svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22701:22704
[blender.git] / source / gameengine / Ketsji / KX_GameObject.cpp
1 /**
2  * $Id$
3  *
4  * ***** BEGIN GPL LICENSE BLOCK *****
5  *
6  * This program is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU General Public License
8  * as published by the Free Software Foundation; either version 2
9  * of the License, or (at your option) any later version.
10  *
11  * This program is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14  * GNU General Public License for more details.
15  *
16  * You should have received a copy of the GNU General Public License
17  * along with this program; if not, write to the Free Software Foundation,
18  * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
19  *
20  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
21  * All rights reserved.
22  *
23  * The Original Code is: all of this file.
24  *
25  * Contributor(s): none yet.
26  *
27  * ***** END GPL LICENSE BLOCK *****
28  * Game object wrapper
29  */
30
31 #ifdef HAVE_CONFIG_H
32 #include <config.h>
33 #endif
34
35 #if defined(_WIN64)
36 typedef unsigned __int64 uint_ptr;
37 #else
38 typedef unsigned long uint_ptr;
39 #endif
40
41 #ifdef WIN32
42 // This warning tells us about truncation of __long__ stl-generated names.
43 // It can occasionally cause DevStudio to have internal compiler warnings.
44 #pragma warning( disable : 4786 )     
45 #endif
46
47
48 #define KX_INERTIA_INFINITE 10000
49 #include "RAS_IPolygonMaterial.h"
50 #include "KX_BlenderMaterial.h"
51 #include "KX_GameObject.h"
52 #include "KX_Camera.h" // only for their ::Type
53 #include "KX_Light.h"  // only for their ::Type
54 #include "RAS_MeshObject.h"
55 #include "KX_MeshProxy.h"
56 #include "KX_PolyProxy.h"
57 #include <stdio.h> // printf
58 #include "SG_Controller.h"
59 #include "KX_IPhysicsController.h"
60 #include "PHY_IGraphicController.h"
61 #include "SG_Node.h"
62 #include "SG_Controller.h"
63 #include "KX_ClientObjectInfo.h"
64 #include "RAS_BucketManager.h"
65 #include "KX_RayCast.h"
66 #include "KX_PythonInit.h"
67 #include "KX_PyMath.h"
68 #include "KX_PythonSeq.h"
69 #include "KX_ConvertPhysicsObject.h"
70 #include "SCA_IActuator.h"
71 #include "SCA_ISensor.h"
72 #include "SCA_IController.h"
73 #include "NG_NetworkScene.h" //Needed for sendMessage()
74
75 #include "PyObjectPlus.h" /* python stuff */
76
77 // This file defines relationships between parents and children
78 // in the game engine.
79
80 #include "KX_SG_NodeRelationships.h"
81
82 static MT_Point3 dummy_point= MT_Point3(0.0, 0.0, 0.0);
83 static MT_Vector3 dummy_scaling = MT_Vector3(1.0, 1.0, 1.0);
84 static MT_Matrix3x3 dummy_orientation = MT_Matrix3x3(   1.0, 0.0, 0.0,
85                                                                                                                 0.0, 1.0, 0.0,
86                                                                                                                 0.0, 0.0, 1.0);
87
88 KX_GameObject::KX_GameObject(
89         void* sgReplicationInfo,
90         SG_Callbacks callbacks)
91         : SCA_IObject(),
92         m_bDyna(false),
93         m_layer(0),
94         m_pBlenderObject(NULL),
95         m_pBlenderGroupObject(NULL),
96         m_bSuspendDynamics(false),
97         m_bUseObjectColor(false),
98         m_bIsNegativeScaling(false),
99         m_bVisible(true),
100         m_bCulled(true),
101         m_bOccluder(false),
102         m_pPhysicsController1(NULL),
103         m_pGraphicController(NULL),
104         m_xray(false),
105         m_pHitObject(NULL),
106         m_isDeformable(false),
107         m_attr_dict(NULL)
108 {
109         m_ignore_activity_culling = false;
110         m_pClient_info = new KX_ClientObjectInfo(this, KX_ClientObjectInfo::ACTOR);
111         m_pSGNode = new SG_Node(this,sgReplicationInfo,callbacks);
112
113         // define the relationship between this node and it's parent.
114         
115         KX_NormalParentRelation * parent_relation = 
116                 KX_NormalParentRelation::New();
117         m_pSGNode->SetParentRelation(parent_relation);
118 };
119
120
121
122 KX_GameObject::~KX_GameObject()
123 {
124         RemoveMeshes();
125
126         // is this delete somewhere ?
127         //if (m_sumoObj)
128         //      delete m_sumoObj;
129         delete m_pClient_info;
130         //if (m_pSGNode)
131         //      delete m_pSGNode;
132         if (m_pSGNode)
133         {
134                 // must go through controllers and make sure they will not use us anymore
135                 // This is important for KX_BulletPhysicsControllers that unregister themselves
136                 // from the object when they are deleted.
137                 SGControllerList::iterator contit;
138                 SGControllerList& controllers = m_pSGNode->GetSGControllerList();
139                 for (contit = controllers.begin();contit!=controllers.end();++contit)
140                 {
141                         (*contit)->ClearObject();
142                 }
143                 m_pSGNode->SetSGClientObject(NULL);
144         }
145         if (m_pGraphicController)
146         {
147                 delete m_pGraphicController;
148         }
149         
150         if (m_attr_dict) {
151                 PyDict_Clear(m_attr_dict); /* incase of circular refs or other weired cases */
152                 Py_DECREF(m_attr_dict);
153         }
154 }
155
156 KX_GameObject* KX_GameObject::GetClientObject(KX_ClientObjectInfo* info)
157 {
158         if (!info)
159                 return NULL;
160         return info->m_gameobject;
161 }
162
163 CValue* KX_GameObject:: Calc(VALUE_OPERATOR op, CValue *val) 
164 {
165         return NULL;
166 }
167
168
169
170 CValue* KX_GameObject::CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val)
171 {
172         return NULL;
173 }
174
175
176
177 const STR_String & KX_GameObject::GetText()
178 {
179         return m_text;
180 }
181
182
183
184 double KX_GameObject::GetNumber()
185 {
186         return 0;
187 }
188
189
190
191 STR_String& KX_GameObject::GetName()
192 {
193         return m_name;
194 }
195
196
197
198 void KX_GameObject::SetName(const char *name)
199 {
200         m_name = name;
201 };                                                              // Set the name of the value
202
203 KX_IPhysicsController* KX_GameObject::GetPhysicsController()
204 {
205         return m_pPhysicsController1;
206 }
207
208 KX_GameObject* KX_GameObject::GetParent()
209 {
210         KX_GameObject* result = NULL;
211         SG_Node* node = m_pSGNode;
212         
213         while (node && !result)
214         {
215                 node = node->GetSGParent();
216                 if (node)
217                         result = (KX_GameObject*)node->GetSGClientObject();
218         }
219         
220         if (result)
221                 result->AddRef();
222
223         return result;
224         
225 }
226
227 void KX_GameObject::SetParent(KX_Scene *scene, KX_GameObject* obj, bool addToCompound, bool ghost)
228 {
229         // check on valid node in case a python controller holds a reference to a deleted object
230         if (obj && GetSGNode() && obj->GetSGNode() && GetSGNode()->GetSGParent() != obj->GetSGNode())
231         {
232                 // Make sure the objects have some scale
233                 MT_Vector3 scale1 = NodeGetWorldScaling();
234                 MT_Vector3 scale2 = obj->NodeGetWorldScaling();
235                 if (fabs(scale2[0]) < FLT_EPSILON || 
236                         fabs(scale2[1]) < FLT_EPSILON || 
237                         fabs(scale2[2]) < FLT_EPSILON || 
238                         fabs(scale1[0]) < FLT_EPSILON || 
239                         fabs(scale1[1]) < FLT_EPSILON || 
240                         fabs(scale1[2]) < FLT_EPSILON) { return; }
241
242                 // Remove us from our old parent and set our new parent
243                 RemoveParent(scene);
244                 obj->GetSGNode()->AddChild(GetSGNode());
245
246                 if (m_pPhysicsController1) 
247                 {
248                         m_pPhysicsController1->SuspendDynamics(ghost);
249                 }
250                 // Set us to our new scale, position, and orientation
251                 scale2[0] = 1.0/scale2[0];
252                 scale2[1] = 1.0/scale2[1];
253                 scale2[2] = 1.0/scale2[2];
254                 scale1 = scale1 * scale2;
255                 MT_Matrix3x3 invori = obj->NodeGetWorldOrientation().inverse();
256                 MT_Vector3 newpos = invori*(NodeGetWorldPosition()-obj->NodeGetWorldPosition())*scale2;
257
258                 NodeSetLocalScale(scale1);
259                 NodeSetLocalPosition(MT_Point3(newpos[0],newpos[1],newpos[2]));
260                 NodeSetLocalOrientation(invori*NodeGetWorldOrientation());
261                 NodeUpdateGS(0.f);
262                 // object will now be a child, it must be removed from the parent list
263                 CListValue* rootlist = scene->GetRootParentList();
264                 if (rootlist->RemoveValue(this))
265                         // the object was in parent list, decrement ref count as it's now removed
266                         Release();
267                 // if the new parent is a compound object, add this object shape to the compound shape.
268                 // step 0: verify this object has physical controller
269                 if (m_pPhysicsController1 && addToCompound)
270                 {
271                         // step 1: find the top parent (not necessarily obj)
272                         KX_GameObject* rootobj = (KX_GameObject*)obj->GetSGNode()->GetRootSGParent()->GetSGClientObject();
273                         // step 2: verify it has a physical controller and compound shape
274                         if (rootobj != NULL && 
275                                 rootobj->m_pPhysicsController1 != NULL &&
276                                 rootobj->m_pPhysicsController1->IsCompound())
277                         {
278                                 rootobj->m_pPhysicsController1->AddCompoundChild(m_pPhysicsController1);
279                         }
280                 }
281                 // graphically, the object hasn't change place, no need to update m_pGraphicController
282         }
283 }
284
285 void KX_GameObject::RemoveParent(KX_Scene *scene)
286 {
287         // check on valid node in case a python controller holds a reference to a deleted object
288         if (GetSGNode() && GetSGNode()->GetSGParent())
289         {
290                 // get the root object to remove us from compound object if needed
291                 KX_GameObject* rootobj = (KX_GameObject*)GetSGNode()->GetRootSGParent()->GetSGClientObject();
292                 // Set us to the right spot 
293                 GetSGNode()->SetLocalScale(GetSGNode()->GetWorldScaling());
294                 GetSGNode()->SetLocalOrientation(GetSGNode()->GetWorldOrientation());
295                 GetSGNode()->SetLocalPosition(GetSGNode()->GetWorldPosition());
296
297                 // Remove us from our parent
298                 GetSGNode()->DisconnectFromParent();
299                 NodeUpdateGS(0.f);
300                 // the object is now a root object, add it to the parentlist
301                 CListValue* rootlist = scene->GetRootParentList();
302                 if (!rootlist->SearchValue(this))
303                         // object was not in root list, add it now and increment ref count
304                         rootlist->Add(AddRef());
305                 if (m_pPhysicsController1) 
306                 {
307                         // in case this controller was added as a child shape to the parent
308                         if (rootobj != NULL && 
309                                 rootobj->m_pPhysicsController1 != NULL &&
310                                 rootobj->m_pPhysicsController1->IsCompound())
311                         {
312                                 rootobj->m_pPhysicsController1->RemoveCompoundChild(m_pPhysicsController1);
313                         }
314                         m_pPhysicsController1->RestoreDynamics();
315                         if (m_pPhysicsController1->IsDyna() && rootobj->m_pPhysicsController1)
316                         {
317                                 // dynamic object should remember the velocity they had while being parented
318                                 MT_Point3 childPoint = GetSGNode()->GetWorldPosition();
319                                 MT_Point3 rootPoint = rootobj->GetSGNode()->GetWorldPosition();
320                                 MT_Point3 relPoint;
321                                 relPoint = (childPoint-rootPoint);
322                                 MT_Vector3 linVel = rootobj->m_pPhysicsController1->GetVelocity(relPoint);
323                                 MT_Vector3 angVel = rootobj->m_pPhysicsController1->GetAngularVelocity();
324                                 m_pPhysicsController1->SetLinearVelocity(linVel, false);
325                                 m_pPhysicsController1->SetAngularVelocity(angVel, false);
326                         }
327                 }
328                 // graphically, the object hasn't change place, no need to update m_pGraphicController
329         }
330 }
331
332 void KX_GameObject::ProcessReplica()
333 {
334         SCA_IObject::ProcessReplica();
335         
336         m_pPhysicsController1 = NULL;
337         m_pGraphicController = NULL;
338         m_pSGNode = NULL;
339         m_pClient_info = new KX_ClientObjectInfo(*m_pClient_info);
340         m_pClient_info->m_gameobject = this;
341         m_state = 0;
342         if(m_attr_dict)
343                 m_attr_dict= PyDict_Copy(m_attr_dict);
344                 
345 }
346
347 static void setGraphicController_recursive(SG_Node* node)
348 {
349         NodeList& children = node->GetSGChildren();
350
351         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
352         {
353                 SG_Node* childnode = (*childit);
354                 KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
355                 if (clientgameobj != NULL) // This is a GameObject
356                         clientgameobj->ActivateGraphicController(false);
357                 
358                 // if the childobj is NULL then this may be an inverse parent link
359                 // so a non recursive search should still look down this node.
