svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22935:23022
[blender.git] / source / gameengine / Ketsji / KX_GameObject.cpp
1 /**
2  * $Id$
3  *
4  * ***** BEGIN GPL LICENSE BLOCK *****
5  *
6  * This program is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU General Public License
8  * as published by the Free Software Foundation; either version 2
9  * of the License, or (at your option) any later version.
10  *
11  * This program is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14  * GNU General Public License for more details.
15  *
16  * You should have received a copy of the GNU General Public License
17  * along with this program; if not, write to the Free Software Foundation,
18  * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
19  *
20  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
21  * All rights reserved.
22  *
23  * The Original Code is: all of this file.
24  *
25  * Contributor(s): none yet.
26  *
27  * ***** END GPL LICENSE BLOCK *****
28  * Game object wrapper
29  */
30
31 #ifdef HAVE_CONFIG_H
32 #include <config.h>
33 #endif
34
35 #if defined(_WIN64)
36 typedef unsigned __int64 uint_ptr;
37 #else
38 typedef unsigned long uint_ptr;
39 #endif
40
41 #ifdef WIN32
42 // This warning tells us about truncation of __long__ stl-generated names.
43 // It can occasionally cause DevStudio to have internal compiler warnings.
44 #pragma warning( disable : 4786 )     
45 #endif
46
47
48 #define KX_INERTIA_INFINITE 10000
49 #include "RAS_IPolygonMaterial.h"
50 #include "KX_BlenderMaterial.h"
51 #include "KX_GameObject.h"
52 #include "KX_Camera.h" // only for their ::Type
53 #include "KX_Light.h"  // only for their ::Type
54 #include "RAS_MeshObject.h"
55 #include "KX_MeshProxy.h"
56 #include "KX_PolyProxy.h"
57 #include <stdio.h> // printf
58 #include "SG_Controller.h"
59 #include "KX_IPhysicsController.h"
60 #include "PHY_IGraphicController.h"
61 #include "SG_Node.h"
62 #include "SG_Controller.h"
63 #include "KX_ClientObjectInfo.h"
64 #include "RAS_BucketManager.h"
65 #include "KX_RayCast.h"
66 #include "KX_PythonInit.h"
67 #include "KX_PyMath.h"
68 #include "KX_PythonSeq.h"
69 #include "KX_ConvertPhysicsObject.h"
70 #include "SCA_IActuator.h"
71 #include "SCA_ISensor.h"
72 #include "SCA_IController.h"
73 #include "NG_NetworkScene.h" //Needed for sendMessage()
74
75 #include "PyObjectPlus.h" /* python stuff */
76
77 // This file defines relationships between parents and children
78 // in the game engine.
79
80 #include "KX_SG_NodeRelationships.h"
81
82 static MT_Point3 dummy_point= MT_Point3(0.0, 0.0, 0.0);
83 static MT_Vector3 dummy_scaling = MT_Vector3(1.0, 1.0, 1.0);
84 static MT_Matrix3x3 dummy_orientation = MT_Matrix3x3(   1.0, 0.0, 0.0,
85                                                                                                                 0.0, 1.0, 0.0,
86                                                                                                                 0.0, 0.0, 1.0);
87
88 KX_GameObject::KX_GameObject(
89         void* sgReplicationInfo,
90         SG_Callbacks callbacks)
91         : SCA_IObject(),
92         m_bDyna(false),
93         m_layer(0),
94         m_pBlenderObject(NULL),
95         m_pBlenderGroupObject(NULL),
96         m_bSuspendDynamics(false),
97         m_bUseObjectColor(false),
98         m_bIsNegativeScaling(false),
99         m_bVisible(true),
100         m_bCulled(true),
101         m_bOccluder(false),
102         m_pPhysicsController1(NULL),
103         m_pGraphicController(NULL),
104         m_xray(false),
105         m_pHitObject(NULL),
106         m_isDeformable(false),
107         m_attr_dict(NULL)
108 {
109         m_ignore_activity_culling = false;
110         m_pClient_info = new KX_ClientObjectInfo(this, KX_ClientObjectInfo::ACTOR);
111         m_pSGNode = new SG_Node(this,sgReplicationInfo,callbacks);
112
113         // define the relationship between this node and it's parent.
114         
115         KX_NormalParentRelation * parent_relation = 
116                 KX_NormalParentRelation::New();
117         m_pSGNode->SetParentRelation(parent_relation);
118 };
119
120
121
122 KX_GameObject::~KX_GameObject()
123 {
124         RemoveMeshes();
125
126         // is this delete somewhere ?
127         //if (m_sumoObj)
128         //      delete m_sumoObj;
129         delete m_pClient_info;
130         //if (m_pSGNode)
131         //      delete m_pSGNode;
132         if (m_pSGNode)
133         {
134                 // must go through controllers and make sure they will not use us anymore
135                 // This is important for KX_BulletPhysicsControllers that unregister themselves
136                 // from the object when they are deleted.
137                 SGControllerList::iterator contit;
138                 SGControllerList& controllers = m_pSGNode->GetSGControllerList();
139                 for (contit = controllers.begin();contit!=controllers.end();++contit)
140                 {
141                         (*contit)->ClearObject();
142                 }
143                 m_pSGNode->SetSGClientObject(NULL);
144         }
145         if (m_pGraphicController)
146         {
147                 delete m_pGraphicController;
148         }
149         
150         if (m_attr_dict) {
151                 PyDict_Clear(m_attr_dict); /* incase of circular refs or other weired cases */
152                 Py_DECREF(m_attr_dict);
153         }
154 }
155
156 KX_GameObject* KX_GameObject::GetClientObject(KX_ClientObjectInfo* info)
157 {
158         if (!info)
159                 return NULL;
160         return info->m_gameobject;
161 }
162
163 CValue* KX_GameObject:: Calc(VALUE_OPERATOR op, CValue *val) 
164 {
165         return NULL;
166 }
167
168
169
170 CValue* KX_GameObject::CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val)
171 {
172         return NULL;
173 }
174
175
176
177 const STR_String & KX_GameObject::GetText()
178 {
179         return m_text;
180 }
181
182
183
184 double KX_GameObject::GetNumber()
185 {
186         return 0;
187 }
188
189
190
191 STR_String& KX_GameObject::GetName()
192 {
193         return m_name;
194 }
195
196
197
198 void KX_GameObject::SetName(const char *name)
199 {
200         m_name = name;
201 };                                                              // Set the name of the value
202
203 KX_IPhysicsController* KX_GameObject::GetPhysicsController()
204 {
205         return m_pPhysicsController1;
206 }
207
208 KX_GameObject* KX_GameObject::GetParent()
209 {
210         KX_GameObject* result = NULL;
211         SG_Node* node = m_pSGNode;
212         
213         while (node && !result)
214         {
215                 node = node->GetSGParent();
216                 if (node)
217                         result = (KX_GameObject*)node->GetSGClientObject();
218         }
219         
220         if (result)
221                 result->AddRef();
222
223         return result;
224         
225 }
226
227 void KX_GameObject::SetParent(KX_Scene *scene, KX_GameObject* obj, bool addToCompound, bool ghost)
228 {
229         // check on valid node in case a python controller holds a reference to a deleted object
230         if (obj && GetSGNode() && obj->GetSGNode() && GetSGNode()->GetSGParent() != obj->GetSGNode())
231         {
232                 // Make sure the objects have some scale
233                 MT_Vector3 scale1 = NodeGetWorldScaling();
234                 MT_Vector3 scale2 = obj->NodeGetWorldScaling();
235                 if (fabs(scale2[0]) < FLT_EPSILON || 
236                         fabs(scale2[1]) < FLT_EPSILON || 
237                         fabs(scale2[2]) < FLT_EPSILON || 
238                         fabs(scale1[0]) < FLT_EPSILON || 
239                         fabs(scale1[1]) < FLT_EPSILON || 
240                         fabs(scale1[2]) < FLT_EPSILON) { return; }
241
242                 // Remove us from our old parent and set our new parent
243                 RemoveParent(scene);
244                 obj->GetSGNode()->AddChild(GetSGNode());
245
246                 if (m_pPhysicsController1) 
247                 {
248                         m_pPhysicsController1->SuspendDynamics(ghost);
249                 }
250                 // Set us to our new scale, position, and orientation
251                 scale2[0] = 1.0/scale2[0];
252                 scale2[1] = 1.0/scale2[1];
253                 scale2[2] = 1.0/scale2[2];
254                 scale1 = scale1 * scale2;
255                 MT_Matrix3x3 invori = obj->NodeGetWorldOrientation().inverse();
256                 MT_Vector3 newpos = invori*(NodeGetWorldPosition()-obj->NodeGetWorldPosition())*scale2;
257
258                 NodeSetLocalScale(scale1);
259                 NodeSetLocalPosition(MT_Point3(newpos[0],newpos[1],newpos[2]));
260                 NodeSetLocalOrientation(invori*NodeGetWorldOrientation());
261                 NodeUpdateGS(0.f);
262                 // object will now be a child, it must be removed from the parent list
263                 CListValue* rootlist = scene->GetRootParentList();
264                 if (rootlist->RemoveValue(this))
265                         // the object was in parent list, decrement ref count as it's now removed
266                         Release();
267                 // if the new parent is a compound object, add this object shape to the compound shape.
268                 // step 0: verify this object has physical controller
269                 if (m_pPhysicsController1 && addToCompound)
270                 {
271                         // step 1: find the top parent (not necessarily obj)
272                         KX_GameObject* rootobj = (KX_GameObject*)obj->GetSGNode()->GetRootSGParent()->GetSGClientObject();
273                         // step 2: verify it has a physical controller and compound shape
274                         if (rootobj != NULL && 
275                                 rootobj->m_pPhysicsController1 != NULL &&
276                                 rootobj->m_pPhysicsController1->IsCompound())
277                         {
278                                 rootobj->m_pPhysicsController1->AddCompoundChild(m_pPhysicsController1);
279                         }
280                 }
281                 // graphically, the object hasn't change place, no need to update m_pGraphicController
282         }
283 }
284
285 void KX_GameObject::RemoveParent(KX_Scene *scene)
286 {
287         // check on valid node in case a python controller holds a reference to a deleted object
288         if (GetSGNode() && GetSGNode()->GetSGParent())
289         {
290                 // get the root object to remove us from compound object if needed
291                 KX_GameObject* rootobj = (KX_GameObject*)GetSGNode()->GetRootSGParent()->GetSGClientObject();
292                 // Set us to the right spot 
293                 GetSGNode()->SetLocalScale(GetSGNode()->GetWorldScaling());
294                 GetSGNode()->SetLocalOrientation(GetSGNode()->GetWorldOrientation());
295                 GetSGNode()->SetLocalPosition(GetSGNode()->GetWorldPosition());
296
297                 // Remove us from our parent
298                 GetSGNode()->DisconnectFromParent();
299                 NodeUpdateGS(0.f);
300                 // the object is now a root object, add it to the parentlist
301                 CListValue* rootlist = scene->GetRootParentList();
302                 if (!rootlist->SearchValue(this))
303                         // object was not in root list, add it now and increment ref count
304                         rootlist->Add(AddRef());
305                 if (m_pPhysicsController1) 
306                 {
307                         // in case this controller was added as a child shape to the parent
308                         if (rootobj != NULL && 
309                                 rootobj->m_pPhysicsController1 != NULL &&
310                                 rootobj->m_pPhysicsController1->IsCompound())
311                         {
312                                 rootobj->m_pPhysicsController1->RemoveCompoundChild(m_pPhysicsController1);
313                         }
314                         m_pPhysicsController1->RestoreDynamics();
315                         if (m_pPhysicsController1->IsDyna() && rootobj->m_pPhysicsController1)
316                         {
317                                 // dynamic object should remember the velocity they had while being parented
318                                 MT_Point3 childPoint = GetSGNode()->GetWorldPosition();
319                                 MT_Point3 rootPoint = rootobj->GetSGNode()->GetWorldPosition();
320                                 MT_Point3 relPoint;
321                                 relPoint = (childPoint-rootPoint);
322                                 MT_Vector3 linVel = rootobj->m_pPhysicsController1->GetVelocity(relPoint);
323                                 MT_Vector3 angVel = rootobj->m_pPhysicsController1->GetAngularVelocity();
324                                 m_pPhysicsController1->SetLinearVelocity(linVel, false);
325                                 m_pPhysicsController1->SetAngularVelocity(angVel, false);
326                         }
327                 }
328                 // graphically, the object hasn't change place, no need to update m_pGraphicController
329         }
330 }
331
332 void KX_GameObject::ProcessReplica()
333 {
334         SCA_IObject::ProcessReplica();
335         
336         m_pPhysicsController1 = NULL;
337         m_pGraphicController = NULL;
338         m_pSGNode = NULL;
339         m_pClient_info = new KX_ClientObjectInfo(*m_pClient_info);
340         m_pClient_info->m_gameobject = this;
341         m_state = 0;
342         if(m_attr_dict)
343                 m_attr_dict= PyDict_Copy(m_attr_dict);
344                 
345 }
346
347 static void setGraphicController_recursive(SG_Node* node)
348 {
349         NodeList& children = node->GetSGChildren();
350
351         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
352         {
353                 SG_Node* childnode = (*childit);
354                 KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
355                 if (clientgameobj != NULL) // This is a GameObject
356                         clientgameobj->ActivateGraphicController(false);
357                 
358                 // if the childobj is NULL then this may be an inverse parent link
359                 // so a non recursive search should still look down this node.
