);
2443         Py_RETURN_NONE;
2444 }
2445
2446 PyObject* KX_GameObject::PyGetChildren()
2447 {
2448         ShowDeprecationWarning("getChildren()", "the children property");
2449         
2450         return GetChildren()->NewProxy(true);
2451 }
2452
2453 PyObject* KX_GameObject::PyGetChildrenRecursive()
2454 {
2455         ShowDeprecationWarning("getChildrenRecursive()", "the childrenRecursive property");
2456         
2457         return GetChildrenRecursive()->NewProxy(true);
2458 }
2459
2460 PyObject* KX_GameObject::PyGetMesh(PyObject* args)
2461 {
2462         ShowDeprecationWarning("getMesh()", "the meshes property (now a list of meshes)");
2463         
2464         int mesh = 0;
2465
2466         if (!PyArg_ParseTuple(args, "|i:getMesh", &mesh))
2467                 return NULL; // python sets a simple error
2468         
2469         if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0)
2470         {
2471                 KX_MeshProxy* meshproxy = new KX_MeshProxy(m_meshes[mesh]);
2472                 return meshproxy->NewProxy(true); // XXX Todo Python own.
2473         }
2474         
2475         Py_RETURN_NONE;
2476 }
2477
2478
2479
2480
2481
2482 PyObject* KX_GameObject::PySetCollisionMargin(PyObject* value)
2483 {
2484         float collisionMargin = PyFloat_AsDouble(value);
2485         
2486         if (collisionMargin==-1 && PyErr_Occurred()) {
2487                 PyErr_SetString(PyExc_TypeError, "expected a float");
2488                 return NULL;
2489         }
2490         
2491         if (m_pPhysicsController1)
2492         {
2493                 m_pPhysicsController1->setMargin(collisionMargin);
2494                 Py_RETURN_NONE;
2495         }
2496         PyErr_SetString(PyExc_RuntimeError, "This object has no physics controller");
2497         return NULL;
2498 }
2499
2500
2501
2502 PyObject* KX_GameObject::PyApplyImpulse(PyObject* args)
2503 {
2504         PyObject* pyattach;
2505         PyObject* pyimpulse;
2506         
2507         if (!m_pPhysicsController1)     {
2508                 PyErr_SetString(PyExc_RuntimeError, "This object has no physics controller");
2509                 return NULL;
2510         }
2511         
2512         if (PyArg_ParseTuple(args, "OO:applyImpulse", &pyattach, &pyimpulse))
2513         {
2514                 MT_Point3  attach;
2515                 MT_Vector3 impulse;
2516                 if (PyVecTo(pyattach, attach) && PyVecTo(pyimpulse, impulse))
2517                 {
2518                         m_pPhysicsController1->applyImpulse(attach, impulse);
2519                         Py_RETURN_NONE;
2520                 }
2521
2522         }
2523         
2524         return NULL;
2525 }
2526
2527
2528
2529 PyObject* KX_GameObject::PySuspendDynamics()
2530 {
2531         SuspendDynamics();
2532         Py_RETURN_NONE;
2533 }
2534
2535
2536
2537 PyObject* KX_GameObject::PyRestoreDynamics()
2538 {
2539         RestoreDynamics();
2540         Py_RETURN_NONE;
2541 }
2542
2543
2544
2545 PyObject* KX_GameObject::PyGetOrientation() //keywords
2546 {
2547         ShowDeprecationWarning("getOrientation()", "the orientation property");
2548         return PyObjectFrom(NodeGetWorldOrientation());
2549 }
2550
2551
2552
2553 PyObject* KX_GameObject::PySetOrientation(PyObject* value)
2554 {
2555         ShowDeprecationWarning("setOrientation()", "the orientation property");
2556         MT_Matrix3x3 rot;
2557         
2558         /* if value is not a sequence PyOrientationTo makes an error */
2559         if (!PyOrientationTo(value, rot, "gameOb.setOrientation(sequence): KX_GameObject, "))
2560                 return NULL;
2561
2562         NodeSetLocalOrientation(rot);
2563         NodeUpdateGS(0.f);
2564         Py_RETURN_NONE;
2565 }
2566
2567 PyObject* KX_GameObject::PyAlignAxisToVect(PyObject* args)
2568 {
2569         PyObject* pyvect;
2570         int axis = 2; //z axis is the default
2571         float fac = 1.0;
2572         
2573         if (PyArg_ParseTuple(args,"O|if:alignAxisToVect",&pyvect,&axis, &fac))
2574         {
2575                 MT_Vector3 vect;
2576                 if (PyVecTo(pyvect, vect))
2577                 {
2578                         if (fac<=0.0) Py_RETURN_NONE; // Nothing to do.