360                 setGraphicController_recursive(childnode);
361         }
362 }
363
364
365 void KX_GameObject::ActivateGraphicController(bool recurse)
366 {
367         if (m_pGraphicController)
368         {
369                 m_pGraphicController->Activate(m_bVisible);
370         }
371         if (recurse)
372         {
373                 setGraphicController_recursive(GetSGNode());
374         }
375 }
376
377
378 CValue* KX_GameObject::GetReplica()
379 {
380         KX_GameObject* replica = new KX_GameObject(*this);
381
382         // this will copy properties and so on...
383         replica->ProcessReplica();
384
385         return replica;
386 }
387
388
389
390 void KX_GameObject::ApplyForce(const MT_Vector3& force,bool local)
391 {
392         if (m_pPhysicsController1)
393                 m_pPhysicsController1->ApplyForce(force,local);
394 }
395
396
397
398 void KX_GameObject::ApplyTorque(const MT_Vector3& torque,bool local)
399 {
400         if (m_pPhysicsController1)
401                 m_pPhysicsController1->ApplyTorque(torque,local);
402 }
403
404
405
406 void KX_GameObject::ApplyMovement(const MT_Vector3& dloc,bool local)
407 {
408         if (GetSGNode()) 
409         {
410                 if (m_pPhysicsController1) // (IsDynamic())
411                 {
412                         m_pPhysicsController1->RelativeTranslate(dloc,local);
413                 }
414                 GetSGNode()->RelativeTranslate(dloc,GetSGNode()->GetSGParent(),local);
415         }
416 }
417
418
419
420 void KX_GameObject::ApplyRotation(const MT_Vector3& drot,bool local)
421 {
422         MT_Matrix3x3 rotmat(drot);
423         
424         if (GetSGNode()) {
425                 GetSGNode()->RelativeRotate(rotmat,local);
426
427                 if (m_pPhysicsController1) { // (IsDynamic())
428                         m_pPhysicsController1->RelativeRotate(rotmat,local); 
429                 }
430         }
431 }
432
433
434
435 /**
436 GetOpenGL Matrix, returns an OpenGL 'compatible' matrix
437 */
438 double* KX_GameObject::GetOpenGLMatrix()
439 {
440         // todo: optimize and only update if necessary
441         double* fl = m_OpenGL_4x4Matrix.getPointer();
442         if (GetSGNode()) {
443                 MT_Transform trans;
444         
445                 trans.setOrigin(GetSGNode()->GetWorldPosition());
446                 trans.setBasis(GetSGNode()->GetWorldOrientation());
447         
448                 MT_Vector3 scaling = GetSGNode()->GetWorldScaling();
449                 m_bIsNegativeScaling = ((scaling[0] < 0.0) ^ (scaling[1] < 0.0) ^ (scaling[2] < 0.0)) ? true : false;
450                 trans.scale(scaling[0], scaling[1], scaling[2]);
451                 trans.getValue(fl);
452                 GetSGNode()->ClearDirty();
453         }
454         return fl;
455 }
456
457 void KX_GameObject::AddMeshUser()
458 {
459         for (size_t i=0;i<m_meshes.size();i++)
460         {
461                 m_meshes[i]->AddMeshUser(this, &m_meshSlots, GetDeformer());
462         }
463         // set the part of the mesh slot that never change
464         double* fl = GetOpenGLMatrixPtr()->getPointer();
465
466         SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
467 //      RAS_MeshSlot* ms;
468         for(mit.begin(); !mit.end(); ++mit)
469         {
470                 (*mit)->m_OpenGLMatrix = fl;
471         }
472         UpdateBuckets(false);
473 }
474
475 static void UpdateBuckets_recursive(SG_Node* node)
476 {
477         NodeList& children = node->GetSGChildren();
478
479         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
480         {
481                 SG_Node* childnode = (*childit);
482                 KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
483                 if (clientgameobj != NULL) // This is a GameObject
484                         clientgameobj->UpdateBuckets(0);
485                 
486                 // if the childobj is NULL then this may be an inverse parent link
487                 // so a non recursive search should still look down this node.
488                 UpdateBuckets_recursive(childnode);
489         }
490 }
491
492 void KX_GameObject::UpdateBuckets( bool recursive )
493 {
494         if (GetSGNode()) {
495                 RAS_MeshSlot *ms;
496
497                 if (GetSGNode()->IsDirty())
498                         GetOpenGLMatrix();
499
500                 SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
501                 for(mit.begin(); !mit.end(); ++mit)
502                 {
503                         ms = *mit;
504                         ms->m_bObjectColor = m_bUseObjectColor;
505                         ms->m_RGBAcolor = m_objectColor;
506                         ms->m_bVisible = m_bVisible;
507                         ms->m_bCulled = m_bCulled || !m_bVisible;
508                         if (!ms->m_bCulled) 
509                                 ms->m_bucket->ActivateMesh(ms);
510                         
511                         /* split if necessary */
512 #ifdef USE_SPLIT
513                         ms->Split();
514 #endif
515                 }
516         
517                 if (recursive) {
518                         UpdateBuckets_recursive(GetSGNode());
519                 }
520         }
521 }
522
523 void KX_GameObject::RemoveMeshes()
524 {
525         for (size_t i=0;i<m_meshes.size();i++)
526                 m_meshes[i]->RemoveFromBuckets(this);
527
528         //note: meshes can be shared, and are deleted by KX_BlenderSceneConverter
529
530         m_meshes.clear();
531 }
532
533 void KX_GameObject::UpdateTransform()
534 {
535         // HACK: saves function call for dynamic object, they are handled differently
536         if (m_pPhysicsController1 && !m_pPhysicsController1->IsDyna())
537                 // Note that for Bullet, this does not even update the transform of static object
538                 // but merely sets there collision flag to "kinematic" because the synchronization is 
539                 // done during physics simulation
540                 m_pPhysicsController1->SetSumoTransform(true);
541         if (m_pGraphicController)
542                 // update the culling tree
543                 m_pGraphicController->SetGraphicTransform();
544
545 }
546
547 void KX_GameObject::UpdateTransformFunc(SG_IObject* node, void* gameobj, void* scene)
548 {
549         ((KX_GameObject*)gameobj)->UpdateTransform();
550 }
551
552 void KX_GameObject::SynchronizeTransform()
553 {
554         // only used for sensor object, do full synchronization as bullet doesn't do it
555         if (m_pPhysicsController1)
556                 m_pPhysicsController1->SetTransform();
557         if (m_pGraphicController)
558                 m_pGraphicController->SetGraphicTransform();
559 }
560
561 void KX_GameObject::SynchronizeTransformFunc(SG_IObject* node, void* gameobj, void* scene)
562 {
563         ((KX_GameObject*)gameobj)->SynchronizeTransform();
564 }
565
566
567 void KX_GameObject::SetDebugColor(unsigned int bgra)
568 {
569         for (size_t i=0;i<m_meshes.size();i++)
570                 m_meshes[i]->DebugColor(bgra);  
571 }
572
573
574
575 void KX_GameObject::ResetDebugColor()
576 {
577         SetDebugColor(0xff000000);
578 }
579
580 void KX_GameObject::InitIPO(bool ipo_as_force,
581                                                         bool ipo_add,
582                                                         bool ipo_local)
583 {
584         SGControllerList::iterator it = GetSGNode()->GetSGControllerList().begin();
585
586         while (it != GetSGNode()->GetSGControllerList().end()) {
587                 (*it)->SetOption(SG_Controller::SG_CONTR_IPO_RESET, true);
588                 (*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_AS_FORCE, ipo_as_force);
589                 (*it)->SetOption(SG_Controller::SG_CONTR_IPO_IPO_ADD, ipo_add);
590                 (*it)->SetOption(SG_Controller::SG_CONTR_IPO_LOCAL, ipo_local);
591                 it++;
592         }
593
594
595 void KX_GameObject::UpdateIPO(float curframetime,
596                                                           bool recurse) 
597 {
598         // just the 'normal' update procedure.
599         GetSGNode()->SetSimulatedTime(curframetime,recurse);
600         GetSGNode()->UpdateWorldData(curframetime);
601         UpdateTransform();
602 }
603
604 // IPO update
605 void 
606 KX_GameObject::UpdateMaterialData(
607                 dword matname_hash,
608                 MT_Vector4 rgba,
609                 MT_Vector3 specrgb,
610                 MT_Scalar hard,
611                 MT_Scalar spec,
612                 MT_Scalar ref,
613                 MT_Scalar emit,
614                 MT_Scalar alpha
615
616         )
617 {
618         int mesh = 0;
619         if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0) {
620                 list<RAS_MeshMaterial>::iterator mit = m_meshes[mesh]->GetFirstMaterial();
621
622                 for(; mit != m_meshes[mesh]->GetLastMaterial(); ++mit)
623                 {
624                         RAS_IPolyMaterial* poly = mit->m_bucket->GetPolyMaterial();
625
626                         if(poly->GetFlag() & RAS_BLENDERMAT )
627                         {
628                                 KX_BlenderMaterial *m =  static_cast<KX_BlenderMaterial*>(poly);
629                                 
630                                 if (matname_hash == 0)
631                                 {
632                                         m->UpdateIPO(rgba, specrgb,hard,spec,ref,emit, alpha);
633                                         // if mesh has only one material attached to it then use original hack with no need to edit vertices (better performance)
634                                         SetObjectColor(rgba);
635                                 }
636                                 else
637                                 {
638                                         if (matname_hash == poly->GetMaterialNameHash())
639                                         {
640                                                 m->UpdateIPO(rgba, specrgb,hard,spec,ref,emit, alpha);
641                                                 m_meshes[mesh]->SetVertexColor(poly,rgba);
642                                                 
643                                                 // no break here, because one blender material can be split into several game engine materials
644                                                 // (e.g. one uvsphere material is split into one material at poles with ras_mode TRIANGLE and one material for the body
645                                                 // if here was a break then would miss some vertices if material was split
646                                         }
647                                 }
648                         }
649                 }
650         }
651 }
652 bool
653 KX_GameObject::GetVisible(
654         void
655         )
656 {
657         return m_bVisible;
658 }
659
660 static void setVisible_recursive(SG_Node* node, bool v)
661 {
662         NodeList& children = node->GetSGChildren();
663
664         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
665         {
666                 SG_Node* childnode = (*childit);
667                 KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
668                 if (clientgameobj != NULL) // This is a GameObject
669                         clientgameobj->SetVisible(v, 0);
670                 
671                 // if the childobj is NULL then this may be an inverse parent link
672                 // so a non recursive search should still look down this node.
673                 setVisible_recursive(childnode, v);
674         }
675 }
676
677
678 void
679 KX_GameObject::SetVisible(
680         bool v,
681         bool recursive
682         )
683 {
684         if (GetSGNode()) {
685                 m_bVisible = v;
686                 if (m_pGraphicController)
687                         m_pGraphicController->Activate(m_bVisible);
688                 if (recursive)
689                         setVisible_recursive(GetSGNode(), v);
690         }
691 }
692
693 static void setOccluder_recursive(SG_Node* node, bool v)
694 {
695         NodeList& children = node->GetSGChildren();
696
697         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
698         {
699                 SG_Node* childnode = (*childit);
700                 KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
701                 if (clientgameobj != NULL) // This is a GameObject
702                         clientgameobj->SetOccluder(v, false);
703                 
704                 // if the childobj is NULL then this may be an inverse parent link
705                 // so a non recursive search should still look down this node.