360                 setGraphicController_recursive(childnode);
361         }
362 }
363
364
365 void KX_GameObject::ActivateGraphicController(bool recurse)
366 {
367         if (m_pGraphicController)
368         {
369                 m_pGraphicController->Activate(m_bVisible);
370         }
371         if (recurse)
372         {
373                 setGraphicController_recursive(GetSGNode());
374         }
375 }
376
377
378 CValue* KX_GameObject::GetReplica()
379 {
380         KX_GameObject* replica = new KX_GameObject(*this);
381
382         // this will copy properties and so on...
383         replica->ProcessReplica();
384
385         return replica;
386 }
387
388
389
390 void KX_GameObject::ApplyForce(const MT_Vector3& force,bool local)
391 {
392         if (m_pPhysicsController1)
393                 m_pPhysicsController1->ApplyForce(force,local);
394 }
395
396
397
398 void KX_GameObject::ApplyTorque(const MT_Vector3& torque,bool local)
399 {
400         if (m_pPhysicsController1)
401                 m_pPhysicsController1->ApplyTorque(torque,local);
402 }
403
404
405
406 void KX_GameObject::ApplyMovement(const MT_Vector3& dloc,bool local)
407 {
408         if (GetSGNode()) 
409         {
410                 if (m_pPhysicsController1) // (IsDynamic())
411                 {
412                         m_pPhysicsController1->RelativeTranslate(dloc,local);
413                 }
414                 GetSGNode()->RelativeTranslate(dloc,GetSGNode()->GetSGParent(),local);
415         }
416 }
417
418
419
420 void KX_GameObject::ApplyRotation(const MT_Vector3& drot,bool local)
421 {
422         MT_Matrix3x3 rotmat(drot);
423         
424         if (GetSGNode()) {
425                 GetSGNode()->RelativeRotate(rotmat,local);
426
427                 if (m_pPhysicsController1) { // (IsDynamic())
428                         m_pPhysicsController1->RelativeRotate(rotmat,local); 
429                 }
430         }
431 }
432
433
434
435 /**
436 GetOpenGL Matrix, returns an OpenGL 'compatible' matrix
437 */
438 double* KX_GameObject::GetOpenGLMatrix()
439 {
440         // todo: optimize and only update if necessary
441         double* fl = m_OpenGL_4x4Matrix.getPointer();
442         if (GetSGNode()) {
443                 MT_Transform trans;
444         
445                 trans.setOrigin(GetSGNode()->GetWorldPosition());
446                 trans.setBasis(GetSGNode()->GetWorldOrientation());
447         
448                 MT_Vector3 scaling = GetSGNode()->GetWorldScaling();
449                 m_bIsNegativeScaling = ((scaling[0] < 0.0) ^ (scaling[1] < 0.0) ^ (scaling[2] < 0.0)) ? true : false;
450                 trans.scale(scaling[0], scaling[1], scaling[2]);
451                 trans.getValue(fl);
452                 GetSGNode()->ClearDirty();
453         }
454         return fl;
455 }
456
457 void KX_GameObject::AddMeshUser()
458 {
459         for (size_t i=0;i<m_meshes.size();i++)
460         {
461                 m_meshes[i]->AddMeshUser(this, &m_meshSlots, GetDeformer());
462         }
463         // set the part of the mesh slot that never change
464         double* fl = GetOpenGLMatrixPtr()->getPointer();
465
466         SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
467 //      RAS_MeshSlot* ms;
468         for(mit.begin(); !mit.end(); ++mit)
469         {
470                 (*mit)->m_OpenGLMatrix = fl;
471         }
472         UpdateBuckets(false);
473 }
474
475 static void UpdateBuckets_recursive(SG_Node* node)
476 {
477         NodeList& children = node->GetSGChildren();
478
479         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
480         {
481                 SG_Node* childnode = (*childit);
482                 KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
483                 if (clientgameobj != NULL) // This is a GameObject
484                         clientgameobj->UpdateBuckets(0);
485                 
486                 // if the childobj is NULL then this may be an inverse parent link
487                 // so a non recursive search should still look down this node.
488                 UpdateBuckets_recursive(childnode);
489         }
490 }
491
492 void KX_GameObject::UpdateBuckets( bool recursive )
493 {
494         if (GetSGNode()) {
495                 RAS_MeshSlot *ms;
496
497                 if (GetSGNode()->IsDirty())
498                         GetOpenGLMatrix();
499
500                 SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
501                 for(mit.begin(); !mit.end(); ++mit)
502                 {
503                         ms = *mit;
504                         ms->m_bObjectColor = m_bUseObjectColor;
505                         ms->m_RGBAcolor = m_objectColor;
506                         ms->m_bVisible = m_bVisible;
507                         ms->m_bCulled = m_bCulled || !m_bVisible;
508                         if (!ms->m_bCulled) 
509                                 ms->m_bucket->ActivateMesh(ms);
510                         
511                         /* split if necessary */
512 #ifdef USE_SPLIT
513                         ms->Split();
514 #endif
515                 }
516         
517                 if (recursive) {
518                         UpdateBuckets_recursive(GetSGNode());
519                 }
520         }
521 }
522
523 void KX_GameObject::RemoveMeshes()
524 {
525         for (size_t i=0;i<m_meshes.size();i++)
526                 m_meshes[i]->RemoveFromBuckets(this);
527
528         //note: meshes can be shared, and are deleted by KX_BlenderSceneConverter
529
530         m_meshes.clear();
531 }
532
533 void KX_GameObject::UpdateTransform()
534 {
535         // HACK: saves function call for dynamic object, they are handled differently
536         if (m_pPhysicsController1 && !m_pPhysicsController1->IsDyna())
537                 // Note that for Bullet, this does not even update the transform of static object
538                 // but merely sets there collision flag to "kinematic" because the synchronization is 
539                 // done during physics simulation
540                 m_pPhysicsController1->SetSumoTransform(true);
541         if (m_pGraphicController)
542                 // update the culling tree
543                 m_pGraphicController->SetGraphicTransform();
544
545 }
546
547 void KX_GameObject::UpdateTransformFunc(SG_IObject* node, void* gameobj, void* scene)
548 {
549         ((KX_GameObject*)gameobj)->UpdateTransform();
550 }
551
552 void KX_GameObject::SynchronizeTransform()
553 {
554         // only used for sensor object, do full synchronization as bullet doesn't do it
555         if (m_pPhysicsController1)
556                 m_pPhysicsController1->SetTransform();
557         if (m_pGraphicController)
558                 m_pGraphicController->SetGraphicTransform();
559 }
560
561 void KX_GameObject::SynchronizeTransformFunc(SG_IObject* node, void* gameobj, void* scene)
562 {
563         ((KX_GameObject*)gameobj)->SynchronizeTransform();
564 }
565
566
567 void KX_GameObject::SetDebugColor(unsigned int bgra)
568 {
569         for (size_t i=0;i<m_meshes.size();i++)
570                 m_meshes[i]->DebugColor(bgra);  
571 }
572
573
574
575 void KX_GameObject::ResetDebugColor()
576 {
577         SetDebugColor(0xff000000);
578 }
579
580 void KX_GameObject::InitIPO(bool ipo_as_force,
581                                                         bool ipo_add,
582                                                         bool ipo_local)
583 {
584         SGControllerList::iterator it = GetSGNode()->GetSGControllerList().begin();
585
586         while (it != GetSGNode()->GetSGControllerList().end()) {
587                 (*it)->SetOption(SG_Controller::SG_CONTR_IPO_RESET, true);
588                 (*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_AS_FORCE, ipo_as_force);
589                 (*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_ADD, ipo_add);
590                 (*it)->SetOption(SG_Controller::SG_CONTR_IPO_LOCAL, ipo_local);
591                 it++;
592         }
593
594
595 void KX_GameObject::UpdateIPO(float curframetime,
596                                                           bool recurse) 
597 {
598         // just the 'normal' update procedure.
599         GetSGNode()->SetSimulatedTime(curframetime,recurse);
600         GetSGNode()->UpdateWorldData(curframetime);
601         UpdateTransform();
602 }
603
604 // IPO update
605 void 
606 KX_GameObject::UpdateMaterialData(
607                 dword matname_hash,
608                 MT_Vector4 rgba,
609                 MT_Vector3 specrgb,
610                 MT_Scalar hard,
611                 MT_Scalar spec,
612                 MT_Scalar ref,
613                 MT_Scalar emit,
614                 MT_Scalar alpha
615
616         )
617 {
618         int mesh = 0;
619         if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0) {
620                 list<RAS_MeshMaterial>::iterator mit = m_meshes[mesh]->GetFirstMaterial();
621
622                 for(; mit != m_meshes[mesh]->GetLastMaterial(); ++mit)
623                 {
624                         RAS_IPolyMaterial* poly = mit->m_bucket->GetPolyMaterial();
625
626                         if(poly->GetFlag() & RAS_BLENDERMAT )
627                         {
628                                 KX_BlenderMaterial *m =  static_cast<KX_BlenderMaterial*>(poly);
629                                 
630                                 if (matname_hash == 0)
631                                 {
632                                         m->UpdateIPO(rgba, specrgb,hard,spec,ref,emit, alpha);
633                                         // if mesh has only one material attached to it then use original hack with no need to edit vertices (better performance)
634                                         SetObjectColor(rgba);
635                                 }
636                                 else
637                                 {
638                                         if (matname_hash == poly->GetMaterialNameHash())
639                                         {
640                                                 m->UpdateIPO(rgba, specrgb,hard,spec,ref,emit, alpha);
641                                                 m_meshes[mesh]->SetVertexColor(poly,rgba);
642                                                 
643                                                 // no break here, because one blender material can be split into several game engine materials
644                                                 // (e.g. one uvsphere material is split into one material at poles with ras_mode TRIANGLE and one material for the body
645                                                 // if here was a break then would miss some vertices if material was split
646                                         }
647                                 }
648                         }
649                 }
650         }
651 }
652 bool
653 KX_GameObject::GetVisible(
654         void
655         )
656 {
657         return m_bVisible;
658 }
659
660 static void setVisible_recursive(SG_Node* node, bool v)
661 {
662         NodeList& children = node->GetSGChildren();
663
664         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
665         {
666                 SG_Node* childnode = (*childit);
667                 KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
668                 if (clientgameobj != NULL) // This is a GameObject
669                         clientgameobj->SetVisible(v, 0);
670                 
671                 // if the childobj is NULL then this may be an inverse parent link
672                 // so a non recursive search should still look down this node.
673                 setVisible_recursive(childnode, v);
674         }
675 }
676
677
678 void
679 KX_GameObject::SetVisible(
680         bool v,
681         bool recursive
682         )
683 {
684         if (GetSGNode()) {
685                 m_bVisible = v;
686                 if (m_pGraphicController)
687                         m_pGraphicController->Activate(m_bVisible);
688                 if (recursive)
689                         setVisible_recursive(GetSGNode(), v);
690         }
691 }
692
693 static void setOccluder_recursive(SG_Node* node, bool v)
694 {
695         NodeList& children = node->GetSGChildren();
696
697         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
698         {
699                 SG_Node* childnode = (*childit);
700                 KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
701                 if (clientgameobj != NULL) // This is a GameObject
702                         clientgameobj->SetOccluder(v, false);
703                 
704                 // if the childobj is NULL then this may be an inverse parent link
705                 // so a non recursive search should still look down this node.
706                 setOccluder_recursive(childnode, v);
707         }
708 }
709
710 void
711 KX_GameObject::SetOccluder(
712         bool v,
713         bool recursive
714         )
715 {
716         if (GetSGNode()) {
717                 m_bOccluder = v;
718                 if (recursive)
719                         setOccluder_recursive(GetSGNode(), v);
720         }
721 }
722
723 void
724 KX_GameObject::SetLayer(
725         int l
726         )
727 {
728         m_layer = l;
729 }
730
731 int
732 KX_GameObject::GetLayer(
733         void
734         )
735 {
736         return m_layer;
737 }
738
739 void KX_GameObject::addLinearVelocity(const MT_Vector3& lin_vel,bool local)
740 {
741         if (m_pPhysicsController1) 
742         {
743                 MT_Vector3 lv = local ? NodeGetWorldOrientation() * lin_vel : lin_vel;
744                 m_pPhysicsController1->SetLinearVelocity(lv + m_pPhysicsController1->GetLinearVelocity(), 0);
745         }
746 }
747
748
749
750 void KX_GameObject::setLinearVelocity(const MT_Vector3& lin_vel,bool local)
751 {
752         if (m_pPhysicsController1)
753                 m_pPhysicsController1->SetLinearVelocity(lin_vel,local);
754 }
755
756
757
758 void KX_GameObject::setAngularVelocity(const MT_Vector3& ang_vel,bool local)
759 {
760         if (m_pPhysicsController1)
761                 m_pPhysicsController1->SetAngularVelocity(ang_vel,local);
762 }
763
764
765 void KX_GameObject::ResolveCombinedVelocities(
766         const MT_Vector3 & lin_vel,
767         const MT_Vector3 & ang_vel,
768         bool lin_vel_local,
769         bool ang_vel_local
770 ){
771         if (m_pPhysicsController1)
772         {
773
774                 MT_Vector3 lv = lin_vel_local ? NodeGetWorldOrientation() * lin_vel : lin_vel;
775                 MT_Vector3 av = ang_vel_local ? NodeGetWorldOrientation() * ang_vel : ang_vel;
776                 m_pPhysicsController1->resolveCombinedVelocities(
777                         lv.x(),lv.y(),lv.z(),av.x(),av.y(),av.z());
778         }
779 }
780
781
782 void KX_GameObject::SetObjectColor(const MT_Vector4& rgbavec)
783 {
784         m_bUseObjectColor = true;
785         m_objectColor = rgbavec;
786 }
787
788 void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis, float fac)
789 {
790         MT_Matrix3x3 orimat;
791         MT_Vector3 vect,ori,z,x,y;
792         MT_Scalar len;
793
794         // check on valid node in case a python controller holds a reference to a deleted object
795         if (!GetSGNode())
796                 return;
797
798         vect = dir;
799         len = vect.length();
800         if (MT_fuzzyZero(len))
801         {
802                 cout << "alignAxisToVect() Error: Null vector!\n";
803                 return;
804         }
805         
806         if (fac<=0.0) {
807                 return;
808         }
809         
810         // normalize
811         vect /= len;
812         orimat = GetSGNode()->GetWorldOrientation();
813         switch (axis)
814         {       
815                 case 0: //x axis
816                         ori.setValue(orimat[0][2], orimat[1][2], orimat[2][2]); //pivot axis
817                         if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON) //is the vector paralell to the pivot?