2579                         if (fac> 1.0) fac= 1.0;
2580                         
2581                         AlignAxisToVect(vect,axis,fac);
2582                         NodeUpdateGS(0.f);
2583                         Py_RETURN_NONE;
2584                 }
2585         }
2586         return NULL;
2587 }
2588
2589 PyObject* KX_GameObject::PyGetAxisVect(PyObject* value)
2590 {
2591         MT_Vector3 vect;
2592         if (PyVecTo(value, vect))
2593         {
2594                 return PyObjectFrom(NodeGetWorldOrientation() * vect);
2595         }
2596         return NULL;
2597 }
2598
2599 PyObject* KX_GameObject::PySetPosition(PyObject* value)
2600 {
2601         ShowDeprecationWarning("setPosition()", "the localPosition property");
2602         MT_Point3 pos;
2603         if (PyVecTo(value, pos))
2604         {
2605                 NodeSetLocalPosition(pos);
2606                 NodeUpdateGS(0.f);
2607                 Py_RETURN_NONE;
2608         }
2609
2610         return NULL;
2611 }
2612
2613 PyObject* KX_GameObject::PySetWorldPosition(PyObject* value)
2614 {
2615         ShowDeprecationWarning("setWorldPosition()", "the worldPosition property");
2616         MT_Point3 pos;
2617         if (PyVecTo(value, pos))
2618         {
2619                 NodeSetWorldPosition(pos);
2620                 NodeUpdateGS(0.f);
2621                 Py_RETURN_NONE;
2622         }
2623
2624         return NULL;
2625 }
2626
2627 PyObject* KX_GameObject::PyGetPhysicsId()
2628 {
2629         KX_IPhysicsController* ctrl = GetPhysicsController();
2630         uint_ptr physid=0;
2631         if (ctrl)
2632         {
2633                 physid= (uint_ptr)ctrl->GetUserData();
2634         }
2635         return PyInt_FromLong((long)physid);
2636 }
2637
2638 PyObject* KX_GameObject::PyGetPropertyNames()
2639 {
2640         PyObject *list=  ConvertKeysToPython();
2641         
2642         if(m_attr_dict) {
2643                 PyObject *key, *value;
2644                 Py_ssize_t pos = 0;
2645
2646                 while (PyDict_Next(m_attr_dict, &pos, &key, &value)) {
2647                         PyList_Append(list, key);
2648                 }
2649         }
2650         return list;
2651 }
2652
2653 KX_PYMETHODDEF_DOC_O(KX_GameObject, getDistanceTo,
2654 "getDistanceTo(other): get distance to another point/KX_GameObject")
2655 {
2656         MT_Point3 b;
2657         if (PyVecTo(value, b))
2658         {
2659                 return PyFloat_FromDouble(NodeGetWorldPosition().distance(b));
2660         }
2661         PyErr_Clear();
2662         
2663         KX_GameObject *other;
2664         if (ConvertPythonToGameObject(value, &other, false, "gameOb.getDistanceTo(value): KX_GameObject"))
2665         {
2666                 return PyFloat_FromDouble(NodeGetWorldPosition().distance(other->NodeGetWorldPosition()));
2667         }
2668         
2669         return NULL;
2670 }
2671
2672 KX_PYMETHODDEF_DOC_O(KX_GameObject, getVectTo,
2673 "getVectTo(other): get vector and the distance to another point/KX_GameObject\n"
2674 "Returns a 3-tuple with (distance,worldVector,localVector)\n")
2675 {
2676         MT_Point3 toPoint, fromPoint;
2677         MT_Vector3 toDir, locToDir;
2678         MT_Scalar distance;
2679
2680         PyObject *returnValue;
2681
2682         if (!PyVecTo(value, toPoint))
2683         {
2684                 PyErr_Clear();
2685                 
2686                 KX_GameObject *other;
2687                 if (ConvertPythonToGameObject(value, &other, false, "")) /* error will be overwritten */
2688                 {
2689                         toPoint = other->NodeGetWorldPosition();
2690                 } else
2691                 {
2692                         PyErr_SetString(PyExc_TypeError, "gameOb.getVectTo(other): KX_GameObject, expected a 3D Vector or KX_GameObject type");
2693                         return NULL;
2694                 }
2695         }
2696
2697         fromPoint = NodeGetWorldPosition();
2698         toDir = toPoint-fromPoint;
2699         distance = toDir.length();
2700
2701         if (MT_fuzzyZero(distance))
2702         {
2703                 //cout << "getVectTo() Error: Null vector!\n";
2704                 locToDir = toDir = MT_Vector3(0.0,0.0,0.0);
2705                 distance = 0.0;
2706         } else {
2707                 toDir.normalize();
2708                 locToDir = toDir * NodeGetWorldOrientation();
2709         }
2710         
2711         returnValue = PyTuple_New(3);
2712         if (returnValue) { // very unlikely to fail, python sets a memory error here.