706                 setOccluder_recursive(childnode, v);
707         }
708 }
709
710 void
711 KX_GameObject::SetOccluder(
712         bool v,
713         bool recursive
714         )
715 {
716         if (GetSGNode()) {
717                 m_bOccluder = v;
718                 if (recursive)
719                         setOccluder_recursive(GetSGNode(), v);
720         }
721 }
722
723 void
724 KX_GameObject::SetLayer(
725         int l
726         )
727 {
728         m_layer = l;
729 }
730
731 int
732 KX_GameObject::GetLayer(
733         void
734         )
735 {
736         return m_layer;
737 }
738
739 void KX_GameObject::addLinearVelocity(const MT_Vector3& lin_vel,bool local)
740 {
741         if (m_pPhysicsController1) 
742         {
743                 MT_Vector3 lv = local ? NodeGetWorldOrientation() * lin_vel : lin_vel;
744                 m_pPhysicsController1->SetLinearVelocity(lv + m_pPhysicsController1->GetLinearVelocity(), 0);
745         }
746 }
747
748
749
750 void KX_GameObject::setLinearVelocity(const MT_Vector3& lin_vel,bool local)
751 {
752         if (m_pPhysicsController1)
753                 m_pPhysicsController1->SetLinearVelocity(lin_vel,local);
754 }
755
756
757
758 void KX_GameObject::setAngularVelocity(const MT_Vector3& ang_vel,bool local)
759 {
760         if (m_pPhysicsController1)
761                 m_pPhysicsController1->SetAngularVelocity(ang_vel,local);
762 }
763
764
765 void KX_GameObject::ResolveCombinedVelocities(
766         const MT_Vector3 & lin_vel,
767         const MT_Vector3 & ang_vel,
768         bool lin_vel_local,
769         bool ang_vel_local
770 ){
771         if (m_pPhysicsController1)
772         {
773
774                 MT_Vector3 lv = lin_vel_local ? NodeGetWorldOrientation() * lin_vel : lin_vel;
775                 MT_Vector3 av = ang_vel_local ? NodeGetWorldOrientation() * ang_vel : ang_vel;
776                 m_pPhysicsController1->resolveCombinedVelocities(
777                         lv.x(),lv.y(),lv.z(),av.x(),av.y(),av.z());
778         }
779 }
780
781
782 void KX_GameObject::SetObjectColor(const MT_Vector4& rgbavec)
783 {
784         m_bUseObjectColor = true;
785         m_objectColor = rgbavec;
786 }
787
788 void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis, float fac)
789 {
790         MT_Matrix3x3 orimat;
791         MT_Vector3 vect,ori,z,x,y;
792         MT_Scalar len;
793
794         // check on valid node in case a python controller holds a reference to a deleted object
795         if (!GetSGNode())
796                 return;
797
798         vect = dir;
799         len = vect.length();
800         if (MT_fuzzyZero(len))
801         {
802                 cout << "alignAxisToVect() Error: Null vector!\n";
803                 return;
804         }
805         
806         if (fac<=0.0) {
807                 return;
808         }
809         
810         // normalize
811         vect /= len;
812         orimat = GetSGNode()->GetWorldOrientation();
813         switch (axis)
814         {       
815                 case 0: //x axis
816                         ori.setValue(orimat[0][2], orimat[1][2], orimat[2][2]); //pivot axis
817                         if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON) //is the vector paralell to the pivot?
818                                 ori.setValue(orimat[0][1], orimat[1][1], orimat[2][1]); //change the pivot!
819                         if (fac == 1.0) {
820                                 x = vect;
821                         } else {
822                                 x = (vect * fac) + ((orimat * MT_Vector3(1.0, 0.0, 0.0)) * (1-fac));
823                                 len = x.length();
824                                 if (MT_fuzzyZero(len)) x = vect;
825                                 else x /= len;
826                         }
827                         y = ori.cross(x);
828                         z = x.cross(y);
829                         break;
830                 case 1: //y axis
831                         ori.setValue(orimat[0][0], orimat[1][0], orimat[2][0]);
832                         if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON)
833                                 ori.setValue(orimat[0][2], orimat[1][2], orimat[2][2]);
834                         if (fac == 1.0) {
835                                 y = vect;
836                         } else {
837                                 y = (vect * fac) + ((orimat * MT_Vector3(0.0, 1.0, 0.0)) * (1-fac));
838                                 len = y.length();
839                                 if (MT_fuzzyZero(len)) y = vect;
840                                 else y /= len;
841                         }
842                         z = ori.cross(y);
843                         x = y.cross(z);
844                         break;
845                 case 2: //z axis
846                         ori.setValue(orimat[0][1], orimat[1][1], orimat[2][1]);
847                         if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON)
848                                 ori.setValue(orimat[0][0], orimat[1][0], orimat[2][0]);
849                         if (fac == 1.0) {
850                                 z = vect;
851                         } else {
852                                 z = (vect * fac) + ((orimat * MT_Vector3(0.0, 0.0, 1.0)) * (1-fac));
853                                 len = z.length();
854                                 if (MT_fuzzyZero(len)) z = vect;
855                                 else z /= len;
856                         }
857                         x = ori.cross(z);
858                         y = z.cross(x);
859                         break;
860                 default: //wrong input?
861                         cout << "alignAxisToVect(): Wrong axis '" << axis <<"'\n";
862                         return;
863         }
864         x.normalize(); //normalize the vectors
865         y.normalize();
866         z.normalize();
867         orimat.setValue(        x[0],y[0],z[0],
868                                                 x[1],y[1],z[1],
869                                                 x[2],y[2],z[2]);
870         if (GetSGNode()->GetSGParent() != NULL)
871         {
872                 // the object is a child, adapt its local orientation so that 
873                 // the global orientation is aligned as we want.
874                 MT_Matrix3x3 invori = GetSGNode()->GetSGParent()->GetWorldOrientation().inverse();
875                 NodeSetLocalOrientation(invori*orimat);
876         }
877         else
878                 NodeSetLocalOrientation(orimat);
879 }
880
881 MT_Scalar KX_GameObject::GetMass()
882 {
883         if (m_pPhysicsController1)
884         {
885                 return m_pPhysicsController1->GetMass();
886         }
887         return 0.0;
888 }
889
890 MT_Vector3 KX_GameObject::GetLocalInertia()
891 {
892         MT_Vector3 local_inertia(0.0,0.0,0.0);
893         if (m_pPhysicsController1)
894         {
895                 local_inertia = m_pPhysicsController1->GetLocalInertia();
896         }
897         return local_inertia;
898 }
899
900 MT_Vector3 KX_GameObject::GetLinearVelocity(bool local)
901 {
902         MT_Vector3 velocity(0.0,0.0,0.0), locvel;
903         MT_Matrix3x3 ori;
904         if (m_pPhysicsController1)
905         {
906                 velocity = m_pPhysicsController1->GetLinearVelocity();
907                 
908                 if (local)
909                 {
910                         ori = GetSGNode()->GetWorldOrientation();
911                         
912                         locvel = velocity * ori;
913                         return locvel;
914                 }
915         }
916         return velocity;        
917 }
918
919 MT_Vector3 KX_GameObject::GetAngularVelocity(bool local)
920 {
921         MT_Vector3 velocity(0.0,0.0,0.0), locvel;
922         MT_Matrix3x3 ori;
923         if (m_pPhysicsController1)
924         {
925                 velocity = m_pPhysicsController1->GetAngularVelocity();
926                 
927                 if (local)
928                 {
929                         ori = GetSGNode()->GetWorldOrientation();
930                         
931                         locvel = velocity * ori;
932                         return locvel;
933                 }
934         }
935         return velocity;        
936 }
937
938 MT_Vector3 KX_GameObject::GetVelocity(const MT_Point3& point)
939 {
940         if (m_pPhysicsController1)
941         {
942                 return m_pPhysicsController1->GetVelocity(point);
943         }
944         return MT_Vector3(0.0,0.0,0.0);
945 }
946
947 // scenegraph node stuff
948
949 void KX_GameObject::NodeSetLocalPosition(const MT_Point3& trans)
950 {
951         // check on valid node in case a python controller holds a reference to a deleted object
952         if (!GetSGNode())
953                 return;
954
955         if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
956         {
957                 // don't update physic controller if the object is a child:
958                 // 1) the transformation will not be right
959                 // 2) in this case, the physic controller is necessarily a static object
960                 //    that is updated from the normal kinematic synchronization
961                 m_pPhysicsController1->setPosition(trans);
962         }
963
964         GetSGNode()->SetLocalPosition(trans);
965
966 }
967
968
969
970 void KX_GameObject::NodeSetLocalOrientation(const MT_Matrix3x3& rot)
971 {
972         // check on valid node in case a python controller holds a reference to a deleted object
973         if (!GetSGNode())
974                 return;
975
976         if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
977         {
978                 // see note above
979                 m_pPhysicsController1->setOrientation(rot);
980         }
981         GetSGNode()->SetLocalOrientation(rot);
982 }
983
984 void KX_GameObject::NodeSetGlobalOrientation(const MT_Matrix3x3& rot)
985 {
986         // check on valid node in case a python controller holds a reference to a deleted object
987         if (!GetSGNode())
988                 return;
989
990         if (GetSGNode()->GetSGParent())
991                 GetSGNode()->SetLocalOrientation(GetSGNode()->GetSGParent()->GetWorldOrientation().inverse()*rot);
992         else
993                 GetSGNode()->SetLocalOrientation(rot);
994 }
995
996 void KX_GameObject::NodeSetLocalScale(const MT_Vector3& scale)
997 {
998         // check on valid node in case a python controller holds a reference to a deleted object
999         if (!GetSGNode())
1000                 return;
1001
1002         if (m_pPhysicsController1 && !GetSGNode()->GetSGParent())
1003         {
1004                 // see note above
1005                 m_pPhysicsController1->setScaling(scale);
1006         }
1007         GetSGNode()->SetLocalScale(scale);
1008 }
1009
1010
1011
1012 void KX_GameObject::NodeSetRelativeScale(const MT_Vector3& scale)
1013 {
1014         if (GetSGNode())
1015         {
1016                 GetSGNode()->RelativeScale(scale);
1017                 if (m_pPhysicsController1 && (!GetSGNode()->GetSGParent()))
1018                 {
1019                         // see note above
1020                         // we can use the local scale: it's the same thing for a root object 
1021                         // and the world scale is not yet updated
1022                         MT_Vector3 newscale = GetSGNode()->GetLocalScale();
1023                         m_pPhysicsController1->setScaling(newscale);
1024                 }
1025         }
1026 }
1027
1028 void KX_GameObject::NodeSetWorldPosition(const MT_Point3& trans)
1029 {
1030         if (!GetSGNode())
1031                 return;
1032         SG_Node* parent = GetSGNode()->GetSGParent();
1033         if (parent != NULL)
1034         {
1035                 // Make sure the objects have some scale
1036                 MT_Vector3 scale = parent->GetWorldScaling();
1037                 if (fabs(scale[0]) < FLT_EPSILON || 
1038                         fabs(scale[1]) < FLT_EPSILON || 
1039                         fabs(scale[2]) < FLT_EPSILON)
1040                 { 
1041                         return; 
1042                 }
1043                 scale[0] = 1.0/scale[0];
1044                 scale[1] = 1.0/scale[1];
1045                 scale[2] = 1.0/scale[2];
1046                 MT_Matrix3x3 invori = parent->GetWorldOrientation().inverse();
1047                 MT_Vector3 newpos = invori*(trans-parent->GetWorldPosition())*scale;
1048                 NodeSetLocalPosition(MT_Point3(newpos[0],newpos[1],newpos[2]));
1049         }
1050         else 
1051         {
1052                 NodeSetLocalPosition(trans);
1053         }
1054 }
1055
1056
1057 void KX_GameObject::NodeUpdateGS(double time)
1058 {
1059         if (GetSGNode())
1060                 GetSGNode()->UpdateWorldData(time);
1061 }
1062
1063
1064
1065 const MT_Matrix3x3& KX_GameObject::NodeGetWorldOrientation() const
1066 {
1067         // check on valid node in case a python controller holds a reference to a deleted object
1068         if (!GetSGNode())
1069                 return dummy_orientation;
1070         return GetSGNode()->GetWorldOrientation();
1071 }
1072
1073 const MT_Matrix3x3& KX_GameObject::NodeGetLocalOrientation() const
1074 {
1075         // check on valid node in case a python controller holds a reference to a deleted object
1076         if (!GetSGNode())
1077                 return dummy_orientation;
1078         return GetSGNode()->GetLocalOrientation();
1079 }
1080
1081 const MT_Vector3& KX_GameObject::NodeGetWorldScaling() const
1082 {
1083         // check on valid node in case a python controller holds a reference to a deleted object
1084         if (!GetSGNode())
1085                 return dummy_scaling;
1086
1087         return GetSGNode()->GetWorldScaling();
1088 }
1089
1090 const MT_Vector3& KX_GameObject::NodeGetLocalScaling() const
1091 {
1092         // check on valid node in case a python controller holds a reference to a deleted object
1093         if (!GetSGNode())
1094                 return dummy_scaling;
1095
1096         return GetSGNode()->GetLocalScale();
1097 }
1098
1099 const MT_Point3& KX_GameObject::NodeGetWorldPosition() const
1100 {
1101         // check on valid node in case a python controller holds a reference to a deleted object
1102         if (GetSGNode())
1103                 return GetSGNode()->GetWorldPosition();
1104         else
1105                 return dummy_point;
1106 }
1107
1108 const MT_Point3& KX_GameObject::NodeGetLocalPosition() const
1109 {
1110         // check on valid node in case a python controller holds a reference to a deleted object
1111         if (GetSGNode())
1112                 return GetSGNode()->GetLocalPosition();
1113         else
1114                 return dummy_point;
1115 }
1116
1117
1118 /* Suspend/ resume: for the dynamic behaviour, there is a simple
1119  * method. For the residual motion, there is not. I wonder what the
1120  * correct solution is for Sumo. Remove from the motion-update tree?