818                                 ori.setValue(orimat[0][1], orimat[1][1], orimat[2][1]); //change the pivot!
819                         if (fac == 1.0) {
820                                 x = vect;
821                         } else {
822                                 x = (vect * fac) + ((orimat * MT_Vector3(1.0, 0.0, 0.0)) * (1-fac));
823                                 len = x.length();
824                                 if (MT_fuzzyZero(len)) x = vect;
825                                 else x /= len;
826                         }
827                         y = ori.cross(x);
828                         z = x.cross(y);
829                         break;
830                 case 1: //y axis
831                         ori.setValue(orimat[0][0], orimat[1][0], orimat[2][0]);
832                         if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON)
833                                 ori.setValue(orimat[0][2], orimat[1][2], orimat[2][2]);
834                         if (fac == 1.0) {
835                                 y = vect;
836                         } else {
837                                 y = (vect * fac) + ((orimat * MT_Vector3(0.0, 1.0, 0.0)) * (1-fac));
838                                 len = y.length();
839                                 if (MT_fuzzyZero(len)) y = vect;
840                                 else y /= len;
841                         }
842                         z = ori.cross(y);
843                         x = y.cross(z);
844                         break;
845                 case 2: //z axis
846                         ori.setValue(orimat[0][1], orimat[1][1], orimat[2][1]);
847                         if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON)
848                                 ori.setValue(orimat[0][0], orimat[1][0], orimat[2][0]);
849                         if (fac == 1.0) {
850                                 z = vect;
851                         } else {
852                                 z = (vect * fac) + ((orimat * MT_Vector3(0.0, 0.0, 1.0)) * (1-fac));
853                                 len = z.length();
854                                 if (MT_fuzzyZero(len)) z = vect;
855                                 else z /= len;
856                         }
857                         x = ori.cross(z);
858                         y = z.cross(x);
859                         break;
860                 default: //wrong input?
861                         cout << "alignAxisToVect(): Wrong axis '" << axis <<"'\n";
862                         return;
863         }
864         x.normalize(); //normalize the vectors
865         y.normalize();
866         z.normalize();
867         orimat.setValue(        x[0],y[0],z[0],
868                                                 x[1],y[1],z[1],
869                                                 x[2],y[2],z[2]);
870         if (GetSGNode()->GetSGParent() != NULL)
871         {
872                 // the object is a child, adapt its local orientation so that 
873                 // the global orientation is aligned as we want.
874                 MT_Matrix3x3 invori = GetSGNode()->GetSGParent()->GetWorldOrientation().inverse();
875                 NodeSetLocalOrientation(invori*orimat);
876         }
877         else
878                 NodeSetLocalOrientation(orimat);
879 }
880
881 MT_Scalar KX_GameObject::GetMass()
882 {
883         if (m_pPhysicsController1)
884         {
885                 return m_pPhysicsController1->GetMass();
886         }
887         return 0.0;
888 }
889
890 MT_Vector3 KX_GameObject::GetLocalInertia()
891 {
892         MT_Vector3 local_inertia(0.0,0.0,0.0);
893         if (m_pPhysicsController1)
894         {
895                 local_inertia = m_pPhysicsController1->GetLocalInertia();
896         }
897         return local_inertia;
898 }
899
900 MT_Vector3 KX_GameObject::GetLinearVelocity(bool local)
901 {
902         MT_Vector3 velocity(0.0,0.0,0.0), locvel;
903         MT_Matrix3x3 ori;
904         if (m_pPhysicsController1)
905         {
906                 velocity = m_pPhysicsController1->GetLinearVelocity();
907                 
908                 if (local)
909                 {
910                         ori = GetSGNode()->GetWorldOrientation();
911                         
912                         locvel = velocity * ori;
913                         return locvel;
914                 }
915         }
916         return velocity;        
917 }
918
919 MT_Vector3 KX_GameObject::GetAngularVelocity(bool local)
920 {
921         MT_Vector3 velocity(0.0,0.0,0.0), locvel;
922         MT_Matrix3x3 ori;
923         if (m_pPhysicsController1)
924         {
925                 velocity = m_pPhysicsController1->GetAngularVelocity();
926                 
927                 if (local)
928                 {
929                         ori = GetSGNode()->GetWorldOrientation();
930                         
931                         locvel = velocity * ori;
932                         return locvel;
933                 }
934         }
935         return velocity;        
936 }
937
938 MT_Vector3 KX_GameObject::GetVelocity(const MT_Point3& point)
939 {
940         if (m_pPhysicsController1)
941         {
942                 return m_pPhysicsController1->GetVelocity(point);
943         }
944         return MT_Vector3(0.0,0.0,0.0);
945 }
946
947 // scenegraph node stuff
948
949 void KX_GameObject::NodeSetLocalPosition(const MT_Point3& trans)
950 {
951         // check on valid node in case a python controller holds a reference to a deleted object
952         if (!GetSGNode())
953                 return;
954
955         if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
956         {
957                 // don't update physic controller if the object is a child:
958                 // 1) the transformation will not be right
959                 // 2) in this case, the physic controller is necessarily a static object
960                 //    that is updated from the normal kinematic synchronization
961                 m_pPhysicsController1->setPosition(trans);
962         }
963
964         GetSGNode()->SetLocalPosition(trans);
965
966 }
967
968
969
970 void KX_GameObject::NodeSetLocalOrientation(const MT_Matrix3x3& rot)
971 {
972         // check on valid node in case a python controller holds a reference to a deleted object
973         if (!GetSGNode())
974                 return;
975
976         if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
977         {
978                 // see note above
979                 m_pPhysicsController1->setOrientation(rot);
980         }
981         GetSGNode()->SetLocalOrientation(rot);
982 }
983
984 void KX_GameObject::NodeSetGlobalOrientation(const MT_Matrix3x3& rot)
985 {
986         // check on valid node in case a python controller holds a reference to a deleted object
987         if (!GetSGNode())
988                 return;
989
990         if (GetSGNode()->GetSGParent())
991                 GetSGNode()->SetLocalOrientation(GetSGNode()->GetSGParent()->GetWorldOrientation().inverse()*rot);
992         else
993                 GetSGNode()->SetLocalOrientation(rot);
994 }
995
996 void KX_GameObject::NodeSetLocalScale(const MT_Vector3& scale)
997 {
998         // check on valid node in case a python controller holds a reference to a deleted object
999         if (!GetSGNode())
1000                 return;
1001
1002         if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
1003         {
1004                 // see note above
1005                 m_pPhysicsController1->setScaling(scale);
1006         }
1007         GetSGNode()->SetLocalScale(scale);
1008 }
1009
1010
1011
1012 void KX_GameObject::NodeSetRelativeScale(const MT_Vector3& scale)
1013 {
1014         if (GetSGNode())
1015         {
1016                 GetSGNode()->RelativeScale(scale);
1017                 if (m_pPhysicsController1 && (!GetSGNode()->GetSGParent()))
1018                 {
1019                         // see note above
1020                         // we can use the local scale: it's the same thing for a root object 
1021                         // and the world scale is not yet updated
1022                         MT_Vector3 newscale = GetSGNode()->GetLocalScale();
1023                         m_pPhysicsController1->setScaling(newscale);
1024                 }
1025         }
1026 }
1027
1028 void KX_GameObject::NodeSetWorldPosition(const MT_Point3& trans)
1029 {
1030         if (!GetSGNode())
1031                 return;
1032         SG_Node* parent = GetSGNode()->GetSGParent();
1033         if (parent != NULL)
1034         {
1035                 // Make sure the objects have some scale
1036                 MT_Vector3 scale = parent->GetWorldScaling();
1037                 if (fabs(scale[0]) < FLT_EPSILON || 
1038                         fabs(scale[1]) < FLT_EPSILON || 
1039                         fabs(scale[2]) < FLT_EPSILON)
1040                 { 
1041                         return; 
1042                 }
1043                 scale[0] = 1.0/scale[0];
1044                 scale[1] = 1.0/scale[1];
1045                 scale[2] = 1.0/scale[2];
1046                 MT_Matrix3x3 invori = parent->GetWorldOrientation().inverse();
1047                 MT_Vector3 newpos = invori*(trans-parent->GetWorldPosition())*scale;
1048                 NodeSetLocalPosition(MT_Point3(newpos[0],newpos[1],newpos[2]));
1049         }
1050         else 
1051         {
1052                 NodeSetLocalPosition(trans);
1053         }
1054 }
1055
1056
1057 void KX_GameObject::NodeUpdateGS(double time)
1058 {
1059         if (GetSGNode())
1060                 GetSGNode()->UpdateWorldData(time);
1061 }
1062
1063
1064
1065 const MT_Matrix3x3& KX_GameObject::NodeGetWorldOrientation() const
1066 {
1067         // check on valid node in case a python controller holds a reference to a deleted object
1068         if (!GetSGNode())
1069                 return dummy_orientation;
1070         return GetSGNode()->GetWorldOrientation();
1071 }
1072
1073 const MT_Matrix3x3& KX_GameObject::NodeGetLocalOrientation() const
1074 {
1075         // check on valid node in case a python controller holds a reference to a deleted object
1076         if (!GetSGNode())
1077                 return dummy_orientation;
1078         return GetSGNode()->GetLocalOrientation();
1079 }
1080
1081 const MT_Vector3& KX_GameObject::NodeGetWorldScaling() const
1082 {
1083         // check on valid node in case a python controller holds a reference to a deleted object
1084         if (!GetSGNode())
1085                 return dummy_scaling;
1086
1087         return GetSGNode()->GetWorldScaling();
1088 }
1089
1090 const MT_Vector3& KX_GameObject::NodeGetLocalScaling() const
1091 {
1092         // check on valid node in case a python controller holds a reference to a deleted object
1093         if (!GetSGNode())
1094                 return dummy_scaling;
1095
1096         return GetSGNode()->GetLocalScale();
1097 }
1098
1099 const MT_Point3& KX_GameObject::NodeGetWorldPosition() const
1100 {
1101         // check on valid node in case a python controller holds a reference to a deleted object
1102         if (GetSGNode())
1103                 return GetSGNode()->GetWorldPosition();
1104         else
1105                 return dummy_point;
1106 }
1107
1108 const MT_Point3& KX_GameObject::NodeGetLocalPosition() const
1109 {
1110         // check on valid node in case a python controller holds a reference to a deleted object
1111         if (GetSGNode())
1112                 return GetSGNode()->GetLocalPosition();
1113         else
1114                 return dummy_point;
1115 }
1116
1117
1118 /* Suspend/ resume: for the dynamic behaviour, there is a simple
1119  * method. For the residual motion, there is not. I wonder what the
1120  * correct solution is for Sumo. Remove from the motion-update tree?
1121  *
1122  * So far, only switch the physics and logic.
1123  * */
1124
1125 void KX_GameObject::Resume(void)
1126 {
1127         if (m_suspended) {
1128                 SCA_IObject::Resume();
1129                 if(GetPhysicsController())
1130                         GetPhysicsController()->RestoreDynamics();
1131
1132                 m_suspended = false;
1133         }
1134 }
1135
1136 void KX_GameObject::Suspend()
1137 {
1138         if ((!m_ignore_activity_culling) 
1139                 && (!m_suspended))  {
1140                 SCA_IObject::Suspend();
1141                 if(GetPhysicsController())
1142                         GetPhysicsController()->SuspendDynamics();
1143                 m_suspended = true;
1144         }
1145 }
1146
1147 static void walk_children(SG_Node* node, CListValue* list, bool recursive)
1148 {
1149         if (!node)
1150                 return;
1151         NodeList& children = node->GetSGChildren();
1152
1153         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
1154         {
1155                 SG_Node* childnode = (*childit);
1156                 CValue* childobj = (CValue*)childnode->GetSGClientObject();
1157                 if (childobj != NULL) // This is a GameObject
1158                 {
1159                         // add to the list
1160                         list->Add(childobj->AddRef());
1161                 }
1162                 
1163                 // if the childobj is NULL then this may be an inverse parent link
1164                 // so a non recursive search should still look down this node.