2713                 PyTuple_SET_ITEM(returnValue, 0, PyFloat_FromDouble(distance));
2714                 PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(toDir));
2715                 PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(locToDir));
2716         }
2717         return returnValue;
2718 }
2719
2720 bool KX_GameObject::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
2721 {
2722         KX_GameObject* hitKXObj = client->m_gameobject;
2723         
2724         // if X-ray option is selected, the unwnted objects were not tested, so get here only with true hit
2725         // if not, all objects were tested and the front one may not be the correct one.
2726         if (m_xray || m_testPropName.Length() == 0 || hitKXObj->GetProperty(m_testPropName) != NULL)
2727         {
2728                 m_pHitObject = hitKXObj;
2729                 return true;
2730         }
2731         // return true to stop RayCast::RayTest from looping, the above test was decisive
2732         // We would want to loop only if we want to get more than one hit point
2733         return true;
2734 }
2735
2736 /* this function is used to pre-filter the object before casting the ray on them.
2737    This is useful for "X-Ray" option when we want to see "through" unwanted object.
2738  */
2739 bool KX_GameObject::NeedRayCast(KX_ClientObjectInfo* client)
2740 {
2741         KX_GameObject* hitKXObj = client->m_gameobject;
2742         
2743         if (client->m_type > KX_ClientObjectInfo::ACTOR)
2744         {
2745                 // Unknown type of object, skip it.
2746                 // Should not occur as the sensor objects are filtered in RayTest()
2747                 printf("Invalid client type %d found in ray casting\n", client->m_type);
2748                 return false;
2749         }
2750         
2751         // if X-Ray option is selected, skip object that don't match the criteria as we see through them
2752         // if not, test all objects because we don't know yet which one will be on front
2753         if (!m_xray || m_testPropName.Length() == 0 || hitKXObj->GetProperty(m_testPropName) != NULL)
2754         {
2755                 return true;
2756         }
2757         // skip the object
2758         return false;
2759 }
2760
2761 KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo,
2762 "rayCastTo(other,dist,prop): look towards another point/KX_GameObject and return first object hit within dist that matches prop\n"
2763 " prop = property name that object must have; can be omitted => detect any object\n"
2764 " dist = max distance to look (can be negative => look behind); 0 or omitted => detect up to other\n"
2765 " other = 3-tuple or object reference")
2766 {
2767         MT_Point3 toPoint;
2768         PyObject* pyarg;
2769         float dist = 0.0f;
2770         char *propName = NULL;
2771
2772         if (!PyArg_ParseTuple(args,"O|fs:rayCastTo", &pyarg, &dist, &propName)) {
2773                 return NULL; // python sets simple error
2774         }
2775
2776         if (!PyVecTo(pyarg, toPoint))
2777         {
2778                 KX_GameObject *other;
2779                 PyErr_Clear();
2780                 
2781                 if (ConvertPythonToGameObject(pyarg, &other, false, "")) /* error will be overwritten */
2782                 {
2783                         toPoint = other->NodeGetWorldPosition();
2784                 } else
2785                 {
2786                         PyErr_SetString(PyExc_TypeError, "gameOb.rayCastTo(other,dist,prop): KX_GameObject, the first argument to rayCastTo must be a vector or a KX_GameObject");
2787                         return NULL;
2788                 }
2789         }
2790         MT_Point3 fromPoint = NodeGetWorldPosition();
2791         if (dist != 0.0f)
2792         {
2793                 MT_Vector3 toDir = toPoint-fromPoint;
2794                 toDir.normalize();
2795                 toPoint = fromPoint + (dist) * toDir;
2796         }
2797
2798         PHY_IPhysicsEnvironment* pe = GetPhysicsEnvironment();
2799         KX_IPhysicsController *spc = GetPhysicsController();
2800         KX_GameObject *parent = GetParent();
2801         if (!spc && parent)
2802                 spc = parent->GetPhysicsController();
2803         if (parent)
2804                 parent->Release();
2805         
2806         m_pHitObject = NULL;
2807         if (propName)
2808                 m_testPropName = propName;
2809         else
2810                 m_testPropName.SetLength(0);
2811         KX_RayCast::Callback<KX_GameObject> callback(this,spc);
2812         KX_RayCast::RayTest(pe, fromPoint, toPoint, callback);
2813
2814     if (m_pHitObject)
2815                 return m_pHitObject->GetProxy();
2816         
2817         Py_RETURN_NONE;
2818 }
2819
2820 /* faster then Py_BuildValue since some scripts call raycast a lot */
2821 static PyObject *none_tuple_3()
2822 {
2823         PyObject *ret= PyTuple_New(3);