1121  *
1122  * So far, only switch the physics and logic.
1123  * */
1124
1125 void KX_GameObject::Resume(void)
1126 {
1127         if (m_suspended) {
1128                 SCA_IObject::Resume();
1129                 if(GetPhysicsController())
1130                         GetPhysicsController()->RestoreDynamics();
1131
1132                 m_suspended = false;
1133         }
1134 }
1135
1136 void KX_GameObject::Suspend()
1137 {
1138         if ((!m_ignore_activity_culling) 
1139                 && (!m_suspended))  {
1140                 SCA_IObject::Suspend();
1141                 if(GetPhysicsController())
1142                         GetPhysicsController()->SuspendDynamics();
1143                 m_suspended = true;
1144         }
1145 }
1146
1147 static void walk_children(SG_Node* node, CListValue* list, bool recursive)
1148 {
1149         if (!node)
1150                 return;
1151         NodeList& children = node->GetSGChildren();
1152
1153         for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
1154         {
1155                 SG_Node* childnode = (*childit);
1156                 CValue* childobj = (CValue*)childnode->GetSGClientObject();
1157                 if (childobj != NULL) // This is a GameObject
1158                 {
1159                         // add to the list
1160                         list->Add(childobj->AddRef());
1161                 }
1162                 
1163                 // if the childobj is NULL then this may be an inverse parent link
1164                 // so a non recursive search should still look down this node.
1165                 if (recursive || childobj==NULL) {
1166                         walk_children(childnode, list, recursive);
1167                 }
1168         }
1169 }
1170
1171 CListValue* KX_GameObject::GetChildren()
1172 {
1173         CListValue* list = new CListValue();
1174         walk_children(GetSGNode(), list, 0); /* GetSGNode() is always valid or it would have raised an exception before this */
1175         return list;
1176 }
1177
1178 CListValue* KX_GameObject::GetChildrenRecursive()
1179 {
1180         CListValue* list = new CListValue();
1181         walk_children(GetSGNode(), list, 1);
1182         return list;
1183 }
1184
1185 #ifdef USE_MATHUTILS
1186
1187 /* These require an SGNode */
1188 #define MATHUTILS_VEC_CB_POS_LOCAL 1
1189 #define MATHUTILS_VEC_CB_POS_GLOBAL 2
1190 #define MATHUTILS_VEC_CB_SCALE_LOCAL 3
1191 #define MATHUTILS_VEC_CB_SCALE_GLOBAL 4
1192 #define MATHUTILS_VEC_CB_INERTIA_LOCAL 5
1193
1194 static int mathutils_kxgameob_vector_cb_index= -1; /* index for our callbacks */
1195
1196 static int mathutils_kxgameob_generic_check(PyObject *self_v)
1197 {
1198         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1199         if(self==NULL)
1200                 return 0;
1201         
1202         return 1;
1203 }
1204
1205 static int mathutils_kxgameob_vector_get(PyObject *self_v, int subtype, float *vec_from)
1206 {
1207         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1208         if(self==NULL)
1209                 return 0;
1210         
1211         switch(subtype) {
1212                 case MATHUTILS_VEC_CB_POS_LOCAL:
1213                         self->NodeGetLocalPosition().getValue(vec_from);
1214                         break;
1215                 case MATHUTILS_VEC_CB_POS_GLOBAL:
1216                         self->NodeGetWorldPosition().getValue(vec_from);
1217                         break;
1218                 case MATHUTILS_VEC_CB_SCALE_LOCAL:
1219                         self->NodeGetLocalScaling().getValue(vec_from);
1220                         break;
1221                 case MATHUTILS_VEC_CB_SCALE_GLOBAL:
1222                         self->NodeGetWorldScaling().getValue(vec_from);
1223                         break;
1224                 case MATHUTILS_VEC_CB_INERTIA_LOCAL:
1225                         if(!self->GetPhysicsController()) return 0;
1226                         self->GetPhysicsController()->GetLocalInertia().getValue(vec_from);
1227                         break;
1228         }
1229         
1230         return 1;
1231 }
1232
1233 static int mathutils_kxgameob_vector_set(PyObject *self_v, int subtype, float *vec_to)
1234 {
1235         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1236         if(self==NULL)
1237                 return 0;
1238         
1239         switch(subtype) {
1240                 case MATHUTILS_VEC_CB_POS_LOCAL:
1241                         self->NodeSetLocalPosition(MT_Point3(vec_to));
1242                         self->NodeUpdateGS(0.f);
1243                         break;
1244                 case MATHUTILS_VEC_CB_POS_GLOBAL:
1245                         self->NodeSetWorldPosition(MT_Point3(vec_to));
1246                         self->NodeUpdateGS(0.f);
1247                         break;
1248                 case MATHUTILS_VEC_CB_SCALE_LOCAL:
1249                         self->NodeSetLocalScale(MT_Point3(vec_to));
1250                         self->NodeUpdateGS(0.f);
1251                         break;
1252                 case MATHUTILS_VEC_CB_SCALE_GLOBAL:
1253                         break;
1254                 case MATHUTILS_VEC_CB_INERTIA_LOCAL:
1255                         /* read only */
1256                         break;
1257         }
1258         
1259         return 1;
1260 }
1261
1262 static int mathutils_kxgameob_vector_get_index(PyObject *self_v, int subtype, float *vec_from, int index)
1263 {
1264         float f[4];
1265         /* lazy, avoid repeteing the case statement */
1266         if(!mathutils_kxgameob_vector_get(self_v, subtype, f))
1267                 return 0;
1268         
1269         vec_from[index]= f[index];
1270         return 1;
1271 }
1272
1273 static int mathutils_kxgameob_vector_set_index(PyObject *self_v, int subtype, float *vec_to, int index)
1274 {
1275         float f= vec_to[index];
1276         
1277         /* lazy, avoid repeteing the case statement */
1278         if(!mathutils_kxgameob_vector_get(self_v, subtype, vec_to))
1279                 return 0;
1280         
1281         vec_to[index]= f;
1282         mathutils_kxgameob_vector_set(self_v, subtype, vec_to);
1283         
1284         return 1;
1285 }
1286
1287 Mathutils_Callback mathutils_kxgameob_vector_cb = {
1288         mathutils_kxgameob_generic_check,
1289         mathutils_kxgameob_vector_get,
1290         mathutils_kxgameob_vector_set,
1291         mathutils_kxgameob_vector_get_index,
1292         mathutils_kxgameob_vector_set_index
1293 };
1294
1295 /* Matrix */
1296 #define MATHUTILS_MAT_CB_ORI_LOCAL 1
1297 #define MATHUTILS_MAT_CB_ORI_GLOBAL 2
1298
1299 static int mathutils_kxgameob_matrix_cb_index= -1; /* index for our callbacks */
1300
1301 static int mathutils_kxgameob_matrix_get(PyObject *self_v, int subtype, float *mat_from)
1302 {
1303         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1304         if(self==NULL)
1305                 return 0;
1306         
1307         switch(subtype) {
1308                 case MATHUTILS_MAT_CB_ORI_LOCAL:
1309                         self->NodeGetLocalOrientation().getValue3x3(mat_from);
1310                         break;
1311                 case MATHUTILS_MAT_CB_ORI_GLOBAL:
1312                         self->NodeGetWorldOrientation().getValue3x3(mat_from);
1313                         break;
1314         }
1315         
1316         return 1;
1317 }
1318
1319
1320 static int mathutils_kxgameob_matrix_set(PyObject *self_v, int subtype, float *mat_to)
1321 {
1322         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1323         if(self==NULL)
1324                 return 0;
1325         
1326         MT_Matrix3x3 mat3x3;
1327         switch(subtype) {
1328                 case MATHUTILS_MAT_CB_ORI_LOCAL:
1329                         mat3x3.setValue3x3(mat_to);
1330                         self->NodeSetLocalOrientation(mat3x3);
1331                         self->NodeUpdateGS(0.f);
1332                         break;
1333                 case MATHUTILS_MAT_CB_ORI_GLOBAL:
1334                         mat3x3.setValue3x3(mat_to);
1335                         self->NodeSetLocalOrientation(mat3x3);
1336                         self->NodeUpdateGS(0.f);
1337                         break;
1338         }
1339         
1340         return 1;
1341 }
1342
1343 Mathutils_Callback mathutils_kxgameob_matrix_cb = {
1344         mathutils_kxgameob_generic_check,
1345         mathutils_kxgameob_matrix_get,
1346         mathutils_kxgameob_matrix_set,
1347         NULL,
1348         NULL
1349 };
1350
1351
1352 void KX_GameObject_Mathutils_Callback_Init(void)
1353 {
1354         // register mathutils callbacks, ok to run more then once.
1355         mathutils_kxgameob_vector_cb_index= Mathutils_RegisterCallback(&mathutils_kxgameob_vector_cb);
1356         mathutils_kxgameob_matrix_cb_index= Mathutils_RegisterCallback(&mathutils_kxgameob_matrix_cb);
1357 }
1358
1359 #endif // USE_MATHUTILS
1360
1361 /* ------- python stuff ---------------------------------------------------*/
1362
1363 PyMethodDef KX_GameObject::Methods[] = {
1364         {"applyForce", (PyCFunction)    KX_GameObject::sPyApplyForce, METH_VARARGS},
1365         {"applyTorque", (PyCFunction)   KX_GameObject::sPyApplyTorque, METH_VARARGS},
1366         {"applyRotation", (PyCFunction) KX_GameObject::sPyApplyRotation, METH_VARARGS},
1367         {"applyMovement", (PyCFunction) KX_GameObject::sPyApplyMovement, METH_VARARGS},
1368         {"getLinearVelocity", (PyCFunction) KX_GameObject::sPyGetLinearVelocity, METH_VARARGS},
1369         {"setLinearVelocity", (PyCFunction) KX_GameObject::sPySetLinearVelocity, METH_VARARGS},
1370         {"getAngularVelocity", (PyCFunction) KX_GameObject::sPyGetAngularVelocity, METH_VARARGS},
1371         {"setAngularVelocity", (PyCFunction) KX_GameObject::sPySetAngularVelocity, METH_VARARGS},
1372         {"getVelocity", (PyCFunction) KX_GameObject::sPyGetVelocity, METH_VARARGS},
1373         {"getReactionForce", (PyCFunction) KX_GameObject::sPyGetReactionForce, METH_NOARGS},
1374         {"alignAxisToVect",(PyCFunction) KX_GameObject::sPyAlignAxisToVect, METH_VARARGS},
1375         {"getAxisVect",(PyCFunction) KX_GameObject::sPyGetAxisVect, METH_O},
1376         {"suspendDynamics", (PyCFunction)KX_GameObject::sPySuspendDynamics,METH_NOARGS},
1377         {"restoreDynamics", (PyCFunction)KX_GameObject::sPyRestoreDynamics,METH_NOARGS},
1378         {"enableRigidBody", (PyCFunction)KX_GameObject::sPyEnableRigidBody,METH_NOARGS},
1379         {"disableRigidBody", (PyCFunction)KX_GameObject::sPyDisableRigidBody,METH_NOARGS},
1380         {"applyImpulse", (PyCFunction) KX_GameObject::sPyApplyImpulse, METH_VARARGS},
1381         {"setCollisionMargin", (PyCFunction) KX_GameObject::sPySetCollisionMargin, METH_O},
1382         {"setParent", (PyCFunction)KX_GameObject::sPySetParent,METH_VARARGS},
1383         {"setVisible",(PyCFunction) KX_GameObject::sPySetVisible, METH_VARARGS},
1384         {"setOcclusion",(PyCFunction) KX_GameObject::sPySetOcclusion, METH_VARARGS},
1385         {"removeParent", (PyCFunction)KX_GameObject::sPyRemoveParent,METH_NOARGS},
1386         {"getChildren", (PyCFunction)KX_GameObject::sPyGetChildren,METH_NOARGS},
1387         {"getChildrenRecursive", (PyCFunction)KX_GameObject::sPyGetChildrenRecursive,METH_NOARGS},
1388         {"getPhysicsId", (PyCFunction)KX_GameObject::sPyGetPhysicsId,METH_NOARGS},
1389         {"getPropertyNames", (PyCFunction)KX_GameObject::sPyGetPropertyNames,METH_NOARGS},
1390         {"replaceMesh",(PyCFunction) KX_GameObject::sPyReplaceMesh, METH_VARARGS},
1391         {"endObject",(PyCFunction) KX_GameObject::sPyEndObject, METH_NOARGS},
1392         {"reinstancePhysicsMesh", (PyCFunction)KX_GameObject::sPyReinstancePhysicsMesh,METH_VARARGS},
1393         
1394         KX_PYMETHODTABLE(KX_GameObject, rayCastTo),
1395         KX_PYMETHODTABLE(KX_GameObject, rayCast),
1396         KX_PYMETHODTABLE_O(KX_GameObject, getDistanceTo),
1397         KX_PYMETHODTABLE_O(KX_GameObject, getVectTo),
1398         KX_PYMETHODTABLE(KX_GameObject, sendMessage),
1399         
1400         // dict style access for props
1401         {"has_key",(PyCFunction) KX_GameObject::sPyhas_key, METH_O},
1402         {"get",(PyCFunction) KX_GameObject::sPyget, METH_VARARGS},
1403         
1404         // deprecated
1405         {"getPosition", (PyCFunction) KX_GameObject::sPyGetPosition, METH_NOARGS},
1406         {"setPosition", (PyCFunction) KX_GameObject::sPySetPosition, METH_O},
1407         {"setWorldPosition", (PyCFunction) KX_GameObject::sPySetWorldPosition, METH_O},
1408         {"getOrientation", (PyCFunction) KX_GameObject::sPyGetOrientation, METH_NOARGS},
1409         {"setOrientation", (PyCFunction) KX_GameObject::sPySetOrientation, METH_O},
1410         {"getState",(PyCFunction) KX_GameObject::sPyGetState, METH_NOARGS},
1411         {"setState",(PyCFunction) KX_GameObject::sPySetState, METH_O},
1412         {"getParent", (PyCFunction)KX_GameObject::sPyGetParent,METH_NOARGS},
1413         {"getVisible",(PyCFunction) KX_GameObject::sPyGetVisible, METH_NOARGS},