1165                 if (recursive || childobj==NULL) {
1166                         walk_children(childnode, list, recursive);
1167                 }
1168         }
1169 }
1170
1171 CListValue* KX_GameObject::GetChildren()
1172 {
1173         CListValue* list = new CListValue();
1174         walk_children(GetSGNode(), list, 0); /* GetSGNode() is always valid or it would have raised an exception before this */
1175         return list;
1176 }
1177
1178 CListValue* KX_GameObject::GetChildrenRecursive()
1179 {
1180         CListValue* list = new CListValue();
1181         walk_children(GetSGNode(), list, 1);
1182         return list;
1183 }
1184
1185 #ifdef USE_MATHUTILS
1186
1187 /* These require an SGNode */
1188 #define MATHUTILS_VEC_CB_POS_LOCAL 1
1189 #define MATHUTILS_VEC_CB_POS_GLOBAL 2
1190 #define MATHUTILS_VEC_CB_SCALE_LOCAL 3
1191 #define MATHUTILS_VEC_CB_SCALE_GLOBAL 4
1192 #define MATHUTILS_VEC_CB_INERTIA_LOCAL 5
1193
1194 static int mathutils_kxgameob_vector_cb_index= -1; /* index for our callbacks */
1195
1196 static int mathutils_kxgameob_generic_check(PyObject *self_v)
1197 {
1198         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1199         if(self==NULL)
1200                 return 0;
1201         
1202         return 1;
1203 }
1204
1205 static int mathutils_kxgameob_vector_get(PyObject *self_v, int subtype, float *vec_from)
1206 {
1207         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1208         if(self==NULL)
1209                 return 0;
1210         
1211         switch(subtype) {
1212                 case MATHUTILS_VEC_CB_POS_LOCAL:
1213                         self->NodeGetLocalPosition().getValue(vec_from);
1214                         break;
1215                 case MATHUTILS_VEC_CB_POS_GLOBAL:
1216                         self->NodeGetWorldPosition().getValue(vec_from);
1217                         break;
1218                 case MATHUTILS_VEC_CB_SCALE_LOCAL:
1219                         self->NodeGetLocalScaling().getValue(vec_from);
1220                         break;
1221                 case MATHUTILS_VEC_CB_SCALE_GLOBAL:
1222                         self->NodeGetWorldScaling().getValue(vec_from);
1223                         break;
1224                 case MATHUTILS_VEC_CB_INERTIA_LOCAL:
1225                         if(!self->GetPhysicsController()) return 0;
1226                         self->GetPhysicsController()->GetLocalInertia().getValue(vec_from);
1227                         break;
1228         }
1229         
1230         return 1;
1231 }
1232
1233 static int mathutils_kxgameob_vector_set(PyObject *self_v, int subtype, float *vec_to)
1234 {
1235         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1236         if(self==NULL)
1237                 return 0;
1238         
1239         switch(subtype) {
1240                 case MATHUTILS_VEC_CB_POS_LOCAL:
1241                         self->NodeSetLocalPosition(MT_Point3(vec_to));
1242                         self->NodeUpdateGS(0.f);
1243                         break;
1244                 case MATHUTILS_VEC_CB_POS_GLOBAL:
1245                         self->NodeSetWorldPosition(MT_Point3(vec_to));
1246                         self->NodeUpdateGS(0.f);
1247                         break;
1248                 case MATHUTILS_VEC_CB_SCALE_LOCAL:
1249                         self->NodeSetLocalScale(MT_Point3(vec_to));
1250                         self->NodeUpdateGS(0.f);
1251                         break;
1252                 case MATHUTILS_VEC_CB_SCALE_GLOBAL:
1253                         break;
1254                 case MATHUTILS_VEC_CB_INERTIA_LOCAL:
1255                         /* read only */
1256                         break;
1257         }
1258         
1259         return 1;
1260 }
1261
1262 static int mathutils_kxgameob_vector_get_index(PyObject *self_v, int subtype, float *vec_from, int index)
1263 {
1264         float f[4];
1265         /* lazy, avoid repeteing the case statement */
1266         if(!mathutils_kxgameob_vector_get(self_v, subtype, f))
1267                 return 0;
1268         
1269         vec_from[index]= f[index];
1270         return 1;
1271 }
1272
1273 static int mathutils_kxgameob_vector_set_index(PyObject *self_v, int subtype, float *vec_to, int index)
1274 {
1275         float f= vec_to[index];
1276         
1277         /* lazy, avoid repeteing the case statement */
1278         if(!mathutils_kxgameob_vector_get(self_v, subtype, vec_to))
1279                 return 0;
1280         
1281         vec_to[index]= f;
1282         mathutils_kxgameob_vector_set(self_v, subtype, vec_to);
1283         
1284         return 1;
1285 }
1286
1287 Mathutils_Callback mathutils_kxgameob_vector_cb = {
1288         mathutils_kxgameob_generic_check,
1289         mathutils_kxgameob_vector_get,
1290         mathutils_kxgameob_vector_set,
1291         mathutils_kxgameob_vector_get_index,
1292         mathutils_kxgameob_vector_set_index
1293 };
1294
1295 /* Matrix */
1296 #define MATHUTILS_MAT_CB_ORI_LOCAL 1
1297 #define MATHUTILS_MAT_CB_ORI_GLOBAL 2
1298
1299 static int mathutils_kxgameob_matrix_cb_index= -1; /* index for our callbacks */
1300
1301 static int mathutils_kxgameob_matrix_get(PyObject *self_v, int subtype, float *mat_from)
1302 {
1303         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1304         if(self==NULL)
1305                 return 0;
1306         
1307         switch(subtype) {
1308                 case MATHUTILS_MAT_CB_ORI_LOCAL:
1309                         self->NodeGetLocalOrientation().getValue3x3(mat_from);
1310                         break;
1311                 case MATHUTILS_MAT_CB_ORI_GLOBAL:
1312                         self->NodeGetWorldOrientation().getValue3x3(mat_from);
1313                         break;
1314         }
1315         
1316         return 1;
1317 }
1318
1319
1320 static int mathutils_kxgameob_matrix_set(PyObject *self_v, int subtype, float *mat_to)
1321 {
1322         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1323         if(self==NULL)
1324                 return 0;
1325         
1326         MT_Matrix3x3 mat3x3;
1327         switch(subtype) {
1328                 case MATHUTILS_MAT_CB_ORI_LOCAL:
1329                         mat3x3.setValue3x3(mat_to);
1330                         self->NodeSetLocalOrientation(mat3x3);
1331                         self->NodeUpdateGS(0.f);
1332                         break;
1333                 case MATHUTILS_MAT_CB_ORI_GLOBAL:
1334                         mat3x3.setValue3x3(mat_to);
1335                         self->NodeSetLocalOrientation(mat3x3);
1336                         self->NodeUpdateGS(0.f);
1337                         break;
1338         }
1339         
1340         return 1;
1341 }
1342
1343 Mathutils_Callback mathutils_kxgameob_matrix_cb = {
1344         mathutils_kxgameob_generic_check,
1345         mathutils_kxgameob_matrix_get,
1346         mathutils_kxgameob_matrix_set,
1347         NULL,
1348         NULL
1349 };
1350
1351
1352 void KX_GameObject_Mathutils_Callback_Init(void)
1353 {
1354         // register mathutils callbacks, ok to run more then once.
1355         mathutils_kxgameob_vector_cb_index= Mathutils_RegisterCallback(&mathutils_kxgameob_vector_cb);
1356         mathutils_kxgameob_matrix_cb_index= Mathutils_RegisterCallback(&mathutils_kxgameob_matrix_cb);
1357 }
1358
1359 #endif // USE_MATHUTILS
1360
1361 /* ------- python stuff ---------------------------------------------------*/
1362
1363 PyMethodDef KX_GameObject::Methods[] = {
1364         {"applyForce", (PyCFunction)    KX_GameObject::sPyApplyForce, METH_VARARGS},
1365         {"applyTorque", (PyCFunction)   KX_GameObject::sPyApplyTorque, METH_VARARGS},
1366         {"applyRotation", (PyCFunction) KX_GameObject::sPyApplyRotation, METH_VARARGS},
1367         {"applyMovement", (PyCFunction) KX_GameObject::sPyApplyMovement, METH_VARARGS},
1368         {"getLinearVelocity", (PyCFunction) KX_GameObject::sPyGetLinearVelocity, METH_VARARGS},
1369         {"setLinearVelocity", (PyCFunction) KX_GameObject::sPySetLinearVelocity, METH_VARARGS},
1370         {"getAngularVelocity", (PyCFunction) KX_GameObject::sPyGetAngularVelocity, METH_VARARGS},
1371         {"setAngularVelocity", (PyCFunction) KX_GameObject::sPySetAngularVelocity, METH_VARARGS},
1372         {"getVelocity", (PyCFunction) KX_GameObject::sPyGetVelocity, METH_VARARGS},
1373         {"getReactionForce", (PyCFunction) KX_GameObject::sPyGetReactionForce, METH_NOARGS},
1374         {"alignAxisToVect",(PyCFunction) KX_GameObject::sPyAlignAxisToVect, METH_VARARGS},
1375         {"getAxisVect",(PyCFunction) KX_GameObject::sPyGetAxisVect, METH_O},
1376         {"suspendDynamics", (PyCFunction)KX_GameObject::sPySuspendDynamics,METH_NOARGS},
1377         {"restoreDynamics", (PyCFunction)KX_GameObject::sPyRestoreDynamics,METH_NOARGS},
1378         {"enableRigidBody", (PyCFunction)KX_GameObject::sPyEnableRigidBody,METH_NOARGS},
1379         {"disableRigidBody", (PyCFunction)KX_GameObject::sPyDisableRigidBody,METH_NOARGS},
1380         {"applyImpulse", (PyCFunction) KX_GameObject::sPyApplyImpulse, METH_VARARGS},
1381         {"setCollisionMargin", (PyCFunction) KX_GameObject::sPySetCollisionMargin, METH_O},
1382         {"setParent", (PyCFunction)KX_GameObject::sPySetParent,METH_VARARGS},
1383         {"setVisible",(PyCFunction) KX_GameObject::sPySetVisible, METH_VARARGS},
1384         {"setOcclusion",(PyCFunction) KX_GameObject::sPySetOcclusion, METH_VARARGS},
1385         {"removeParent", (PyCFunction)KX_GameObject::sPyRemoveParent,METH_NOARGS},
1386
1387
1388         {"getPhysicsId", (PyCFunction)KX_GameObject::sPyGetPhysicsId,METH_NOARGS},
1389         {"getPropertyNames", (PyCFunction)KX_GameObject::sPyGetPropertyNames,METH_NOARGS},
1390         {"replaceMesh",(PyCFunction) KX_GameObject::sPyReplaceMesh, METH_VARARGS},
1391         {"endObject",(PyCFunction) KX_GameObject::sPyEndObject, METH_NOARGS},
1392         {"reinstancePhysicsMesh", (PyCFunction)KX_GameObject::sPyReinstancePhysicsMesh,METH_VARARGS},
1393         
1394         KX_PYMETHODTABLE(KX_GameObject, rayCastTo),
1395         KX_PYMETHODTABLE(KX_GameObject, rayCast),
1396         KX_PYMETHODTABLE_O(KX_GameObject, getDistanceTo),
1397         KX_PYMETHODTABLE_O(KX_GameObject, getVectTo),
1398         KX_PYMETHODTABLE(KX_GameObject, sendMessage),
1399         
1400         // dict style access for props
1401         {"get",(PyCFunction) KX_GameObject::sPyget, METH_VARARGS},
1402         
1403         {NULL,NULL} //Sentinel
1404 };
1405
1406 PyAttributeDef KX_GameObject::Attributes[] = {
1407         KX_PYATTRIBUTE_RO_FUNCTION("name",              KX_GameObject, pyattr_get_name),
1408         KX_PYATTRIBUTE_RO_FUNCTION("parent",    KX_GameObject, pyattr_get_parent),
1409         KX_PYATTRIBUTE_RW_FUNCTION("mass",              KX_GameObject, pyattr_get_mass,         pyattr_set_mass),
1410         KX_PYATTRIBUTE_RW_FUNCTION("linVelocityMin",            KX_GameObject, pyattr_get_lin_vel_min, pyattr_set_lin_vel_min),
1411         KX_PYATTRIBUTE_RW_FUNCTION("linVelocityMax",            KX_GameObject, pyattr_get_lin_vel_max, pyattr_set_lin_vel_max),
1412         KX_PYATTRIBUTE_RW_FUNCTION("visible",   KX_GameObject, pyattr_get_visible,      pyattr_set_visible),
1413         KX_PYATTRIBUTE_BOOL_RW    ("occlusion", KX_GameObject, m_bOccluder),
1414         KX_PYATTRIBUTE_RW_FUNCTION("position",  KX_GameObject, pyattr_get_worldPosition,        pyattr_set_localPosition),
1415         KX_PYATTRIBUTE_RO_FUNCTION("localInertia",      KX_GameObject, pyattr_get_localInertia),
1416         KX_PYATTRIBUTE_RW_FUNCTION("orientation",KX_GameObject,pyattr_get_worldOrientation,pyattr_set_localOrientation),
1417         KX_PYATTRIBUTE_RW_FUNCTION("scaling",   KX_GameObject, pyattr_get_worldScaling, pyattr_set_localScaling),
1418         KX_PYATTRIBUTE_RW_FUNCTION("timeOffset",KX_GameObject, pyattr_get_timeOffset,pyattr_set_timeOffset),
1419         KX_PYATTRIBUTE_RW_FUNCTION("state",             KX_GameObject, pyattr_get_state,        pyattr_set_state),
1420         KX_PYATTRIBUTE_RO_FUNCTION("meshes",    KX_GameObject, pyattr_get_meshes),
1421         KX_PYATTRIBUTE_RW_FUNCTION("localOrientation",KX_GameObject,pyattr_get_localOrientation,pyattr_set_localOrientation),
1422         KX_PYATTRIBUTE_RW_FUNCTION("worldOrientation",KX_GameObject,pyattr_get_worldOrientation,pyattr_set_worldOrientation),
1423         KX_PYATTRIBUTE_RW_FUNCTION("localPosition",     KX_GameObject, pyattr_get_localPosition,        pyattr_set_localPosition),
1424         KX_PYATTRIBUTE_RW_FUNCTION("worldPosition",     KX_GameObject, pyattr_get_worldPosition,    pyattr_set_worldPosition),
1425         KX_PYATTRIBUTE_RW_FUNCTION("localScale",        KX_GameObject, pyattr_get_localScaling, pyattr_set_localScaling),
1426         KX_PYATTRIBUTE_RO_FUNCTION("worldScale",        KX_GameObject, pyattr_get_worldScaling),
1427         KX_PYATTRIBUTE_RO_FUNCTION("children",  KX_GameObject, pyattr_get_children),
1428         KX_PYATTRIBUTE_RO_FUNCTION("childrenRecursive", KX_GameObject, pyattr_get_children_recursive),
1429         KX_PYATTRIBUTE_RO_FUNCTION("attrDict",  KX_GameObject, pyattr_get_attrDict),
1430         
1431         /* Experemental, dont rely on these yet */
1432         KX_PYATTRIBUTE_RO_FUNCTION("sensors",           KX_GameObject, pyattr_get_sensors),
1433         KX_PYATTRIBUTE_RO_FUNCTION("controllers",       KX_GameObject, pyattr_get_controllers),
1434         KX_PYATTRIBUTE_RO_FUNCTION("actuators",         KX_GameObject, pyattr_get_actuators),
1435         {NULL} //Sentinel
1436 };
1437
1438
1439 /*
1440 bool KX_GameObject::ConvertPythonVectorArgs(PyObject* args,
1441                                                                                         MT_Vector3& pos,
1442                                                                                         MT_Vector3& pos2)
1443 {
1444         PyObject* pylist;
1445         PyObject* pylist2;
1446         bool error = (PyArg_ParseTuple(args,"OO",&pylist,&pylist2)) != 0;
1447
