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