1414         {"getMass", (PyCFunction) KX_GameObject::sPyGetMass, METH_NOARGS},
1415         {"getMesh", (PyCFunction)KX_GameObject::sPyGetMesh,METH_VARARGS},
1416         {NULL,NULL} //Sentinel
1417 };
1418
1419 PyAttributeDef KX_GameObject::Attributes[] = {
1420         KX_PYATTRIBUTE_RO_FUNCTION("name",              KX_GameObject, pyattr_get_name),
1421         KX_PYATTRIBUTE_RO_FUNCTION("parent",    KX_GameObject, pyattr_get_parent),
1422         KX_PYATTRIBUTE_RW_FUNCTION("mass",              KX_GameObject, pyattr_get_mass,         pyattr_set_mass),
1423         KX_PYATTRIBUTE_RW_FUNCTION("linVelocityMin",            KX_GameObject, pyattr_get_lin_vel_min, pyattr_set_lin_vel_min),
1424         KX_PYATTRIBUTE_RW_FUNCTION("linVelocityMax",            KX_GameObject, pyattr_get_lin_vel_max, pyattr_set_lin_vel_max),
1425         KX_PYATTRIBUTE_RW_FUNCTION("visible",   KX_GameObject, pyattr_get_visible,      pyattr_set_visible),
1426         KX_PYATTRIBUTE_BOOL_RW    ("occlusion", KX_GameObject, m_bOccluder),
1427         KX_PYATTRIBUTE_RW_FUNCTION("position",  KX_GameObject, pyattr_get_worldPosition,        pyattr_set_localPosition),
1428         KX_PYATTRIBUTE_RO_FUNCTION("localInertia",      KX_GameObject, pyattr_get_localInertia),
1429         KX_PYATTRIBUTE_RW_FUNCTION("orientation",KX_GameObject,pyattr_get_worldOrientation,pyattr_set_localOrientation),
1430         KX_PYATTRIBUTE_RW_FUNCTION("scaling",   KX_GameObject, pyattr_get_worldScaling, pyattr_set_localScaling),
1431         KX_PYATTRIBUTE_RW_FUNCTION("timeOffset",KX_GameObject, pyattr_get_timeOffset,pyattr_set_timeOffset),
1432         KX_PYATTRIBUTE_RW_FUNCTION("state",             KX_GameObject, pyattr_get_state,        pyattr_set_state),
1433         KX_PYATTRIBUTE_RO_FUNCTION("meshes",    KX_GameObject, pyattr_get_meshes),
1434         KX_PYATTRIBUTE_RW_FUNCTION("localOrientation",KX_GameObject,pyattr_get_localOrientation,pyattr_set_localOrientation),
1435         KX_PYATTRIBUTE_RW_FUNCTION("worldOrientation",KX_GameObject,pyattr_get_worldOrientation,pyattr_set_worldOrientation),
1436         KX_PYATTRIBUTE_RW_FUNCTION("localPosition",     KX_GameObject, pyattr_get_localPosition,        pyattr_set_localPosition),
1437         KX_PYATTRIBUTE_RW_FUNCTION("worldPosition",     KX_GameObject, pyattr_get_worldPosition,    pyattr_set_worldPosition),
1438         KX_PYATTRIBUTE_RW_FUNCTION("localScale",        KX_GameObject, pyattr_get_localScaling, pyattr_set_localScaling),
1439         KX_PYATTRIBUTE_RO_FUNCTION("worldScale",        KX_GameObject, pyattr_get_worldScaling),
1440         KX_PYATTRIBUTE_RO_FUNCTION("children",  KX_GameObject, pyattr_get_children),
1441         KX_PYATTRIBUTE_RO_FUNCTION("childrenRecursive", KX_GameObject, pyattr_get_children_recursive),
1442         KX_PYATTRIBUTE_RO_FUNCTION("attrDict",  KX_GameObject, pyattr_get_attrDict),
1443         
1444         /* Experemental, dont rely on these yet */
1445         KX_PYATTRIBUTE_RO_FUNCTION("sensors",           KX_GameObject, pyattr_get_sensors),
1446         KX_PYATTRIBUTE_RO_FUNCTION("controllers",       KX_GameObject, pyattr_get_controllers),
1447         KX_PYATTRIBUTE_RO_FUNCTION("actuators",         KX_GameObject, pyattr_get_actuators),
1448         {NULL} //Sentinel
1449 };
1450
1451
1452 /*
1453 bool KX_GameObject::ConvertPythonVectorArgs(PyObject* args,
1454                                                                                         MT_Vector3& pos,
1455                                                                                         MT_Vector3& pos2)
1456 {
1457         PyObject* pylist;
1458         PyObject* pylist2;
1459         bool error = (PyArg_ParseTuple(args,"OO",&pylist,&pylist2)) != 0;
1460
1461         pos = ConvertPythonPylist(pylist);
1462         pos2 = ConvertPythonPylist(pylist2);
1463                 
1464         return error;
1465 }
1466 */
1467
1468 PyObject* KX_GameObject::PyReplaceMesh(PyObject* args)
1469 {
1470         KX_Scene *scene = KX_GetActiveScene();
1471         
1472         PyObject *value;
1473         int use_gfx= 1, use_phys= 0;
1474         RAS_MeshObject *new_mesh;
1475         
1476         if (!PyArg_ParseTuple(args,"O|ii:replaceMesh", &value, &use_gfx, &use_phys))
1477                 return NULL;
1478         
1479         if (!ConvertPythonToMesh(value, &new_mesh, false, "gameOb.replaceMesh(value): KX_GameObject"))
1480                 return NULL;
1481         
1482         scene->ReplaceMesh(this, new_mesh, (bool)use_gfx, (bool)use_phys);
1483         Py_RETURN_NONE;
1484 }
1485
1486 PyObject* KX_GameObject::PyEndObject()
1487 {
1488         KX_Scene *scene = KX_GetActiveScene();
1489         
1490         scene->DelayedRemoveObject(this);
1491         
1492         Py_RETURN_NONE;
1493
1494 }
1495
1496 PyObject* KX_GameObject::PyReinstancePhysicsMesh(PyObject* args)
1497 {
1498         KX_GameObject *gameobj= NULL;
1499         RAS_MeshObject *mesh= NULL;
1500         
1501         PyObject *gameobj_py= NULL;
1502         PyObject *mesh_py= NULL;
1503
1504         if (    !PyArg_ParseTuple(args,"|OO:reinstancePhysicsMesh",&gameobj_py, &mesh_py) ||
1505                         (gameobj_py && !ConvertPythonToGameObject(gameobj_py, &gameobj, true, "gameOb.reinstancePhysicsMesh(obj, mesh): KX_GameObject")) || 
1506                         (mesh_py && !ConvertPythonToMesh(mesh_py, &mesh, true, "gameOb.reinstancePhysicsMesh(obj, mesh): KX_GameObject"))
1507                 ) {
1508                 return NULL;
1509         }
1510         
1511         /* gameobj and mesh can be NULL */
1512         if(KX_ReInstanceBulletShapeFromMesh(this, gameobj, mesh))
1513                 Py_RETURN_TRUE;
1514
1515         Py_RETURN_FALSE;
1516 }
1517
1518
1519 PyObject* KX_GameObject::PyGetPosition()
1520 {
1521         ShowDeprecationWarning("getPosition()", "the position property");
1522         return PyObjectFrom(NodeGetWorldPosition());
1523 }
1524
1525 static PyObject *Map_GetItem(PyObject *self_v, PyObject *item)
1526 {
1527         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1528         const char *attr_str= _PyUnicode_AsString(item);
1529         CValue* resultattr;
1530         PyObject* pyconvert;
1531         
1532         if (self==NULL) {
1533                 PyErr_SetString(PyExc_SystemError, "val = gameOb[key]: KX_GameObject, "BGE_PROXY_ERROR_MSG);
1534                 return NULL;
1535         }
1536         
1537         /* first see if the attributes a string and try get the cvalue attribute */
1538         if(attr_str && (resultattr=self->GetProperty(attr_str))) {
1539                 pyconvert = resultattr->ConvertValueToPython();                 
1540                 return pyconvert ? pyconvert:resultattr->GetProxy();
1541         }
1542         /* no CValue attribute, try get the python only m_attr_dict attribute */
1543         else if (self->m_attr_dict && (pyconvert=PyDict_GetItem(self->m_attr_dict, item))) {
1544                 
1545                 if (attr_str)
1546                         PyErr_Clear();
1547                 Py_INCREF(pyconvert);
1548                 return pyconvert;
1549         }
1550         else {
1551                 if(attr_str)    PyErr_Format(PyExc_KeyError, "value = gameOb[key]: KX_GameObject, key \"%s\" does not exist", attr_str);
1552                 else                    PyErr_SetString(PyExc_KeyError, "value = gameOb[key]: KX_GameObject, key does not exist");
1553                 return NULL;
1554         }
1555                 
1556 }
1557
1558
1559 static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val)
1560 {
1561         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1562         const char *attr_str= _PyUnicode_AsString(key);
1563         if(attr_str==NULL)
1564                 PyErr_Clear();
1565         
1566         if (self==NULL) {
1567                 PyErr_SetString(PyExc_SystemError, "gameOb[key] = value: KX_GameObject, "BGE_PROXY_ERROR_MSG);
1568                 return -1;
1569         }
1570         
1571         if (val==NULL) { /* del ob["key"] */
1572                 int del= 0;
1573                 
1574                 /* try remove both just incase */
1575                 if(attr_str)
1576                         del |= (self->RemoveProperty(attr_str)==true) ? 1:0;
1577                 
1578                 if(self->m_attr_dict)
1579                         del |= (PyDict_DelItem(self->m_attr_dict, key)==0) ? 1:0;
1580                 
1581                 if (del==0) {
1582                         if(attr_str)    PyErr_Format(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key \"%s\" could not be set", attr_str);
1583                         else                    PyErr_SetString(PyExc_KeyError, "del gameOb[key]: KX_GameObject, key could not be deleted");
1584                         return -1;
1585                 }
1586                 else if (self->m_attr_dict) {
1587                         PyErr_Clear(); /* PyDict_DelItem sets an error when it fails */
1588                 }
1589         }
1590         else { /* ob["key"] = value */
1591                 int set= 0;
1592                 
1593                 /* as CValue */
1594                 if(attr_str && PyObject_TypeCheck(val, &PyObjectPlus::Type)==0) /* dont allow GameObjects for eg to be assigned to CValue props */
1595                 {
1596                         CValue* vallie = self->ConvertPythonToValue(val, ""); /* error unused */
1597                         
1598                         if(vallie)
1599                         {
1600                                 CValue* oldprop = self->GetProperty(attr_str);
1601                                 
1602                                 if (oldprop)
1603                                         oldprop->SetValue(vallie);
1604                                 else
1605                                         self->SetProperty(attr_str, vallie);
1606                                 
1607                                 vallie->Release();
1608                                 set= 1;
1609                                 
1610                                 /* try remove dict value to avoid double ups */
1611                                 if (self->m_attr_dict){
1612                                         if (PyDict_DelItem(self->m_attr_dict, key) != 0)
1613                                                 PyErr_Clear();
1614                                 }
1615                         }
1616                         else {
1617                                 PyErr_Clear();
1618                         }
1619                 }
1620                 
1621                 if(set==0)
1622                 {
1623                         if (self->m_attr_dict==NULL) /* lazy init */
1624                                 self->m_attr_dict= PyDict_New();
1625                         
1626                         
1627                         if(PyDict_SetItem(self->m_attr_dict, key, val)==0)
1628                         {
1629                                 if(attr_str)
1630                                         self->RemoveProperty(attr_str); /* overwrite the CValue if it exists */
1631                                 set= 1;
1632                         }
1633                         else {
1634                                 if(attr_str)    PyErr_Format(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key \"%s\" not be added to internal dictionary", attr_str);
1635                                 else                    PyErr_SetString(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key not be added to internal dictionary");
1636                         }
1637                 }
1638                 
1639                 if(set==0)
1640                         return -1; /* pythons error value */
1641                 
1642         }
1643         
1644         return 0; /* success */
1645 }
1646
1647 static int Seq_Contains(PyObject *self_v, PyObject *value)
1648 {
1649         KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
1650         
1651         if (self==NULL) {
1652                 PyErr_SetString(PyExc_SystemError, "val in gameOb: KX_GameObject, "BGE_PROXY_ERROR_MSG);
1653                 return -1;
1654         }
1655         
1656         if(PyUnicode_Check(value) && self->GetProperty(_PyUnicode_AsString(value)))
1657                 return 1;
1658         
1659         if (self->m_attr_dict && PyDict_GetItem(self->m_attr_dict, value))
1660                 return 1;
1661         
1662         return 0;
1663 }
1664
1665
1666 PyMappingMethods KX_GameObject::Mapping = {
1667         (lenfunc)NULL                                   ,                       /*inquiry mp_length */
1668         (binaryfunc)Map_GetItem,                /*binaryfunc mp_subscript */
1669         (objobjargproc)Map_SetItem,     /*objobjargproc mp_ass_subscript */
1670 };
1671
1672 PySequenceMethods KX_GameObject::Sequence = {
1673         NULL,           /* Cant set the len otherwise it can evaluate as false */