1448         pos = ConvertPythonPylist(pylist);
1449         pos2 = ConvertPythonPylist(pylist2);
1450                 
1451         return error;
1452 }
1453 */
1454
1455 PyObject* KX_GameObject::PyReplaceMesh(PyObject* args)
1456 {
1457         KX_Scene *scene = KX_GetActiveScene();
1458         
1459         PyObject *value;
1460         int use_gfx= 1, use_phys= 0;
1461         RAS_MeshObject *new_mesh;
1462         
1463         if (!PyArg_ParseTuple(args,"O|ii:replaceMesh", &value, &use_gfx, &use_phys))
1464                 return NULL;
1465         
1466         if (!ConvertPythonToMesh(value, &new_mesh, false, "gameOb.replaceMesh(value): KX_GameObject"))
1467                 return NULL;
1468         
1469         scene->ReplaceMesh(this, new_mesh, (bool)use_gfx, (bool)use_phys);
1470         Py_RETURN_NONE;
1471 }
1472
1473 PyObject* KX_GameObject::PyEndObject()
1474 {
1475         KX_Scene *scene = KX_GetActiveScene();
1476         
1477         scene->DelayedRemoveObject(this);
1478         
1479         Py_RETURN_NONE;
1480
1481 }
1482
1483 PyObject* KX_GameObject::PyReinstancePhysicsMesh(PyObject* args)
1484 {
1485         KX_GameObject *gameobj= NULL;
1486         RAS_MeshObject *mesh= NULL;
1487         
1488         PyObject *gameobj_py= NULL;
1489         PyObject *mesh_py= NULL;
1490
1491         if (    !PyArg_ParseTuple(args,"|OO:reinstancePhysicsMesh",&gameobj_py, &mesh_py) ||
1492                         (gameobj_py && !ConvertPythonToGameObject(gameobj_py, &gameobj, true, "gameOb.reinstancePhysicsMesh(obj, mesh): KX_GameObject")) || 
1493                         (mesh_py && !ConvertPythonToMesh(mesh_py, &mesh, true, "gameOb.reinstancePhysicsMesh(obj, mesh): KX_GameObject"))
1494                 ) {
1495                 return NULL;
1496         }
1497         
1498         /* gameobj and mesh can be NULL */
1499         if(KX_ReInstanceBulletShapeFromMesh(this, gameobj, mesh))
1500                 Py_RETURN_TRUE;
1501
1502         Py_RETURN_FALSE;
1503 }
1504
1505 static PyObject *Map_GetItem(PyObject *self_v, PyObject *item)
1506 {
1507         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1508         const char *attr_str= _PyUnicode_AsString(item);
1509         CValue* resultattr;
1510         PyObject* pyconvert;
1511         
1512         if (self==NULL) {
1513                 PyErr_SetString(PyExc_SystemError, "val = gameOb[key]: KX_GameObject, "BGE_PROXY_ERROR_MSG);
1514                 return NULL;
1515         }
1516         
1517         /* first see if the attributes a string and try get the cvalue attribute */
1518         if(attr_str && (resultattr=self->GetProperty(attr_str))) {
1519                 pyconvert = resultattr->ConvertValueToPython();                 
1520                 return pyconvert ? pyconvert:resultattr->GetProxy();
1521         }
1522         /* no CValue attribute, try get the python only m_attr_dict attribute */
1523         else if (self->m_attr_dict && (pyconvert=PyDict_GetItem(self->m_attr_dict, item))) {
1524                 
1525                 if (attr_str)
1526                         PyErr_Clear();
1527                 Py_INCREF(pyconvert);
1528                 return pyconvert;
1529         }
1530         else {
1531                 if(attr_str)    PyErr_Format(PyExc_KeyError, "value = gameOb[key]: KX_GameObject, key \"%s\" does not exist", attr_str);
1532                 else                    PyErr_SetString(PyExc_KeyError, "value = gameOb[key]: KX_GameObject, key does not exist");
1533                 return NULL;
1534         }
1535                 
1536 }
1537
1538
1539 static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val)
1540 {
1541         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1542         const char *attr_str= _PyUnicode_AsString(key);
1543         if(attr_str==NULL)
1544                 PyErr_Clear();
1545         
1546         if (self==NULL) {
1547                 PyErr_SetString(PyExc_SystemError, "gameOb[key] = value: KX_GameObject, "BGE_PROXY_ERROR_MSG);
1548                 return -1;
1549         }
1550         
1551         if (val==NULL) { /* del ob["key"] */
1552                 int del= 0;
1553                 
1554                 /* try remove both just incase */
1555                 if(attr_str)
1556                         del |= (self->RemoveProperty(attr_str)==true) ? 1:0;
1557                 
1558                 if(self->m_attr_dict)
1559                         del |= (PyDict_DelItem(self->m_attr_dict, key)==0) ? 1:0;
1560                 
1561                 if (del==0) {
1562                         if(attr_str)    PyErr_Format(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key \"%s\" could not be set", attr_str);
1563                         else                    PyErr_SetString(PyExc_KeyError, "del gameOb[key]: KX_GameObject, key could not be deleted");
1564                         return -1;
1565                 }
1566                 else if (self->m_attr_dict) {
1567                         PyErr_Clear(); /* PyDict_DelItem sets an error when it fails */
1568                 }
1569         }
1570         else { /* ob["key"] = value */
1571                 int set= 0;
1572                 
1573                 /* as CValue */
1574                 if(attr_str && PyObject_TypeCheck(val, &PyObjectPlus::Type)==0) /* dont allow GameObjects for eg to be assigned to CValue props */
1575                 {
1576                         CValue* vallie = self->ConvertPythonToValue(val, ""); /* error unused */
1577                         
1578                         if(vallie)
1579                         {
1580                                 CValue* oldprop = self->GetProperty(attr_str);
1581                                 
1582                                 if (oldprop)
1583                                         oldprop->SetValue(vallie);
1584                                 else
1585                                         self->SetProperty(attr_str, vallie);
1586                                 
1587                                 vallie->Release();
1588                                 set= 1;
1589                                 
1590                                 /* try remove dict value to avoid double ups */
1591                                 if (self->m_attr_dict){
1592                                         if (PyDict_DelItem(self->m_attr_dict, key) != 0)
1593                                                 PyErr_Clear();
1594                                 }
1595                         }
1596                         else {
1597                                 PyErr_Clear();
1598                         }
1599                 }
1600                 
1601                 if(set==0)
1602                 {
1603                         if (self->m_attr_dict==NULL) /* lazy init */
1604                                 self->m_attr_dict= PyDict_New();
1605                         
1606                         
1607                         if(PyDict_SetItem(self->m_attr_dict, key, val)==0)
1608                         {
1609                                 if(attr_str)
1610                                         self->RemoveProperty(attr_str); /* overwrite the CValue if it exists */
1611                                 set= 1;
1612                         }
1613                         else {
1614                                 if(attr_str)    PyErr_Format(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key \"%s\" not be added to internal dictionary", attr_str);
1615                                 else                    PyErr_SetString(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key not be added to internal dictionary");
1616                         }
1617                 }
1618                 
1619                 if(set==0)
1620                         return -1; /* pythons error value */
1621                 
1622         }
1623         
1624         return 0; /* success */
1625 }
1626
1627 static int Seq_Contains(PyObject *self_v, PyObject *value)
1628 {
1629         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1630         
1631         if (self==NULL) {
1632                 PyErr_SetString(PyExc_SystemError, "val in gameOb: KX_GameObject, "BGE_PROXY_ERROR_MSG);
1633                 return -1;
1634         }
1635         
1636         if(PyUnicode_Check(value) && self->GetProperty(_PyUnicode_AsString(value)))
1637                 return 1;
1638         
1639         if (self->m_attr_dict && PyDict_GetItem(self->m_attr_dict, value))
1640                 return 1;
1641         
1642         return 0;
1643 }
1644
1645
1646 PyMappingMethods KX_GameObject::Mapping = {
1647         (lenfunc)NULL                                   ,                       /*inquiry mp_length */
1648         (binaryfunc)Map_GetItem,                /*binaryfunc mp_subscript */
1649         (objobjargproc)Map_SetItem,     /*objobjargproc mp_ass_subscript */
1650 };
1651
1652 PySequenceMethods KX_GameObject::Sequence = {
1653         NULL,           /* Cant set the len otherwise it can evaluate as false */
1654         NULL,           /* sq_concat */
1655         NULL,           /* sq_repeat */
1656         NULL,           /* sq_item */
1657         NULL,           /* sq_slice */
1658         NULL,           /* sq_ass_item */
1659         NULL,           /* sq_ass_slice */
1660         (objobjproc)Seq_Contains,       /* sq_contains */
1661 };
1662
1663 PyTypeObject KX_GameObject::Type = {
1664         PyVarObject_HEAD_INIT(NULL, 0)
1665         "KX_GameObject",
1666         sizeof(PyObjectPlus_Proxy),
1667         0,
1668         py_base_dealloc,
1669         0,
1670         0,
1671         0,
1672         0,
1673         py_base_repr,
1674         0,
1675         &Sequence,
1676         &Mapping,
1677         0,0,0,
1678         NULL,
1679         NULL,
1680         0,
1681         Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
1682         0,0,0,0,0,0,0,
1683         Methods,
1684         0,
1685         0,
1686         &SCA_IObject::Type,
1687         0,0,0,0,0,0,
1688         py_base_new
1689 };
1690
1691 PyObject* KX_GameObject::pyattr_get_name(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1692 {
1693         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1694         return PyUnicode_FromString(self->GetName().ReadPtr());
1695 }
1696
1697 PyObject* KX_GameObject::pyattr_get_parent(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1698 {
1699         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1700         KX_GameObject* parent = self->GetParent();
1701         if (parent) {
1702                 parent->Release(); /* self->GetParent() AddRef's */
1703                 return parent->GetProxy();
1704         }
1705         Py_RETURN_NONE;
1706 }
1707
1708 PyObject* KX_GameObject::pyattr_get_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1709 {
1710         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1711         KX_IPhysicsController *spc = self->GetPhysicsController();
1712         return PyFloat_FromDouble(spc ? spc->GetMass() : 0.0f);
1713 }
1714
1715 int KX_GameObject::pyattr_set_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1716 {
1717         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1718         KX_IPhysicsController *spc = self->GetPhysicsController();
1719         MT_Scalar val = PyFloat_AsDouble(value);
1720         if (val < 0.0f) { /* also accounts for non float */
1721                 PyErr_SetString(PyExc_AttributeError, "gameOb.mass = float: KX_GameObject, expected a float zero or above");
1722                 return PY_SET_ATTR_FAIL;
1723         }
1724
1725         if (spc)
1726                 spc->SetMass(val);
1727
1728         return PY_SET_ATTR_SUCCESS;
1729 }
1730
1731 PyObject* KX_GameObject::pyattr_get_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1732 {
1733         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1734         KX_IPhysicsController *spc = self->GetPhysicsController();
1735         return PyFloat_FromDouble(spc ? spc->GetLinVelocityMax() : 0.0f);
1736 }
1737
1738 int KX_GameObject::pyattr_set_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1739 {
1740         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1741         KX_IPhysicsController *spc = self->GetPhysicsController();
1742         MT_Scalar val = PyFloat_AsDouble(value);
1743         if (val < 0.0f) { /* also accounts for non float */
1744                 PyErr_SetString(PyExc_AttributeError, "gameOb.linVelocityMin = float: KX_GameObject, expected a float zero or above");
1745                 return PY_SET_ATTR_FAIL;
1746         }
1747
1748         if (spc)
1749                 spc->SetLinVelocityMin(val);
1750
1751         return PY_SET_ATTR_SUCCESS;
1752 }
1753
1754 PyObject* KX_GameObject::pyattr_get_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1755 {
1756         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1757         KX_IPhysicsController *spc = self->GetPhysicsController();
1758         return PyFloat_FromDouble(spc ? spc->GetLinVelocityMax() : 0.0f);
1759 }
1760
1761 int KX_GameObject::pyattr_set_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1762 {
1763         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1764         KX_IPhysicsController *spc = self->GetPhysicsController();
1765         MT_Scalar val = PyFloat_AsDouble(value);
1766         if (val < 0.0f) { /* also accounts for non float */
1767                 PyErr_SetString(PyExc_AttributeError, "gameOb.linVelocityMax = float: KX_GameObject, expected a float zero or above");
1768                 return PY_SET_ATTR_FAIL;
1769         }
1770
1771         if (spc)
1772                 spc->SetLinVelocityMax(val);
1773
1774         return PY_SET_ATTR_SUCCESS;
1775 }
1776
1777
1778 PyObject* KX_GameObject::pyattr_get_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1779 {
1780         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1781         return PyBool_FromLong(self->GetVisible());