2824         PyTuple_SET_ITEM(ret, 0, Py_None);
2825         PyTuple_SET_ITEM(ret, 1, Py_None);
2826         PyTuple_SET_ITEM(ret, 2, Py_None);
2827         
2828         Py_INCREF(Py_None);
2829         Py_INCREF(Py_None);
2830         Py_INCREF(Py_None);
2831         return ret;
2832 }
2833 static PyObject *none_tuple_4()
2834 {
2835         PyObject *ret= PyTuple_New(4);
2836         PyTuple_SET_ITEM(ret, 0, Py_None);
2837         PyTuple_SET_ITEM(ret, 1, Py_None);
2838         PyTuple_SET_ITEM(ret, 2, Py_None);
2839         PyTuple_SET_ITEM(ret, 3, Py_None);
2840         
2841         Py_INCREF(Py_None);
2842         Py_INCREF(Py_None);
2843         Py_INCREF(Py_None);
2844         Py_INCREF(Py_None);
2845         return ret;
2846 }
2847
2848 KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
2849                                    "rayCast(to,from,dist,prop,face,xray,poly): cast a ray and return 3-tuple (object,hit,normal) or 4-tuple (object,hit,normal,polygon) of contact point with object within dist that matches prop.\n"
2850                                    " If no hit, return (None,None,None) or (None,None,None,None).\n"
2851 " to   = 3-tuple or object reference for destination of ray (if object, use center of object)\n"
2852 " from = 3-tuple or object reference for origin of ray (if object, use center of object)\n"
2853 "        Can be None or omitted => start from self object center\n"
2854 " dist = max distance to look (can be negative => look behind); 0 or omitted => detect up to to\n"
2855 " prop = property name that object must have; can be omitted => detect any object\n"
2856 " face = normal option: 1=>return face normal; 0 or omitted => normal is oriented towards origin\n"
2857 " xray = X-ray option: 1=>skip objects that don't match prop; 0 or omitted => stop on first object\n"
2858 " poly = polygon option: 1=>return value is a 4-tuple and the 4th element is a KX_PolyProxy object\n"
2859 "                           which can be None if hit object has no mesh or if there is no hit\n"
2860 "        If 0 or omitted, return value is a 3-tuple\n"
2861 "Note: The object on which you call this method matters: the ray will ignore it.\n"
2862 "      prop and xray option interact as follow:\n"
2863 "        prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray\n"
2864 "        prop off, xray on : idem\n"
2865 "        prop on,  xray off: return closest hit if it matches prop, no hit otherwise\n"
2866 "        prop on,  xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray\n")
2867 {
2868         MT_Point3 toPoint;
2869         MT_Point3 fromPoint;
2870         PyObject* pyto;
2871         PyObject* pyfrom = NULL;
2872         float dist = 0.0f;
2873         char *propName = NULL;
2874         KX_GameObject *other;
2875         int face=0, xray=0, poly=0;
2876
2877         if (!PyArg_ParseTuple(args,"O|Ofsiii:rayCast", &pyto, &pyfrom, &dist, &propName, &face, &xray, &poly)) {
2878                 return NULL; // Python sets a simple error
2879         }
2880
2881         if (!PyVecTo(pyto, toPoint))
2882         {
2883                 PyErr_Clear();
2884                 
2885                 if (ConvertPythonToGameObject(pyto, &other, false, ""))  /* error will be overwritten */
2886                 {
2887                         toPoint = other->NodeGetWorldPosition();
2888                 } else
2889                 {
2890                         PyErr_SetString(PyExc_TypeError, "the first argument to rayCast must be a vector or a KX_GameObject");
2891                         return NULL;
2892                 }
2893         }
2894         if (!pyfrom || pyfrom == Py_None)
2895         {
2896                 fromPoint = NodeGetWorldPosition();
2897         }
2898         else if (!PyVecTo(pyfrom, fromPoint))
2899         {
2900                 PyErr_Clear();
2901                 
2902                 if (ConvertPythonToGameObject(pyfrom, &other, false, "")) /* error will be overwritten */
2903                 {
2904                         fromPoint = other->NodeGetWorldPosition();
2905                 } else
2906                 {
2907                         PyErr_SetString(PyExc_TypeError, "gameOb.rayCast(to,from,dist,prop,face,xray,poly): KX_GameObject, the second optional argument to rayCast must be a vector or a KX_GameObject");
2908                         return NULL;
2909                 }
2910         }
2911         
2912         if (dist != 0.0f) {
2913                 MT_Vector3 toDir = toPoint-fromPoint;
2914                 if (MT_fuzzyZero(toDir.length2())) {
2915                         //return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
2916                         return none_tuple_3();
2917                 }
2918                 toDir.normalize();
2919                 toPoint = fromPoint + (dist) * toDir;
2920         } else if (MT_fuzzyZero((toPoint-fromPoint).length2())) {
2921                 //return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