1674         NULL,           /* sq_concat */
1675         NULL,           /* sq_repeat */
1676         NULL,           /* sq_item */
1677         NULL,           /* sq_slice */
1678         NULL,           /* sq_ass_item */
1679         NULL,           /* sq_ass_slice */
1680         (objobjproc)Seq_Contains,       /* sq_contains */
1681 };
1682
1683 PyTypeObject KX_GameObject::Type = {
1684         PyVarObject_HEAD_INIT(NULL, 0)
1685         "KX_GameObject",
1686         sizeof(PyObjectPlus_Proxy),
1687         0,
1688         py_base_dealloc,
1689         0,
1690         0,
1691         0,
1692         0,
1693         py_base_repr,
1694         0,
1695         &Sequence,
1696         &Mapping,
1697         0,0,0,
1698         NULL,
1699         NULL,
1700         0,
1701         Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
1702         0,0,0,0,0,0,0,
1703         Methods,
1704         0,
1705         0,
1706         &SCA_IObject::Type,
1707         0,0,0,0,0,0,
1708         py_base_new
1709 };
1710
1711 PyObject* KX_GameObject::pyattr_get_name(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1712 {
1713         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1714         return PyUnicode_FromString(self->GetName().ReadPtr());
1715 }
1716
1717 PyObject* KX_GameObject::pyattr_get_parent(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1718 {
1719         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1720         KX_GameObject* parent = self->GetParent();
1721         if (parent) {
1722                 parent->Release(); /* self->GetParent() AddRef's */
1723                 return parent->GetProxy();
1724         }
1725         Py_RETURN_NONE;
1726 }
1727
1728 PyObject* KX_GameObject::pyattr_get_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1729 {
1730         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1731         KX_IPhysicsController *spc = self->GetPhysicsController();
1732         return PyFloat_FromDouble(spc ? spc->GetMass() : 0.0f);
1733 }
1734
1735 int KX_GameObject::pyattr_set_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1736 {
1737         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1738         KX_IPhysicsController *spc = self->GetPhysicsController();
1739         MT_Scalar val = PyFloat_AsDouble(value);
1740         if (val < 0.0f) { /* also accounts for non float */
1741                 PyErr_SetString(PyExc_AttributeError, "gameOb.mass = float: KX_GameObject, expected a float zero or above");
1742                 return PY_SET_ATTR_FAIL;
1743         }
1744
1745         if (spc)
1746                 spc->SetMass(val);
1747
1748         return PY_SET_ATTR_SUCCESS;
1749 }
1750
1751 PyObject* KX_GameObject::pyattr_get_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1752 {
1753         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1754         KX_IPhysicsController *spc = self->GetPhysicsController();
1755         return PyFloat_FromDouble(spc ? spc->GetLinVelocityMax() : 0.0f);
1756 }
1757
1758 int KX_GameObject::pyattr_set_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1759 {
1760         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1761         KX_IPhysicsController *spc = self->GetPhysicsController();
1762         MT_Scalar val = PyFloat_AsDouble(value);
1763         if (val < 0.0f) { /* also accounts for non float */
1764                 PyErr_SetString(PyExc_AttributeError, "gameOb.linVelocityMin = float: KX_GameObject, expected a float zero or above");
1765                 return PY_SET_ATTR_FAIL;
1766         }
1767
1768         if (spc)
1769                 spc->SetLinVelocityMin(val);
1770
1771         return PY_SET_ATTR_SUCCESS;
1772 }
1773
1774 PyObject* KX_GameObject::pyattr_get_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1775 {
1776         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1777         KX_IPhysicsController *spc = self->GetPhysicsController();
1778         return PyFloat_FromDouble(spc ? spc->GetLinVelocityMax() : 0.0f);
1779 }
1780
1781 int KX_GameObject::pyattr_set_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1782 {
1783         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1784         KX_IPhysicsController *spc = self->GetPhysicsController();
1785         MT_Scalar val = PyFloat_AsDouble(value);
1786         if (val < 0.0f) { /* also accounts for non float */
1787                 PyErr_SetString(PyExc_AttributeError, "gameOb.linVelocityMax = float: KX_GameObject, expected a float zero or above");
1788                 return PY_SET_ATTR_FAIL;
1789         }
1790
1791         if (spc)
1792                 spc->SetLinVelocityMax(val);
1793
1794         return PY_SET_ATTR_SUCCESS;
1795 }
1796
1797
1798 PyObject* KX_GameObject::pyattr_get_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1799 {
1800         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1801         return PyBool_FromLong(self->GetVisible());
1802 }
1803
1804 int KX_GameObject::pyattr_set_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1805 {
1806         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1807         int param = PyObject_IsTrue( value );
1808         if (param == -1) {
1809                 PyErr_SetString(PyExc_AttributeError, "gameOb.visible = bool: KX_GameObject, expected True or False");
1810                 return PY_SET_ATTR_FAIL;
1811         }
1812
1813         self->SetVisible(param, false);
1814         self->UpdateBuckets(false);
1815         return PY_SET_ATTR_SUCCESS;
1816 }
1817
1818 PyObject* KX_GameObject::pyattr_get_worldPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1819 {
1820 #ifdef USE_MATHUTILS
1821         return newVectorObject_cb((PyObject *)self_v, 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_POS_GLOBAL);
1822 #else
1823         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1824         return PyObjectFrom(self->NodeGetWorldPosition());
1825 #endif
1826 }
1827
1828 int KX_GameObject::pyattr_set_worldPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1829 {
1830         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1831         MT_Point3 pos;
1832         if (!PyVecTo(value, pos))
1833                 return PY_SET_ATTR_FAIL;
1834         
1835         self->NodeSetWorldPosition(pos);
1836         self->NodeUpdateGS(0.f);
1837         return PY_SET_ATTR_SUCCESS;
1838 }
1839
1840 PyObject* KX_GameObject::pyattr_get_localPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1841 {
1842 #ifdef USE_MATHUTILS    
1843         return newVectorObject_cb((PyObject *)self_v, 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_POS_LOCAL);
1844 #else   
1845         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1846         return PyObjectFrom(self->NodeGetLocalPosition());
1847 #endif
1848 }
1849
1850 int KX_GameObject::pyattr_set_localPosition(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1851 {
1852         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1853         MT_Point3 pos;
1854         if (!PyVecTo(value, pos))
1855                 return PY_SET_ATTR_FAIL;
1856         
1857         self->NodeSetLocalPosition(pos);
1858         self->NodeUpdateGS(0.f);
1859         return PY_SET_ATTR_SUCCESS;
1860 }
1861
1862 PyObject* KX_GameObject::pyattr_get_localInertia(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1863 {
1864 #ifdef USE_MATHUTILS
1865         return newVectorObject_cb((PyObject *)self_v, 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_INERTIA_LOCAL);
1866 #else
1867         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1868         if (self->GetPhysicsController())
1869                 return PyObjectFrom(self->GetPhysicsController()->GetLocalInertia());
1870         return Py_BuildValue("fff", 0.0f, 0.0f, 0.0f);
1871 #endif
1872 }
1873
1874 PyObject* KX_GameObject::pyattr_get_worldOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1875 {
1876 #ifdef USE_MATHUTILS
1877         return newMatrixObject_cb((PyObject *)self_v, 3, 3, mathutils_kxgameob_matrix_cb_index, MATHUTILS_MAT_CB_ORI_GLOBAL);
1878 #else
1879         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1880         return PyObjectFrom(self->NodeGetWorldOrientation());
1881 #endif
1882 }
1883
1884 int KX_GameObject::pyattr_set_worldOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1885 {
1886         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1887         
1888         /* if value is not a sequence PyOrientationTo makes an error */
1889         MT_Matrix3x3 rot;
1890         if (!PyOrientationTo(value, rot, "gameOb.worldOrientation = sequence: KX_GameObject, "))
1891                 return PY_SET_ATTR_FAIL;
1892
1893         self->NodeSetGlobalOrientation(rot);
1894         
1895         self->NodeUpdateGS(0.f);
1896         return PY_SET_ATTR_SUCCESS;
1897 }
1898
1899 PyObject* KX_GameObject::pyattr_get_localOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1900 {
1901 #ifdef USE_MATHUTILS
1902         return newMatrixObject_cb((PyObject *)self_v, 3, 3, mathutils_kxgameob_matrix_cb_index, MATHUTILS_MAT_CB_ORI_LOCAL);
1903 #else
1904         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1905         return PyObjectFrom(self->NodeGetLocalOrientation());
1906 #endif
1907 }
1908
1909 int KX_GameObject::pyattr_set_localOrientation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1910 {
1911         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1912         
1913         /* if value is not a sequence PyOrientationTo makes an error */
1914         MT_Matrix3x3 rot;
1915         if (!PyOrientationTo(value, rot, "gameOb.localOrientation = sequence: KX_GameObject, "))
1916                 return PY_SET_ATTR_FAIL;
1917
1918         self->NodeSetLocalOrientation(rot);
1919         self->NodeUpdateGS(0.f);
1920         return PY_SET_ATTR_SUCCESS;
1921 }
1922
1923 PyObject* KX_GameObject::pyattr_get_worldScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1924 {
1925 #ifdef USE_MATHUTILS
1926         return newVectorObject_cb((PyObject *)self_v, 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_SCALE_GLOBAL);
1927 #else
1928         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1929         return PyObjectFrom(self->NodeGetWorldScaling());
1930 #endif
1931 }
1932
1933 PyObject* KX_GameObject::pyattr_get_localScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1934 {
1935 #ifdef USE_MATHUTILS
1936         return newVectorObject_cb((PyObject *)self_v, 3, mathutils_kxgameob_vector_cb_index, MATHUTILS_VEC_CB_SCALE_LOCAL);
1937 #else
1938         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1939         return PyObjectFrom(self->NodeGetLocalScaling());
1940 #endif
1941 }
1942
1943 int KX_GameObject::pyattr_set_localScaling(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1944 {
1945         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1946         MT_Vector3 scale;
1947         if (!PyVecTo(value, scale))
1948                 return PY_SET_ATTR_FAIL;
1949
1950         self->NodeSetLocalScale(scale);
1951         self->NodeUpdateGS(0.f);
1952         return PY_SET_ATTR_SUCCESS;
1953 }
1954
1955 PyObject* KX_GameObject::pyattr_get_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1956 {
1957         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1958         SG_Node* sg_parent;
1959         if (self->GetSGNode() && (sg_parent = self->GetSGNode()->GetSGParent()) != NULL && sg_parent->IsSlowParent()) {
1960                 return PyFloat_FromDouble(static_cast<KX_SlowParentRelation *>(sg_parent->GetParentRelation())->GetTimeOffset());
1961         } else {
1962                 return PyFloat_FromDouble(0.0);
1963         }
1964 }
1965
1966 int KX_GameObject::pyattr_set_timeOffset(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1967 {
1968         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1969         if (self->GetSGNode()) {
1970                 MT_Scalar val = PyFloat_AsDouble(value);
1971                 SG_Node* sg_parent= self->GetSGNode()->GetSGParent();
1972                 if (val < 0.0f) { /* also accounts for non float */
1973                         PyErr_SetString(PyExc_AttributeError, "gameOb.timeOffset = float: KX_GameObject, expected a float zero or above");
1974                         return PY_SET_ATTR_FAIL;
1975                 }
1976                 if (sg_parent && sg_parent->IsSlowParent())
1977                         static_cast<KX_SlowParentRelation *>(sg_parent->GetParentRelation())->SetTimeOffset(val);
1978         }
1979         return PY_SET_ATTR_SUCCESS;
1980 }
1981
1982 PyObject* KX_GameObject::pyattr_get_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
1983 {
1984         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1985         int state = 0;
1986         state |= self->GetState();
1987         return PyLong_FromSsize_t(state);
1988 }
1989
1990 int KX_GameObject::pyattr_set_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
1991 {
1992         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
1993         int state_i = PyLong_AsSsize_t(value);