1782 }
1783
1784 int KX_GameObject::pyattr_set_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1785 {
1786         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1787         int param = PyObject_IsTrue( value );
1788         if (param == -1) {
1789                 PyErr_SetString(PyExc_AttributeError, "gameOb.visible = bool: KX_GameObject, expected True or False");
1790                 return PY_SET_ATTR_FAIL;
1791         }
1792
1793         self->SetVisible(param, false);
1794         self->UpdateBuckets(false);
1795         return PY_SET_ATTR_SUCCESS;
1796 }
1797
1798 PyObject* KX_GameObject::pyattr_get_worldPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1799 {
1800 #ifdef USE_MATHUTILS
1801         return newVectorObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_POS_GLOBAL);
1802 #else
1803         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1804         return PyObjectFrom(self->NodeGetWorldPosition());
1805 #endif
1806 }
1807
1808 int KX_GameObject::pyattr_set_worldPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1809 {
1810         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1811         MT_Point3 pos;
1812         if (!PyVecTo(value, pos))
1813                 return PY_SET_ATTR_FAIL;
1814         
1815         self->NodeSetWorldPosition(pos);
1816         self->NodeUpdateGS(0.f);
1817         return PY_SET_ATTR_SUCCESS;
1818 }
1819
1820 PyObject* KX_GameObject::pyattr_get_localPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1821 {
1822 #ifdef USE_MATHUTILS    
1823         return newVectorObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_POS_LOCAL);
1824 #else   
1825         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1826         return PyObjectFrom(self->NodeGetLocalPosition());
1827 #endif
1828 }
1829
1830 int KX_GameObject::pyattr_set_localPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1831 {
1832         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1833         MT_Point3 pos;
1834         if (!PyVecTo(value, pos))
1835                 return PY_SET_ATTR_FAIL;
1836         
1837         self->NodeSetLocalPosition(pos);
1838         self->NodeUpdateGS(0.f);
1839         return PY_SET_ATTR_SUCCESS;
1840 }
1841
1842 PyObject* KX_GameObject::pyattr_get_localInertia(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1843 {
1844 #ifdef USE_MATHUTILS
1845         return newVectorObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_INERTIA_LOCAL);
1846 #else
1847         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1848         if (self->GetPhysicsController())
1849                 return PyObjectFrom(self->GetPhysicsController()->GetLocalInertia());
1850         return Py_BuildValue("fff", 0.0f, 0.0f, 0.0f);
1851 #endif
1852 }
1853
1854 PyObject* KX_GameObject::pyattr_get_worldOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1855 {
1856 #ifdef USE_MATHUTILS
1857         return newMatrixObject_cb(BGE_PROXY_FROM_REF(self_v), 3, 3, mathutils_kxgameob_matrix_cb_index, MATHUTILS_MAT_CB_ORI_GLOBAL);
1858 #else
1859         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1860         return PyObjectFrom(self->NodeGetWorldOrientation());
1861 #endif
1862 }
1863
1864 int KX_GameObject::pyattr_set_worldOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1865 {
1866         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1867         
1868         /* if value is not a sequence PyOrientationTo makes an error */
1869         MT_Matrix3x3 rot;
1870         if (!PyOrientationTo(value, rot, "gameOb.worldOrientation = sequence: KX_GameObject, "))
1871                 return PY_SET_ATTR_FAIL;
1872
1873         self->NodeSetGlobalOrientation(rot);
1874         
1875         self->NodeUpdateGS(0.f);
1876         return PY_SET_ATTR_SUCCESS;
1877 }
1878
1879 PyObject* KX_GameObject::pyattr_get_localOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1880 {
1881 #ifdef USE_MATHUTILS
1882         return newMatrixObject_cb(BGE_PROXY_FROM_REF(self_v), 3, 3, mathutils_kxgameob_matrix_cb_index, MATHUTILS_MAT_CB_ORI_LOCAL);
1883 #else
1884         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1885         return PyObjectFrom(self->NodeGetLocalOrientation());
1886 #endif
1887 }
1888
1889 int KX_GameObject::pyattr_set_localOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1890 {
1891         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1892         
1893         /* if value is not a sequence PyOrientationTo makes an error */
1894         MT_Matrix3x3 rot;
1895         if (!PyOrientationTo(value, rot, "gameOb.localOrientation = sequence: KX_GameObject, "))
1896                 return PY_SET_ATTR_FAIL;
1897
1898         self->NodeSetLocalOrientation(rot);
1899         self->NodeUpdateGS(0.f);
1900         return PY_SET_ATTR_SUCCESS;
1901 }
1902
1903 PyObject* KX_GameObject::pyattr_get_worldScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1904 {
1905 #ifdef USE_MATHUTILS
1906         return newVectorObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_SCALE_GLOBAL);
1907 #else
1908         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1909         return PyObjectFrom(self->NodeGetWorldScaling());
1910 #endif
1911 }
1912
1913 PyObject* KX_GameObject::pyattr_get_localScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1914 {
1915 #ifdef USE_MATHUTILS
1916         return newVectorObject_cb(BGE_PROXY_FROM_REF(self_v), 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_SCALE_LOCAL);
1917 #else
1918         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1919         return PyObjectFrom(self->NodeGetLocalScaling());
1920 #endif
1921 }
1922
1923 int KX_GameObject::pyattr_set_localScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1924 {
1925         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1926         MT_Vector3 scale;
1927         if (!PyVecTo(value, scale))
1928                 return PY_SET_ATTR_FAIL;
1929
1930         self->NodeSetLocalScale(scale);
1931         self->NodeUpdateGS(0.f);
1932         return PY_SET_ATTR_SUCCESS;
1933 }
1934
1935 PyObject* KX_GameObject::pyattr_get_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1936 {
1937         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1938         SG_Node* sg_parent;
1939         if (self->GetSGNode() && (sg_parent = self->GetSGNode()->GetSGParent()) != NULL && sg_parent->IsSlowParent()) {
1940                 return PyFloat_FromDouble(static_cast<KX_SlowParentRelation *>(sg_parent->GetParentRelation())->GetTimeOffset());
1941         } else {
1942                 return PyFloat_FromDouble(0.0);
1943         }
1944 }
1945
1946 int KX_GameObject::pyattr_set_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1947 {
1948         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1949         if (self->GetSGNode()) {
1950                 MT_Scalar val = PyFloat_AsDouble(value);
1951                 SG_Node* sg_parent= self->GetSGNode()->GetSGParent();
1952                 if (val < 0.0f) { /* also accounts for non float */
1953                         PyErr_SetString(PyExc_AttributeError, "gameOb.timeOffset = float: KX_GameObject, expected a float zero or above");
1954                         return PY_SET_ATTR_FAIL;
1955                 }
1956                 if (sg_parent && sg_parent->IsSlowParent())
1957                         static_cast<KX_SlowParentRelation *>(sg_parent->GetParentRelation())->SetTimeOffset(val);
1958         }
1959         return PY_SET_ATTR_SUCCESS;
1960 }
1961
1962 PyObject* KX_GameObject::pyattr_get_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1963 {
1964         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1965         int state = 0;
1966         state |= self->GetState();
1967         return PyLong_FromSsize_t(state);
1968 }
1969
1970 int KX_GameObject::pyattr_set_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1971 {
1972         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1973         int state_i = PyLong_AsSsize_t(value);
1974         unsigned int state = 0;
1975         
1976         if (state_i == -1 && PyErr_Occurred()) {
1977                 PyErr_SetString(PyExc_TypeError, "gameOb.state = int: KX_GameObject, expected an int bit field");
1978                 return PY_SET_ATTR_FAIL;
1979         }
1980         
1981         state |= state_i;
1982         if ((state & ((1<<30)-1)) == 0) {
1983                 PyErr_SetString(PyExc_AttributeError, "gameOb.state = int: KX_GameObject, state bitfield was not between 0 and 30 (1<<0 and 1<<29)");
1984                 return PY_SET_ATTR_FAIL;
1985         }
1986         self->SetState(state);
1987         return PY_SET_ATTR_SUCCESS;
1988 }
1989
1990 PyObject* KX_GameObject::pyattr_get_meshes(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1991 {
1992         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1993         PyObject *meshes= PyList_New(self->m_meshes.size());
1994         int i;
1995         
1996         for(i=0; i < (int)self->m_meshes.size(); i++)
1997         {
1998                 KX_MeshProxy* meshproxy = new KX_MeshProxy(self->m_meshes[i]);
1999                 PyList_SET_ITEM(meshes, i, meshproxy->NewProxy(true));
2000         }
2001         
2002         return meshes;
2003 }
2004
2005 /* experemental! */
2006 PyObject* KX_GameObject::pyattr_get_sensors(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2007 {
2008         return KX_PythonSeq_CreatePyObject((static_cast<KX_GameObject*>(self_v))->m_proxy, KX_PYGENSEQ_OB_TYPE_SENSORS);
2009 }
2010
2011 PyObject* KX_GameObject::pyattr_get_controllers(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2012 {
2013         return KX_PythonSeq_CreatePyObject((static_cast<KX_GameObject*>(self_v))->m_proxy, KX_PYGENSEQ_OB_TYPE_CONTROLLERS);
2014 }
2015
2016 PyObject* KX_GameObject::pyattr_get_actuators(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2017 {
2018         return KX_PythonSeq_CreatePyObject((static_cast<KX_GameObject*>(self_v))->m_proxy, KX_PYGENSEQ_OB_TYPE_ACTUATORS);
2019 }
2020
2021 PyObject* KX_GameObject::pyattr_get_children(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2022 {
2023         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
2024         return self->GetChildren()->NewProxy(true);
2025 }
2026
2027 PyObject* KX_GameObject::pyattr_get_children_recursive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2028 {
2029         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
2030         return self->GetChildrenRecursive()->NewProxy(true);
2031 }
2032
2033 PyObject* KX_GameObject::pyattr_get_attrDict(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2034 {
2035         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
2036         
2037         if(self->m_attr_dict==NULL)
2038                 self->m_attr_dict= PyDict_New();
2039         
2040         Py_INCREF(self->m_attr_dict);
2041         return self->m_attr_dict;
2042 }
2043
2044 PyObject* KX_GameObject::PyApplyForce(PyObject* args)
2045 {
2046         int local = 0;
2047         PyObject* pyvect;
2048
2049         if (PyArg_ParseTuple(args, "O|i:applyForce", &pyvect, &local)) {
2050                 MT_Vector3 force;
2051                 if (PyVecTo(pyvect, force)) {
2052                         ApplyForce(force, (local!=0));
2053                         Py_RETURN_NONE;
2054                 }
2055         }
2056         return NULL;
2057 }
2058
2059 PyObject* KX_GameObject::PyApplyTorque(PyObject* args)
2060 {
2061         int local = 0;
2062         PyObject* pyvect;
2063
2064         if (PyArg_ParseTuple(args, "O|i:applyTorque", &pyvect, &local)) {
2065                 MT_Vector3 torque;
2066                 if (PyVecTo(pyvect, torque)) {
2067                         ApplyTorque(torque, (local!=0));
2068                         Py_RETURN_NONE;
2069                 }
2070         }
2071         return NULL;
2072 }
2073
2074 PyObject* KX_GameObject::PyApplyRotation(PyObject* args)
2075 {
2076         int local = 0;
2077         PyObject* pyvect;
2078
2079         if (PyArg_ParseTuple(args, "O|i:applyRotation", &pyvect, &local)) {
2080                 MT_Vector3 rotation;
2081                 if (PyVecTo(pyvect, rotation)) {
2082                         ApplyRotation(rotation, (local!=0));
2083                         Py_RETURN_NONE;
2084                 }
2085         }
2086         return NULL;
2087 }
2088
2089 PyObject* KX_GameObject::PyApplyMovement(PyObject* args)
2090 {
2091         int local = 0;
2092         PyObject* pyvect;
2093
2094         if (PyArg_ParseTuple(args, "O|i:applyMovement", &pyvect, &local)) {
2095                 MT_Vector3 movement;
2096                 if (PyVecTo(pyvect, movement)) {
2097                         ApplyMovement(movement, (local!=0));
2098                         Py_RETURN_NONE;
2099                 }
2100         }
2101         return NULL;
2102 }
2103
2104 PyObject* KX_GameObject::PyGetLinearVelocity(PyObject* args)
2105 {
2106         // only can get the velocity if we have a physics object connected to us...
2107         int local = 0;
2108         if (PyArg_ParseTuple(args,"|i:getLinearVelocity",&local))
2109         {
2110                 return PyObjectFrom(GetLinearVelocity((local!=0)));
2111         }
2112         else
2113         {
2114                 return NULL;
2115         }
2116 }
2117
2118 PyObject* KX_GameObject::PySetLinearVelocity(PyObject* args)
2119 {
2120         int local = 0;
2121         PyObject* pyvect;
2122         
2123         if (PyArg_ParseTuple(args,"O|i:setLinearVelocity",&pyvect,&local)) {
2124                 MT_Vector3 velocity;
2125                 if (PyVecTo(pyvect, velocity)) {
2126                         setLinearVelocity(velocity, (local!=0));
2127                         Py_RETURN_NONE;
2128                 }
2129         }
2130         return NULL;
2131 }
2132
2133 PyObject* KX_GameObject::PyGetAngularVelocity(PyObject* args)
2134 {
2135         // only can get the velocity if we have a physics object connected to us...