2922                 return none_tuple_3();
2923         }
2924         
2925         PHY_IPhysicsEnvironment* pe = GetPhysicsEnvironment();
2926         KX_IPhysicsController *spc = GetPhysicsController();
2927         KX_GameObject *parent = GetParent();
2928         if (!spc && parent)
2929                 spc = parent->GetPhysicsController();
2930         if (parent)
2931                 parent->Release();
2932         
2933         m_pHitObject = NULL;
2934         if (propName)
2935                 m_testPropName = propName;
2936         else
2937                 m_testPropName.SetLength(0);
2938         m_xray = xray;
2939         // to get the hit results
2940         KX_RayCast::Callback<KX_GameObject> callback(this,spc,NULL,face);
2941         KX_RayCast::RayTest(pe, fromPoint, toPoint, callback);
2942
2943         if (m_pHitObject)
2944         {
2945                 PyObject* returnValue = (poly) ? PyTuple_New(4) : PyTuple_New(3);
2946                 if (returnValue) { // unlikely this would ever fail, if it does python sets an error
2947                         PyTuple_SET_ITEM(returnValue, 0, m_pHitObject->GetProxy());
2948                         PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(callback.m_hitPoint));
2949                         PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(callback.m_hitNormal));
2950                         if (poly)
2951                         {
2952                                 if (callback.m_hitMesh)
2953                                 {
2954                                         // if this field is set, then we can trust that m_hitPolygon is a valid polygon
2955                                         RAS_Polygon* polygon = callback.m_hitMesh->GetPolygon(callback.m_hitPolygon);
2956                                         KX_PolyProxy* polyproxy = new KX_PolyProxy(callback.m_hitMesh, polygon);
2957                                         PyTuple_SET_ITEM(returnValue, 3, polyproxy->NewProxy(true));
2958                                 }
2959                                 else
2960                                 {
2961                                         Py_INCREF(Py_None);
2962                                         PyTuple_SET_ITEM(returnValue, 3, Py_None);
2963                                 }
2964                         }
2965                 }
2966                 return returnValue;
2967         }
2968         // no hit
2969         if (poly)
2970                 //return Py_BuildValue("OOOO", Py_None, Py_None, Py_None, Py_None);
2971                 return none_tuple_4();
2972         else
2973                 //return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
2974                 return none_tuple_3();
2975 }
2976
2977 KX_PYMETHODDEF_DOC_VARARGS(KX_GameObject, sendMessage, 
2978                                                    "sendMessage(subject, [body, to])\n"
2979 "sends a message in same manner as a message actuator"
2980 "subject = Subject of the message (string)"
2981 "body = Message body (string)"
2982 "to = Name of object to send the message to")
2983 {
2984         KX_Scene *scene = KX_GetActiveScene();
2985         char* subject;
2986         char* body = (char *)"";
2987         char* to = (char *)"";
2988         const STR_String& from = GetName();
2989
2990         if (!PyArg_ParseTuple(args, "s|sss:sendMessage", &subject, &body, &to))
2991                 return NULL;
2992         
2993         scene->GetNetworkScene()->SendMessage(to, from, subject, body);
2994         Py_RETURN_NONE;
2995 }
2996
2997 /* dict style access */
2998
2999
3000 /* Matches python dict.get(key, [default]) */
3001 PyObject* KX_GameObject::Pyget(PyObject *args)
3002 {
3003         PyObject *key;
3004         PyObject* def = Py_None;
3005         PyObject* ret;
3006
3007         if (!PyArg_ParseTuple(args, "O|O:get", &key, &def))
3008                 return NULL;
3009         
3010         
3011         if(PyString_Check(key)) {
3012                 CValue *item = GetProperty(PyString_AsString(key));
3013                 if (item) {
3014                         ret = item->ConvertValueToPython();
3015                         if(ret)
3016                                 return ret;
3017                         else
3018                                 return item->GetProxy();
3019                 }
3020         }
3021         
3022         if (m_attr_dict && (ret=PyDict_GetItem(m_attr_dict, key))) {
3023                 Py_INCREF(ret);
3024                 return ret;
3025         }
3026         
3027         Py_INCREF(def);
3028         return def;
3029 }
3030
3031 /* Matches python dict.has_key() */
3032 PyObject* KX_GameObject::Pyhas_key(PyObject* value)
3033 {
3034         // the ONLY error case is invalid data, this is checked by the macro'd static function
3035         // that calls this one. but make sure Seq_Contains doesnt add extra errors later on.