1994         unsigned int state = 0;
1995         
1996         if (state_i == -1 && PyErr_Occurred()) {
1997                 PyErr_SetString(PyExc_TypeError, "gameOb.state = int: KX_GameObject, expected an int bit field");
1998                 return PY_SET_ATTR_FAIL;
1999         }
2000         
2001         state |= state_i;
2002         if ((state & ((1<<30)-1)) == 0) {
2003                 PyErr_SetString(PyExc_AttributeError, "gameOb.state = int: KX_GameObject, state bitfield was not between 0 and 30 (1<<0 and 1<<29)");
2004                 return PY_SET_ATTR_FAIL;
2005         }
2006         self->SetState(state);
2007         return PY_SET_ATTR_SUCCESS;
2008 }
2009
2010 PyObject* KX_GameObject::pyattr_get_meshes(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2011 {
2012         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
2013         PyObject *meshes= PyList_New(self->m_meshes.size());
2014         int i;
2015         
2016         for(i=0; i < (int)self->m_meshes.size(); i++)
2017         {
2018                 KX_MeshProxy* meshproxy = new KX_MeshProxy(self->m_meshes[i]);
2019                 PyList_SET_ITEM(meshes, i, meshproxy->NewProxy(true));
2020         }
2021         
2022         return meshes;
2023 }
2024
2025 /* experemental! */
2026 PyObject* KX_GameObject::pyattr_get_sensors(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2027 {
2028         return KX_PythonSeq_CreatePyObject((static_cast<KX_GameObject*>(self_v))->m_proxy, KX_PYGENSEQ_OB_TYPE_SENSORS);
2029 }
2030
2031 PyObject* KX_GameObject::pyattr_get_controllers(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2032 {
2033         return KX_PythonSeq_CreatePyObject((static_cast<KX_GameObject*>(self_v))->m_proxy, KX_PYGENSEQ_OB_TYPE_CONTROLLERS);
2034 }
2035
2036 PyObject* KX_GameObject::pyattr_get_actuators(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2037 {
2038         return KX_PythonSeq_CreatePyObject((static_cast<KX_GameObject*>(self_v))->m_proxy, KX_PYGENSEQ_OB_TYPE_ACTUATORS);
2039 }
2040
2041 PyObject* KX_GameObject::pyattr_get_children(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2042 {
2043         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
2044         return self->GetChildren()->NewProxy(true);
2045 }
2046
2047 PyObject* KX_GameObject::pyattr_get_children_recursive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2048 {
2049         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
2050         return self->GetChildrenRecursive()->NewProxy(true);
2051 }
2052
2053 PyObject* KX_GameObject::pyattr_get_attrDict(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
2054 {
2055         KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
2056         
2057         if(self->m_attr_dict==NULL)
2058                 self->m_attr_dict= PyDict_New();
2059         
2060         Py_INCREF(self->m_attr_dict);
2061         return self->m_attr_dict;
2062 }
2063
2064 PyObject* KX_GameObject::PyApplyForce(PyObject* args)
2065 {
2066         int local = 0;
2067         PyObject* pyvect;
2068
2069         if (PyArg_ParseTuple(args, "O|i:applyForce", &pyvect, &local)) {
2070                 MT_Vector3 force;
2071                 if (PyVecTo(pyvect, force)) {
2072                         ApplyForce(force, (local!=0));
2073                         Py_RETURN_NONE;
2074                 }
2075         }
2076         return NULL;
2077 }
2078
2079 PyObject* KX_GameObject::PyApplyTorque(PyObject* args)
2080 {
2081         int local = 0;
2082         PyObject* pyvect;
2083
2084         if (PyArg_ParseTuple(args, "O|i:applyTorque", &pyvect, &local)) {
2085                 MT_Vector3 torque;
2086                 if (PyVecTo(pyvect, torque)) {
2087                         ApplyTorque(torque, (local!=0));
2088                         Py_RETURN_NONE;
2089                 }
2090         }
2091         return NULL;
2092 }
2093
2094 PyObject* KX_GameObject::PyApplyRotation(PyObject* args)
2095 {
2096         int local = 0;
2097         PyObject* pyvect;
2098
2099         if (PyArg_ParseTuple(args, "O|i:applyRotation", &pyvect, &local)) {
2100                 MT_Vector3 rotation;
2101                 if (PyVecTo(pyvect, rotation)) {
2102                         ApplyRotation(rotation, (local!=0));
2103                         Py_RETURN_NONE;
2104                 }
2105         }
2106         return NULL;
2107 }
2108
2109 PyObject* KX_GameObject::PyApplyMovement(PyObject* args)
2110 {
2111         int local = 0;
2112         PyObject* pyvect;
2113
2114         if (PyArg_ParseTuple(args, "O|i:applyMovement", &pyvect, &local)) {
2115                 MT_Vector3 movement;
2116                 if (PyVecTo(pyvect, movement)) {
2117                         ApplyMovement(movement, (local!=0));
2118                         Py_RETURN_NONE;
2119                 }
2120         }
2121         return NULL;
2122 }
2123
2124 PyObject* KX_GameObject::PyGetLinearVelocity(PyObject* args)
2125 {
2126         // only can get the velocity if we have a physics object connected to us...
2127         int local = 0;
2128         if (PyArg_ParseTuple(args,"|i:getLinearVelocity",&local))
2129         {
2130                 return PyObjectFrom(GetLinearVelocity((local!=0)));
2131         }
2132         else
2133         {
2134                 return NULL;
2135         }
2136 }
2137
2138 PyObject* KX_GameObject::PySetLinearVelocity(PyObject* args)
2139 {
2140         int local = 0;
2141         PyObject* pyvect;
2142         
2143         if (PyArg_ParseTuple(args,"O|i:setLinearVelocity",&pyvect,&local)) {
2144                 MT_Vector3 velocity;
2145                 if (PyVecTo(pyvect, velocity)) {
2146                         setLinearVelocity(velocity, (local!=0));
2147                         Py_RETURN_NONE;
2148                 }
2149         }
2150         return NULL;
2151 }
2152
2153 PyObject* KX_GameObject::PyGetAngularVelocity(PyObject* args)
2154 {
2155         // only can get the velocity if we have a physics object connected to us...
2156         int local = 0;
2157         if (PyArg_ParseTuple(args,"|i:getAngularVelocity",&local))
2158         {
2159                 return PyObjectFrom(GetAngularVelocity((local!=0)));
2160         }
2161         else
2162         {
2163                 return NULL;
2164         }
2165 }
2166
2167 PyObject* KX_GameObject::PySetAngularVelocity(PyObject* args)
2168 {
2169         int local = 0;
2170         PyObject* pyvect;
2171         
2172         if (PyArg_ParseTuple(args,"O|i:setAngularVelocity",&pyvect,&local)) {
2173                 MT_Vector3 velocity;
2174                 if (PyVecTo(pyvect, velocity)) {
2175                         setAngularVelocity(velocity, (local!=0));
2176                         Py_RETURN_NONE;
2177                 }
2178         }
2179         return NULL;
2180 }
2181
2182 PyObject* KX_GameObject::PySetVisible(PyObject* args)
2183 {
2184         int visible, recursive = 0;
2185         if (!PyArg_ParseTuple(args,"i|i:setVisible",&visible, &recursive))
2186                 return NULL;
2187         
2188         SetVisible(visible ? true:false, recursive ? true:false);
2189         UpdateBuckets(recursive ? true:false);
2190         Py_RETURN_NONE;
2191         
2192 }
2193
2194 PyObject* KX_GameObject::PySetOcclusion(PyObject* args)
2195 {
2196         int occlusion, recursive = 0;
2197         if (!PyArg_ParseTuple(args,"i|i:setOcclusion",&occlusion, &recursive))
2198                 return NULL;
2199         
2200         SetOccluder(occlusion ? true:false, recursive ? true:false);
2201         Py_RETURN_NONE;
2202 }
2203
2204 PyObject* KX_GameObject::PyGetVisible()
2205 {
2206         ShowDeprecationWarning("getVisible()", "the visible property");
2207         return PyLong_FromSsize_t(m_bVisible);  
2208 }
2209
2210 PyObject* KX_GameObject::PyGetState()
2211 {
2212         ShowDeprecationWarning("getState()", "the state property");
2213         int state = 0;
2214         state |= GetState();
2215         return PyLong_FromSsize_t(state);
2216 }
2217
2218 PyObject* KX_GameObject::PySetState(PyObject* value)
2219 {
2220         ShowDeprecationWarning("setState()", "the state property");
2221         int state_i = PyLong_AsSsize_t(value);
2222         unsigned int state = 0;
2223         
2224         if (state_i == -1 && PyErr_Occurred()) {
2225                 PyErr_SetString(PyExc_TypeError, "expected an int bit field");
2226                 return NULL;
2227         }
2228         
2229         state |= state_i;
2230         if ((state & ((1<<30)-1)) == 0) {
2231                 PyErr_SetString(PyExc_AttributeError, "The state bitfield was not between 0 and 30 (1<<0 and 1<<29)");
2232                 return NULL;
2233         }
2234         SetState(state);
2235         
2236         Py_RETURN_NONE;
2237 }
2238
2239 PyObject* KX_GameObject::PyGetVelocity(PyObject* args)
2240 {
2241         // only can get the velocity if we have a physics object connected to us...
2242         MT_Point3 point(0.0,0.0,0.0);
2243         PyObject* pypos = NULL;
2244         
2245         if (!PyArg_ParseTuple(args, "|O:getVelocity", &pypos) || (pypos && !PyVecTo(pypos, point)))
2246                 return NULL;
2247         
2248         if (m_pPhysicsController1)
2249         {
2250                 return PyObjectFrom(m_pPhysicsController1->GetVelocity(point));
2251         }
2252         else {
2253                 return PyObjectFrom(MT_Vector3(0.0,0.0,0.0));
2254         }
2255 }
2256
2257
2258
2259 PyObject* KX_GameObject::PyGetMass()
2260 {
2261         ShowDeprecationWarning("getMass()", "the mass property");
2262         return PyFloat_FromDouble((GetPhysicsController() != NULL) ? GetPhysicsController()->GetMass() : 0.0f);
2263 }
2264
2265 PyObject* KX_GameObject::PyGetReactionForce()
2266 {
2267         // only can get the velocity if we have a physics object connected to us...
2268         
2269         // XXX - Currently not working with bullet intergration, see KX_BulletPhysicsController.cpp's getReactionForce
2270         /*
2271         if (GetPhysicsController())
2272                 return PyObjectFrom(GetPhysicsController()->getReactionForce());
2273         return PyObjectFrom(dummy_point);
2274         */
2275         
2276         return Py_BuildValue("fff", 0.0f, 0.0f, 0.0f);
2277         
2278 }
2279
2280
2281
2282 PyObject* KX_GameObject::PyEnableRigidBody()
2283 {
2284         if(GetPhysicsController())
2285                 GetPhysicsController()->setRigidBody(true);
2286
2287         Py_RETURN_NONE;
2288 }
2289
2290
2291
2292 PyObject* KX_GameObject::PyDisableRigidBody()
2293 {
2294         if(GetPhysicsController())
2295                 GetPhysicsController()->setRigidBody(false);
2296
2297         Py_RETURN_NONE;
2298 }
2299
2300
2301
2302 PyObject* KX_GameObject::PyGetParent()
2303 {
2304         ShowDeprecationWarning("getParent()", "the parent property");
2305         KX_GameObject* parent = this->GetParent();
2306         if (parent) {
2307                 parent->Release(); /* self->GetParent() AddRef's */
2308                 return parent->GetProxy();
2309         }
2310         Py_RETURN_NONE;
2311 }
2312
2313 PyObject* KX_GameObject::PySetParent(PyObject* args)
2314 {
2315         KX_Scene *scene = KX_GetActiveScene();
2316         PyObject* pyobj;
2317         KX_GameObject *obj;
2318         int addToCompound=1, ghost=1;
2319         
2320         if (!PyArg_ParseTuple(args,"O|ii:setParent", &pyobj, &addToCompound, &ghost)) {
2321                 return NULL; // Python sets a simple error
2322         }
2323         if (!ConvertPythonToGameObject(pyobj, &obj, true, "gameOb.setParent(obj): KX_GameObject"))
2324                 return NULL;
2325         if (obj)
2326                 this->SetParent(scene, obj, addToCompound, ghost);
2327         Py_RETURN_NONE;
2328 }
2329
2330 PyObject* KX_GameObject::PyRemoveParent()
2331 {
2332         KX_Scene *scene = KX_GetActiveScene();
2333         
2334         this->RemoveParent(scene);
2335         Py_RETURN_NONE;
2336 }
2337
2338 PyObject* KX_GameObject::PyGetChildren()
2339 {
2340         ShowDeprecationWarning("getChildren()", "the children property");
2341         
2342         return GetChildren()->NewProxy(true);
2343 }
2344
2345 PyObject* KX_GameObject::PyGetChildrenRecursive()
2346 {
2347         ShowDeprecationWarning("getChildrenRecursive()", "the childrenRecursive property");
2348         
2349         return GetChildrenRecursive()->NewProxy(true);
2350 }
2351
2352 PyObject* KX_GameObject::PyGetMesh(PyObject* args)
2353 {
2354         ShowDeprecationWarning("getMesh()", "the meshes property (now a list of meshes)");
2355         
2356         int mesh = 0;
2357
2358         if (!PyArg_ParseTuple(args, "|i:getMesh", &mesh))
2359                 return NULL; // python sets a simple error
2360         
2361         if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0)
2362         {
2363                 KX_MeshProxy* meshproxy = new KX_MeshProxy(m_meshes[mesh]);
2364                 return meshproxy->NewProxy(true); // XXX Todo Python own.