2136         int local = 0;
2137         if (PyArg_ParseTuple(args,"|i:getAngularVelocity",&local))
2138         {
2139                 return PyObjectFrom(GetAngularVelocity((local!=0)));
2140         }
2141         else
2142         {
2143                 return NULL;
2144         }
2145 }
2146
2147 PyObject* KX_GameObject::PySetAngularVelocity(PyObject* args)
2148 {
2149         int local = 0;
2150         PyObject* pyvect;
2151         
2152         if (PyArg_ParseTuple(args,"O|i:setAngularVelocity",&pyvect,&local)) {
2153                 MT_Vector3 velocity;
2154                 if (PyVecTo(pyvect, velocity)) {
2155                         setAngularVelocity(velocity, (local!=0));
2156                         Py_RETURN_NONE;
2157                 }
2158         }
2159         return NULL;
2160 }
2161
2162 PyObject* KX_GameObject::PySetVisible(PyObject* args)
2163 {
2164         int visible, recursive = 0;
2165         if (!PyArg_ParseTuple(args,"i|i:setVisible",&visible, &recursive))
2166                 return NULL;
2167         
2168         SetVisible(visible ? true:false, recursive ? true:false);
2169         UpdateBuckets(recursive ? true:false);
2170         Py_RETURN_NONE;
2171         
2172 }
2173
2174 PyObject* KX_GameObject::PySetOcclusion(PyObject* args)
2175 {
2176         int occlusion, recursive = 0;
2177         if (!PyArg_ParseTuple(args,"i|i:setOcclusion",&occlusion, &recursive))
2178                 return NULL;
2179         
2180         SetOccluder(occlusion ? true:false, recursive ? true:false);
2181         Py_RETURN_NONE;
2182 }
2183
2184 PyObject* KX_GameObject::PyGetVelocity(PyObject* args)
2185 {
2186         // only can get the velocity if we have a physics object connected to us...
2187         MT_Point3 point(0.0,0.0,0.0);
2188         PyObject* pypos = NULL;
2189         
2190         if (!PyArg_ParseTuple(args, "|O:getVelocity", &pypos) || (pypos && !PyVecTo(pypos, point)))
2191                 return NULL;
2192         
2193         if (m_pPhysicsController1)
2194         {
2195                 return PyObjectFrom(m_pPhysicsController1->GetVelocity(point));
2196         }
2197         else {
2198                 return PyObjectFrom(MT_Vector3(0.0,0.0,0.0));
2199         }
2200 }
2201
2202 PyObject* KX_GameObject::PyGetReactionForce()
2203 {
2204         // only can get the velocity if we have a physics object connected to us...
2205         
2206         // XXX - Currently not working with bullet intergration, see KX_BulletPhysicsController.cpp's getReactionForce
2207         /*
2208         if (GetPhysicsController())
2209                 return PyObjectFrom(GetPhysicsController()->getReactionForce());
2210         return PyObjectFrom(dummy_point);
2211         */
2212         
2213         return Py_BuildValue("fff", 0.0f, 0.0f, 0.0f);
2214         
2215 }
2216
2217
2218
2219 PyObject* KX_GameObject::PyEnableRigidBody()
2220 {
2221         if(GetPhysicsController())
2222                 GetPhysicsController()->setRigidBody(true);
2223
2224         Py_RETURN_NONE;
2225 }
2226
2227
2228
2229 PyObject* KX_GameObject::PyDisableRigidBody()
2230 {
2231         if(GetPhysicsController())
2232                 GetPhysicsController()->setRigidBody(false);
2233
2234         Py_RETURN_NONE;
2235 }
2236
2237
2238 PyObject* KX_GameObject::PySetParent(PyObject* args)
2239 {
2240         KX_Scene *scene = KX_GetActiveScene();
2241         PyObject* pyobj;
2242         KX_GameObject *obj;
2243         int addToCompound=1, ghost=1;
2244         
2245         if (!PyArg_ParseTuple(args,"O|ii:setParent", &pyobj, &addToCompound, &ghost)) {
2246                 return NULL; // Python sets a simple error
2247         }
2248         if (!ConvertPythonToGameObject(pyobj, &obj, true, "gameOb.setParent(obj): KX_GameObject"))
2249                 return NULL;
2250         if (obj)
2251                 this->SetParent(scene, obj, addToCompound, ghost);
2252         Py_RETURN_NONE;
2253 }
2254
2255 PyObject* KX_GameObject::PyRemoveParent()
2256 {
2257         KX_Scene *scene = KX_GetActiveScene();
2258         
2259         this->RemoveParent(scene);
2260         Py_RETURN_NONE;
2261 }
2262
2263
2264 PyObject* KX_GameObject::PySetCollisionMargin(PyObject* value)
2265 {
2266         float collisionMargin = PyFloat_AsDouble(value);
2267         
2268         if (collisionMargin==-1 && PyErr_Occurred()) {
2269                 PyErr_SetString(PyExc_TypeError, "expected a float");
2270                 return NULL;
2271         }
2272         
2273         if (m_pPhysicsController1)
2274         {
2275                 m_pPhysicsController1->setMargin(collisionMargin);
2276                 Py_RETURN_NONE;
2277         }
2278         PyErr_SetString(PyExc_RuntimeError, "This object has no physics controller");
2279         return NULL;
2280 }
2281
2282
2283
2284 PyObject* KX_GameObject::PyApplyImpulse(PyObject* args)
2285 {
2286         PyObject* pyattach;
2287         PyObject* pyimpulse;
2288         
2289         if (!m_pPhysicsController1)     {
2290                 PyErr_SetString(PyExc_RuntimeError, "This object has no physics controller");
2291                 return NULL;
2292         }
2293         
2294         if (PyArg_ParseTuple(args, "OO:applyImpulse", &pyattach, &pyimpulse))
2295         {
2296                 MT_Point3  attach;
2297                 MT_Vector3 impulse;
2298                 if (PyVecTo(pyattach, attach) && PyVecTo(pyimpulse, impulse))
2299                 {
2300                         m_pPhysicsController1->applyImpulse(attach, impulse);
2301                         Py_RETURN_NONE;
2302                 }
2303
2304         }
2305         
2306         return NULL;
2307 }
2308
2309
2310
2311 PyObject* KX_GameObject::PySuspendDynamics()
2312 {
2313         SuspendDynamics();
2314         Py_RETURN_NONE;
2315 }
2316
2317
2318
2319 PyObject* KX_GameObject::PyRestoreDynamics()
2320 {
2321         RestoreDynamics();
2322         Py_RETURN_NONE;
2323 }
2324
2325
2326 PyObject* KX_GameObject::PyAlignAxisToVect(PyObject* args)
2327 {
2328         PyObject* pyvect;
2329         int axis = 2; //z axis is the default
2330         float fac = 1.0;
2331         
2332         if (PyArg_ParseTuple(args,"O|if:alignAxisToVect",&pyvect,&axis, &fac))
2333         {
2334                 MT_Vector3 vect;
2335                 if (PyVecTo(pyvect, vect))
2336                 {
2337                         if (fac<=0.0) Py_RETURN_NONE; // Nothing to do.
2338                         if (fac> 1.0) fac= 1.0;
2339                         
2340                         AlignAxisToVect(vect,axis,fac);
2341                         NodeUpdateGS(0.f);
2342                         Py_RETURN_NONE;
2343                 }
2344         }
2345         return NULL;
2346 }
2347
2348 PyObject* KX_GameObject::PyGetAxisVect(PyObject* value)
2349 {
2350         MT_Vector3 vect;
2351         if (PyVecTo(value, vect))
2352         {
2353                 return PyObjectFrom(NodeGetWorldOrientation() * vect);
2354         }
2355         return NULL;
2356 }
2357
2358
2359 PyObject* KX_GameObject::PyGetPhysicsId()
2360 {
2361         KX_IPhysicsController* ctrl = GetPhysicsController();
2362         uint_ptr physid=0;
2363         if (ctrl)
2364         {
2365                 physid= (uint_ptr)ctrl->GetUserData();
2366         }
2367         return PyLong_FromSsize_t((long)physid);
2368 }
2369
2370 PyObject* KX_GameObject::PyGetPropertyNames()
2371 {
2372         PyObject *list=  ConvertKeysToPython();
2373         
2374         if(m_attr_dict) {
2375                 PyObject *key, *value;
2376                 Py_ssize_t pos = 0;
2377
2378                 while (PyDict_Next(m_attr_dict, &pos, &key, &value)) {
2379                         PyList_Append(list, key);
2380                 }
2381         }
2382         return list;
2383 }
2384
2385 KX_PYMETHODDEF_DOC_O(KX_GameObject, getDistanceTo,
2386 "getDistanceTo(other): get distance to another point/KX_GameObject")
2387 {
2388         MT_Point3 b;
2389         if (PyVecTo(value, b))
2390         {
2391                 return PyFloat_FromDouble(NodeGetWorldPosition().distance(b));
2392         }
2393         PyErr_Clear();
2394         
2395         KX_GameObject *other;
2396         if (ConvertPythonToGameObject(value, &other, false, "gameOb.getDistanceTo(value): KX_GameObject"))
2397         {
2398                 return PyFloat_FromDouble(NodeGetWorldPosition().distance(other->NodeGetWorldPosition()));
2399         }
2400         
2401         return NULL;
2402 }
2403
2404 KX_PYMETHODDEF_DOC_O(KX_GameObject, getVectTo,
2405 "getVectTo(other): get vector and the distance to another point/KX_GameObject\n"
2406 "Returns a 3-tuple with (distance,worldVector,localVector)\n")
2407 {
2408         MT_Point3 toPoint, fromPoint;
2409         MT_Vector3 toDir, locToDir;
2410         MT_Scalar distance;
2411
2412         PyObject *returnValue;
2413
2414         if (!PyVecTo(value, toPoint))
2415         {
2416                 PyErr_Clear();
2417                 
2418                 KX_GameObject *other;
2419                 if (ConvertPythonToGameObject(value, &other, false, "")) /* error will be overwritten */
2420                 {
2421                         toPoint = other->NodeGetWorldPosition();
2422                 } else
2423                 {
2424                         PyErr_SetString(PyExc_TypeError, "gameOb.getVectTo(other): KX_GameObject, expected a 3D Vector or KX_GameObject type");
2425                         return NULL;
2426                 }
2427         }
2428
2429         fromPoint = NodeGetWorldPosition();
2430         toDir = toPoint-fromPoint;
2431         distance = toDir.length();
2432
2433         if (MT_fuzzyZero(distance))
2434         {
2435                 //cout << "getVectTo() Error: Null vector!\n";
2436                 locToDir = toDir = MT_Vector3(0.0,0.0,0.0);
2437                 distance = 0.0;
2438         } else {
2439                 toDir.normalize();
2440                 locToDir = toDir * NodeGetWorldOrientation();
2441         }
2442         
2443         returnValue = PyTuple_New(3);
2444         if (returnValue) { // very unlikely to fail, python sets a memory error here.
2445                 PyTuple_SET_ITEM(returnValue, 0, PyFloat_FromDouble(distance));
2446                 PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(toDir));
2447                 PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(locToDir));
2448         }
2449         return returnValue;
2450 }
2451
2452 bool KX_GameObject::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
2453 {
2454         KX_GameObject* hitKXObj = client->m_gameobject;
2455         
2456         // if X-ray option is selected, the unwnted objects were not tested, so get here only with true hit
2457         // if not, all objects were tested and the front one may not be the correct one.
2458         if (m_xray || m_testPropName.Length() == 0 || hitKXObj->GetProperty(m_testPropName) != NULL)
2459         {
2460                 m_pHitObject = hitKXObj;
2461                 return true;
2462         }
2463         // return true to stop RayCast::RayTest from looping, the above test was decisive
2464         // We would want to loop only if we want to get more than one hit point
2465         return true;
2466 }
2467
2468 /* this function is used to pre-filter the object before casting the ray on them.
2469    This is useful for "X-Ray" option when we want to see "through" unwanted object.
2470  */
2471 bool KX_GameObject::NeedRayCast(KX_ClientObjectInfo* client)
2472 {
2473         KX_GameObject* hitKXObj = client->m_gameobject;
2474         
2475         if (client->m_type > KX_ClientObjectInfo::ACTOR)
2476         {
2477                 // Unknown type of object, skip it.