3036         return PyBool_FromLong(Seq_Contains((PyObject *)this, value));
3037 }
3038
3039 /* --------------------------------------------------------------------- 
3040  * Some stuff taken from the header
3041  * --------------------------------------------------------------------- */
3042 void KX_GameObject::Relink(GEN_Map<GEN_HashedPtr, void*> *map_parameter)        
3043 {
3044         // we will relink the sensors and actuators that use object references
3045         // if the object is part of the replicated hierarchy, use the new
3046         // object reference instead
3047         SCA_SensorList& sensorlist = GetSensors();
3048         SCA_SensorList::iterator sit;
3049         for (sit=sensorlist.begin(); sit != sensorlist.end(); sit++)
3050         {
3051                 (*sit)->Relink(map_parameter);
3052         }
3053         SCA_ActuatorList& actuatorlist = GetActuators();
3054         SCA_ActuatorList::iterator ait;
3055         for (ait=actuatorlist.begin(); ait != actuatorlist.end(); ait++)
3056         {
3057                 (*ait)->Relink(map_parameter);
3058         }
3059 }
3060
3061
3062 bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool py_none_ok, const char *error_prefix)
3063 {
3064         if (value==NULL) {
3065                 PyErr_Format(PyExc_TypeError, "%s, python pointer NULL, should never happen", error_prefix);
3066                 *object = NULL;
3067                 return false;
3068         }
3069                 
3070         if (value==Py_None) {
3071                 *object = NULL;
3072                 
3073                 if (py_none_ok) {
3074                         return true;
3075                 } else {
3076                         PyErr_Format(PyExc_TypeError, "%s, expected KX_GameObject or a KX_GameObject name, None is invalid", error_prefix);
3077                         return false;
3078                 }
3079         }
3080         
3081         if (PyString_Check(value)) {
3082                 *object = (KX_GameObject*)SCA_ILogicBrick::m_sCurrentLogicManager->GetGameObjectByName(STR_String( PyString_AsString(value) ));
3083                 
3084                 if (*object) {
3085                         return true;
3086                 } else {
3087                         PyErr_Format(PyExc_ValueError, "%s, requested name \"%s\" did not match any KX_GameObject in this scene", error_prefix, PyString_AsString(value));
3088                         return false;
3089                 }
3090         }
3091         
3092         if (    PyObject_TypeCheck(value, &KX_GameObject::Type) ||
3093                         PyObject_TypeCheck(value, &KX_LightObject::Type)        ||
3094                         PyObject_TypeCheck(value, &KX_Camera::Type)     )
3095         {
3096                 *object = static_cast<KX_GameObject*>BGE_PROXY_REF(value);
3097                 
3098                 /* sets the error */
3099                 if (*object==NULL) {
3100                         PyErr_Format(PyExc_SystemError, "%s, " BGE_PROXY_ERROR_MSG, error_prefix);
3101                         return false;
3102                 }
3103                 
3104                 return true;
3105         }
3106         
3107         *object = NULL;
3108         
3109         if (py_none_ok) {
3110                 PyErr_Format(PyExc_TypeError, "%s, expect a KX_GameObject, a string or None", error_prefix);
3111         } else {
3112                 PyErr_Format(PyExc_TypeError, "%s, expect a KX_GameObject or a string", error_prefix);
3113         }
3114         
3115         return false;
3116 }