2478                 // Should not occur as the sensor objects are filtered in RayTest()
2479                 printf("Invalid client type %d found in ray casting\n", client->m_type);
2480                 return false;
2481         }
2482         
2483         // if X-Ray option is selected, skip object that don't match the criteria as we see through them
2484         // if not, test all objects because we don't know yet which one will be on front
2485         if (!m_xray || m_testPropName.Length() == 0 || hitKXObj->GetProperty(m_testPropName) != NULL)
2486         {
2487                 return true;
2488         }
2489         // skip the object
2490         return false;
2491 }
2492
2493 KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo,
2494 "rayCastTo(other,dist,prop): look towards another point/KX_GameObject and return first object hit within dist that matches prop\n"
2495 " prop = property name that object must have; can be omitted => detect any object\n"
2496 " dist = max distance to look (can be negative => look behind); 0 or omitted => detect up to other\n"
2497 " other = 3-tuple or object reference")
2498 {
2499         MT_Point3 toPoint;
2500         PyObject* pyarg;
2501         float dist = 0.0f;
2502         char *propName = NULL;
2503
2504         if (!PyArg_ParseTuple(args,"O|fs:rayCastTo", &pyarg, &dist, &propName)) {
2505                 return NULL; // python sets simple error
2506         }
2507
2508         if (!PyVecTo(pyarg, toPoint))
2509         {
2510                 KX_GameObject *other;
2511                 PyErr_Clear();
2512                 
2513                 if (ConvertPythonToGameObject(pyarg, &other, false, "")) /* error will be overwritten */
2514                 {
2515                         toPoint = other->NodeGetWorldPosition();
2516                 } else
2517                 {
2518                         PyErr_SetString(PyExc_TypeError, "gameOb.rayCastTo(other,dist,prop): KX_GameObject, the first argument to rayCastTo must be a vector or a KX_GameObject");
2519                         return NULL;
2520                 }
2521         }
2522         MT_Point3 fromPoint = NodeGetWorldPosition();
2523         
2524         if (dist != 0.0f)
2525                 toPoint = fromPoint + dist * (toPoint-fromPoint).safe_normalized();
2526         
2527         PHY_IPhysicsEnvironment* pe = KX_GetActiveScene()->GetPhysicsEnvironment();
2528         KX_IPhysicsController *spc = GetPhysicsController();
2529         KX_GameObject *parent = GetParent();
2530         if (!spc && parent)
2531                 spc = parent->GetPhysicsController();
2532         if (parent)
2533                 parent->Release();
2534         
2535         m_pHitObject = NULL;
2536         if (propName)
2537                 m_testPropName = propName;
2538         else
2539                 m_testPropName.SetLength(0);
2540         KX_RayCast::Callback<KX_GameObject> callback(this,spc);
2541         KX_RayCast::RayTest(pe, fromPoint, toPoint, callback);
2542
2543     if (m_pHitObject)
2544                 return m_pHitObject->GetProxy();
2545         
2546         Py_RETURN_NONE;
2547 }
2548
2549 /* faster then Py_BuildValue since some scripts call raycast a lot */
2550 static PyObject *none_tuple_3()
2551 {
2552         PyObject *ret= PyTuple_New(3);
2553         PyTuple_SET_ITEM(ret, 0, Py_None);
2554         PyTuple_SET_ITEM(ret, 1, Py_None);
2555         PyTuple_SET_ITEM(ret, 2, Py_None);
2556         
2557         Py_INCREF(Py_None);
2558         Py_INCREF(Py_None);
2559         Py_INCREF(Py_None);
2560         return ret;
2561 }
2562 static PyObject *none_tuple_4()
2563 {
2564         PyObject *ret= PyTuple_New(4);
2565         PyTuple_SET_ITEM(ret, 0, Py_None);
2566         PyTuple_SET_ITEM(ret, 1, Py_None);
2567         PyTuple_SET_ITEM(ret, 2, Py_None);
2568         PyTuple_SET_ITEM(ret, 3, Py_None);
2569         
2570         Py_INCREF(Py_None);
2571         Py_INCREF(Py_None);
2572         Py_INCREF(Py_None);
2573         Py_INCREF(Py_None);
2574         return ret;
2575 }
2576
2577 KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
2578                                    "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"
2579                                    " If no hit, return (None,None,None) or (None,None,None,None).\n"
2580 " to   = 3-tuple or object reference for destination of ray (if object, use center of object)\n"
2581 " from = 3-tuple or object reference for origin of ray (if object, use center of object)\n"
2582 "        Can be None or omitted => start from self object center\n"
2583 " dist = max distance to look (can be negative => look behind); 0 or omitted => detect up to to\n"
2584 " prop = property name that object must have; can be omitted => detect any object\n"
2585 " face = normal option: 1=>return face normal; 0 or omitted => normal is oriented towards origin\n"
2586 " xray = X-ray option: 1=>skip objects that don't match prop; 0 or omitted => stop on first object\n"
2587 " poly = polygon option: 1=>return value is a 4-tuple and the 4th element is a KX_PolyProxy object\n"
2588 "                           which can be None if hit object has no mesh or if there is no hit\n"
2589 "        If 0 or omitted, return value is a 3-tuple\n"
2590 "Note: The object on which you call this method matters: the ray will ignore it.\n"
2591 "      prop and xray option interact as follow:\n"
2592 "        prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray\n"
2593 "        prop off, xray on : idem\n"
2594 "        prop on,  xray off: return closest hit if it matches prop, no hit otherwise\n"
2595 "        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")
2596 {
2597         MT_Point3 toPoint;
2598         MT_Point3 fromPoint;
2599         PyObject* pyto;
2600         PyObject* pyfrom = NULL;
2601         float dist = 0.0f;
2602         char *propName = NULL;
2603         KX_GameObject *other;
2604         int face=0, xray=0, poly=0;
2605
2606         if (!PyArg_ParseTuple(args,"O|Ofsiii:rayCast", &pyto, &pyfrom, &dist, &propName, &face, &xray, &poly)) {
2607                 return NULL; // Python sets a simple error
2608         }
2609
2610         if (!PyVecTo(pyto, toPoint))
2611         {
2612                 PyErr_Clear();
2613                 
2614                 if (ConvertPythonToGameObject(pyto, &other, false, ""))  /* error will be overwritten */
2615                 {
2616                         toPoint = other->NodeGetWorldPosition();
2617                 } else
2618                 {
2619                         PyErr_SetString(PyExc_TypeError, "the first argument to rayCast must be a vector or a KX_GameObject");
2620                         return NULL;
2621                 }
2622         }
2623         if (!pyfrom || pyfrom == Py_None)
2624         {
2625                 fromPoint = NodeGetWorldPosition();
2626         }
2627         else if (!PyVecTo(pyfrom, fromPoint))
2628         {
2629                 PyErr_Clear();
2630                 
2631                 if (ConvertPythonToGameObject(pyfrom, &other, false, "")) /* error will be overwritten */
2632                 {
2633                         fromPoint = other->NodeGetWorldPosition();
2634                 } else
2635                 {
2636                         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");
2637                         return NULL;
2638                 }
2639         }
2640         
2641         if (dist != 0.0f) {
2642                 MT_Vector3 toDir = toPoint-fromPoint;
2643                 if (MT_fuzzyZero(toDir.length2())) {
2644                         //return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
2645                         return none_tuple_3();
2646                 }
2647                 toDir.normalize();
2648                 toPoint = fromPoint + (dist) * toDir;
2649         } else if (MT_fuzzyZero((toPoint-fromPoint).length2())) {
2650                 //return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
2651                 return none_tuple_3();
2652         }
2653         
2654         PHY_IPhysicsEnvironment* pe = KX_GetActiveScene()->GetPhysicsEnvironment();
2655         KX_IPhysicsController *spc = GetPhysicsController();
2656         KX_GameObject *parent = GetParent();
2657         if (!spc && parent)
2658                 spc = parent->GetPhysicsController();
2659         if (parent)
2660                 parent->Release();
2661         
2662         m_pHitObject = NULL;
2663         if (propName)
2664                 m_testPropName = propName;
2665         else
2666                 m_testPropName.SetLength(0);
2667         m_xray = xray;
2668         // to get the hit results
2669         KX_RayCast::Callback<KX_GameObject> callback(this,spc,NULL,face);
2670         KX_RayCast::RayTest(pe, fromPoint, toPoint, callback);
2671
2672         if (m_pHitObject)
2673         {
2674                 PyObject* returnValue = (poly) ? PyTuple_New(4) : PyTuple_New(3);
2675                 if (returnValue) { // unlikely this would ever fail, if it does python sets an error
2676                         PyTuple_SET_ITEM(returnValue, 0, m_pHitObject->GetProxy());
2677                         PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(callback.m_hitPoint));
2678                         PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(callback.m_hitNormal));
2679                         if (poly)
2680                         {
2681                                 if (callback.m_hitMesh)
2682                                 {
2683                                         // if this field is set, then we can trust that m_hitPolygon is a valid polygon
2684                                         RAS_Polygon* polygon = callback.m_hitMesh->GetPolygon(callback.m_hitPolygon);
2685                                         KX_PolyProxy* polyproxy = new KX_PolyProxy(callback.m_hitMesh, polygon);
2686                                         PyTuple_SET_ITEM(returnValue, 3, polyproxy->NewProxy(true));
2687                                 }
2688                                 else
2689                                 {
2690                                         Py_INCREF(Py_None);
2691                                         PyTuple_SET_ITEM(returnValue, 3, Py_None);
2692                                 }
2693                         }
2694                 }
2695                 return returnValue;
2696         }
2697         // no hit
2698         if (poly)
2699                 //return Py_BuildValue("OOOO", Py_None, Py_None, Py_None, Py_None);
2700                 return none_tuple_4();
2701         else
2702                 //return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
2703                 return none_tuple_3();
2704 }
2705
2706 KX_PYMETHODDEF_DOC_VARARGS(KX_GameObject, sendMessage, 
2707                                                    "sendMessage(subject, [body, to])\n"
2708 "sends a message in same manner as a message actuator"
2709 "subject = Subject of the message (string)"
2710 "body = Message body (string)"
2711 "to = Name of object to send the message to")
2712 {
2713         KX_Scene *scene = KX_GetActiveScene();
2714         char* subject;
2715         char* body = (char *)"";
2716         char* to = (char *)"";
2717         const STR_String& from = GetName();
2718
2719         if (!PyArg_ParseTuple(args, "s|ss:sendMessage", &subject, &body, &to))
2720                 return NULL;
2721         
2722         scene->GetNetworkScene()->SendMessage(to, from, subject, body);
2723         Py_RETURN_NONE;
2724 }
2725
2726 /* dict style access */
2727
2728
2729 /* Matches python dict.get(key, [default]) */
2730 PyObject* KX_GameObject::Pyget(PyObject *args)
2731 {
2732         PyObject *key;
2733         PyObject* def = Py_None;
2734         PyObject* ret;
2735
2736         if (!PyArg_ParseTuple(args, "O|O:get", &key, &def))
2737                 return NULL;
2738         
2739         
2740         if(PyUnicode_Check(key)) {
2741                 CValue *item = GetProperty(_PyUnicode_AsString(key));
2742                 if (item) {
2743                         ret = item->ConvertValueToPython();
2744                         if(ret)
2745                                 return ret;
2746                         else
2747                                 return item->GetProxy();
2748                 }
2749         }
2750         
2751         if (m_attr_dict && (ret=PyDict_GetItem(m_attr_dict, key))) {
2752                 Py_INCREF(ret);
2753                 return ret;
2754         }
2755         
2756         Py_INCREF(def);
2757         return def;
2758 }
2759
2760 /* --------------------------------------------------------------------- 
2761  * Some stuff taken from the header
2762  * --------------------------------------------------------------------- */
2763 void KX_GameObject::Relink(GEN_Map<GEN_HashedPtr, void*> *map_parameter)        
2764 {
2765         // we will relink the sensors and actuators that use object references
2766         // if the object is part of the replicated hierarchy, use the new
2767         // object reference instead
2768         SCA_SensorList& sensorlist = GetSensors();
2769         SCA_SensorList::iterator sit;
2770         for (sit=sensorlist.begin(); sit != sensorlist.end(); sit++)
2771         {
2772                 (*sit)->Relink(map_parameter);
2773         }
2774         SCA_ActuatorList& actuatorlist = GetActuators();
2775         SCA_ActuatorList::iterator ait;
2776         for (ait=actuatorlist.begin(); ait != actuatorlist.end(); ait++)
2777         {
2778                 (*ait)->Relink(map_parameter);
2779         }
2780 }
2781
2782
2783 bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool py_none_ok, const char *error_prefix)
2784 {
2785         if (value==NULL) {
2786                 PyErr_Format(PyExc_TypeError, "%s, python pointer NULL, should never happen", error_prefix);
2787                 *object = NULL;
2788                 return false;
2789         }
2790                 
2791         if (value==Py_None) {
2792                 *object = NULL;
2793                 
2794                 if (py_none_ok) {
2795                         return true;
2796                 } else {
2797                         PyErr_Format(PyExc_TypeError, "%s, expected KX_GameObject or a KX_GameObject name, None is invalid", error_prefix);
2798                         return false;
2799                 }
2800         }
2801         
2802         if (PyUnicode_Check(value)) {
2803                 *object = (KX_GameObject*)SCA_ILogicBrick::m_sCurrentLogicManager->GetGameObjectByName(STR_String( _PyUnicode_AsString(value) ));
2804                 
2805                 if (*object) {
2806                         return true;
2807                 } else {
2808                         PyErr_Format(PyExc_ValueError, "%s, requested name \"%s\" did not match any KX_GameObject in this scene", error_prefix, _PyUnicode_AsString(value));
2809                         return false;
2810                 }
2811         }
2812         
2813         if (    PyObject_TypeCheck(value, &KX_GameObject::Type) ||
2814                         PyObject_TypeCheck(value, &KX_LightObject::Type)        ||
2815                         PyObject_TypeCheck(value, &KX_Camera::Type)     )
2816         {
2817                 *object = static_cast<KX_GameObject*>BGE_PROXY_REF(value);
2818                 
2819                 /* sets the error */
2820                 if (*object==NULL) {
2821                         PyErr_Format(PyExc_SystemError, "%s, " BGE_PROXY_ERROR_MSG, error_prefix);
2822                         return false;
2823                 }
2824                 
2825                 return true;
2826         }
2827         
2828         *object = NULL;
2829         
2830         if (py_none_ok) {
2831                 PyErr_Format(PyExc_TypeError, "%s, expect a KX_GameObject, a string or None", error_prefix);
2832         } else {
2833                 PyErr_Format(PyExc_TypeError, "%s, expect a KX_GameObject or a string", error_prefix);
2834         }
2835         
2836         return false;
2837 }