2365         }
2366         
2367         Py_RETURN_NONE;
2368 }
2369
2370
2371
2372
2373
2374 PyObject* KX_GameObject::PySetCollisionMargin(PyObject* value)
2375 {
2376         float collisionMargin = PyFloat_AsDouble(value);
2377         
2378         if (collisionMargin==-1 && PyErr_Occurred()) {
2379                 PyErr_SetString(PyExc_TypeError, "expected a float");
2380                 return NULL;
2381         }
2382         
2383         if (m_pPhysicsController1)
2384         {
2385                 m_pPhysicsController1->setMargin(collisionMargin);
2386                 Py_RETURN_NONE;
2387         }
2388         PyErr_SetString(PyExc_RuntimeError, "This object has no physics controller");
2389         return NULL;
2390 }
2391
2392
2393
2394 PyObject* KX_GameObject::PyApplyImpulse(PyObject* args)
2395 {
2396         PyObject* pyattach;
2397         PyObject* pyimpulse;
2398         
2399         if (!m_pPhysicsController1)     {
2400                 PyErr_SetString(PyExc_RuntimeError, "This object has no physics controller");
2401                 return NULL;
2402         }
2403         
2404         if (PyArg_ParseTuple(args, "OO:applyImpulse", &pyattach, &pyimpulse))
2405         {
2406                 MT_Point3  attach;
2407                 MT_Vector3 impulse;
2408                 if (PyVecTo(pyattach, attach) && PyVecTo(pyimpulse, impulse))
2409                 {
2410                         m_pPhysicsController1->applyImpulse(attach, impulse);
2411                         Py_RETURN_NONE;
2412                 }
2413
2414         }
2415         
2416         return NULL;
2417 }
2418
2419
2420
2421 PyObject* KX_GameObject::PySuspendDynamics()
2422 {
2423         SuspendDynamics();
2424         Py_RETURN_NONE;
2425 }
2426
2427
2428
2429 PyObject* KX_GameObject::PyRestoreDynamics()
2430 {
2431         RestoreDynamics();
2432         Py_RETURN_NONE;
2433 }
2434
2435
2436
2437 PyObject* KX_GameObject::PyGetOrientation() //keywords
2438 {
2439         ShowDeprecationWarning("getOrientation()", "the orientation property");
2440         return PyObjectFrom(NodeGetWorldOrientation());
2441 }
2442
2443
2444
2445 PyObject* KX_GameObject::PySetOrientation(PyObject* value)
2446 {
2447         ShowDeprecationWarning("setOrientation()", "the orientation property");
2448         MT_Matrix3x3 rot;
2449         
2450         /* if value is not a sequence PyOrientationTo makes an error */
2451         if (!PyOrientationTo(value, rot, "gameOb.setOrientation(sequence): KX_GameObject, "))
2452                 return NULL;
2453
2454         NodeSetLocalOrientation(rot);
2455         NodeUpdateGS(0.f);
2456         Py_RETURN_NONE;
2457 }
2458
2459 PyObject* KX_GameObject::PyAlignAxisToVect(PyObject* args)
2460 {
2461         PyObject* pyvect;
2462         int axis = 2; //z axis is the default
2463         float fac = 1.0;
2464         
2465         if (PyArg_ParseTuple(args,"O|if:alignAxisToVect",&pyvect,&axis, &fac))
2466         {
2467                 MT_Vector3 vect;
2468                 if (PyVecTo(pyvect, vect))
2469                 {
2470                         if (fac<=0.0) Py_RETURN_NONE; // Nothing to do.
2471                         if (fac> 1.0) fac= 1.0;
2472                         
2473                         AlignAxisToVect(vect,axis,fac);
2474                         NodeUpdateGS(0.f);
2475                         Py_RETURN_NONE;
2476                 }
2477         }
2478         return NULL;
2479 }
2480
2481 PyObject* KX_GameObject::PyGetAxisVect(PyObject* value)
2482 {
2483         MT_Vector3 vect;
2484         if (PyVecTo(value, vect))
2485         {
2486                 return PyObjectFrom(NodeGetWorldOrientation() * vect);
2487         }
2488         return NULL;
2489 }
2490
2491 PyObject* KX_GameObject::PySetPosition(PyObject* value)
2492 {
2493         ShowDeprecationWarning("setPosition()", "the localPosition property");
2494         MT_Point3 pos;
2495         if (PyVecTo(value, pos))
2496         {
2497                 NodeSetLocalPosition(pos);
2498                 NodeUpdateGS(0.f);
2499                 Py_RETURN_NONE;
2500         }
2501
2502         return NULL;
2503 }
2504
2505 PyObject* KX_GameObject::PySetWorldPosition(PyObject* value)
2506 {
2507         ShowDeprecationWarning("setWorldPosition()", "the worldPosition property");
2508         MT_Point3 pos;
2509         if (PyVecTo(value, pos))
2510         {
2511                 NodeSetWorldPosition(pos);
2512                 NodeUpdateGS(0.f);
2513                 Py_RETURN_NONE;
2514         }
2515
2516         return NULL;
2517 }
2518
2519 PyObject* KX_GameObject::PyGetPhysicsId()
2520 {
2521         KX_IPhysicsController* ctrl = GetPhysicsController();
2522         uint_ptr physid=0;
2523         if (ctrl)
2524         {
2525                 physid= (uint_ptr)ctrl->GetUserData();
2526         }
2527         return PyLong_FromSsize_t((long)physid);
2528 }
2529
2530 PyObject* KX_GameObject::PyGetPropertyNames()
2531 {
2532         PyObject *list=  ConvertKeysToPython();
2533         
2534         if(m_attr_dict) {
2535                 PyObject *key, *value;
2536                 Py_ssize_t pos = 0;
2537
2538                 while (PyDict_Next(m_attr_dict, &pos, &key, &value)) {
2539                         PyList_Append(list, key);
2540                 }
2541         }
2542         return list;
2543 }
2544
2545 KX_PYMETHODDEF_DOC_O(KX_GameObject, getDistanceTo,
2546 "getDistanceTo(other): get distance to another point/KX_GameObject")
2547 {
2548         MT_Point3 b;
2549         if (PyVecTo(value, b))
2550         {
2551                 return PyFloat_FromDouble(NodeGetWorldPosition().distance(b));
2552         }
2553         PyErr_Clear();
2554         
2555         KX_GameObject *other;
2556         if (ConvertPythonToGameObject(value, &other, false, "gameOb.getDistanceTo(value): KX_GameObject"))
2557         {
2558                 return PyFloat_FromDouble(NodeGetWorldPosition().distance(other->NodeGetWorldPosition()));
2559         }
2560         
2561         return NULL;
2562 }
2563
2564 KX_PYMETHODDEF_DOC_O(KX_GameObject, getVectTo,
2565 "getVectTo(other): get vector and the distance to another point/KX_GameObject\n"
2566 "Returns a 3-tuple with (distance,worldVector,localVector)\n")
2567 {
2568         MT_Point3 toPoint, fromPoint;
2569         MT_Vector3 toDir, locToDir;
2570         MT_Scalar distance;
2571
2572         PyObject *returnValue;
2573
2574         if (!PyVecTo(value, toPoint))
2575         {
2576                 PyErr_Clear();
2577                 
2578                 KX_GameObject *other;
2579                 if (ConvertPythonToGameObject(value, &other, false, "")) /* error will be overwritten */
2580                 {
2581                         toPoint = other->NodeGetWorldPosition();
2582                 } else
2583                 {
2584                         PyErr_SetString(PyExc_TypeError, "gameOb.getVectTo(other): KX_GameObject, expected a 3D Vector or KX_GameObject type");
2585                         return NULL;
2586                 }
2587         }
2588
2589         fromPoint = NodeGetWorldPosition();
2590         toDir = toPoint-fromPoint;
2591         distance = toDir.length();
2592
2593         if (MT_fuzzyZero(distance))
2594         {
2595                 //cout << "getVectTo() Error: Null vector!\n";
2596                 locToDir = toDir = MT_Vector3(0.0,0.0,0.0);
2597                 distance = 0.0;
2598         } else {
2599                 toDir.normalize();
2600                 locToDir = toDir * NodeGetWorldOrientation();
2601         }
2602         
2603         returnValue = PyTuple_New(3);
2604         if (returnValue) { // very unlikely to fail, python sets a memory error here.
2605                 PyTuple_SET_ITEM(returnValue, 0, PyFloat_FromDouble(distance));
2606                 PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(toDir));
2607                 PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(locToDir));
2608         }
2609         return returnValue;
2610 }
2611
2612 bool KX_GameObject::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
2613 {
2614         KX_GameObject* hitKXObj = client->m_gameobject;
2615         
2616         // if X-ray option is selected, the unwnted objects were not tested, so get here only with true hit
2617         // if not, all objects were tested and the front one may not be the correct one.
2618         if (m_xray || m_testPropName.Length() == 0 || hitKXObj->GetProperty(m_testPropName) != NULL)
2619         {
2620                 m_pHitObject = hitKXObj;
2621                 return true;
2622         }
2623         // return true to stop RayCast::RayTest from looping, the above test was decisive
2624         // We would want to loop only if we want to get more than one hit point
2625         return true;
2626 }
2627
2628 /* this function is used to pre-filter the object before casting the ray on them.
2629    This is useful for "X-Ray" option when we want to see "through" unwanted object.
2630  */
2631 bool KX_GameObject::NeedRayCast(KX_ClientObjectInfo* client)
2632 {
2633         KX_GameObject* hitKXObj = client->m_gameobject;
2634         
2635         if (client->m_type > KX_ClientObjectInfo::ACTOR)
2636         {
2637                 // Unknown type of object, skip it.
2638                 // Should not occur as the sensor objects are filtered in RayTest()
2639                 printf("Invalid client type %d found in ray casting\n", client->m_type);
2640                 return false;
2641         }
2642         
2643         // if X-Ray option is selected, skip object that don't match the criteria as we see through them
2644         // if not, test all objects because we don't know yet which one will be on front
2645         if (!m_xray || m_testPropName.Length() == 0 || hitKXObj->GetProperty(m_testPropName) != NULL)
2646         {
2647                 return true;
2648         }
2649         // skip the object
2650         return false;
2651 }
2652
2653 KX_PYMETHODDEF_DOC(KX_GameObject, rayCastTo,
2654 "rayCastTo(other,dist,prop): look towards another point/KX_GameObject and return first object hit within dist that matches prop\n"
2655 " prop = property name that object must have; can be omitted => detect any object\n"
2656 " dist = max distance to look (can be negative => look behind); 0 or omitted => detect up to other\n"
2657 " other = 3-tuple or object reference")
2658 {
2659         MT_Point3 toPoint;
2660         PyObject* pyarg;
2661         float dist = 0.0f;
2662         char *propName = NULL;
2663
2664         if (!PyArg_ParseTuple(args,"O|fs:rayCastTo", &pyarg, &dist, &propName)) {
2665                 return NULL; // python sets simple error
2666         }
2667
2668         if (!PyVecTo(pyarg, toPoint))
2669         {
2670                 KX_GameObject *other;
2671                 PyErr_Clear();
2672                 
2673                 if (ConvertPythonToGameObject(pyarg, &other, false, "")) /* error will be overwritten */
2674                 {
2675                         toPoint = other->NodeGetWorldPosition();
2676                 } else
2677                 {
2678                         PyErr_SetString(PyExc_TypeError, "gameOb.rayCastTo(other,dist,prop): KX_GameObject, the first argument to rayCastTo must be a vector or a KX_GameObject");
2679                         return NULL;
2680                 }
2681         }
2682         MT_Point3 fromPoint = NodeGetWorldPosition();
2683         if (dist != 0.0f)
2684         {
2685                 MT_Vector3 toDir = toPoint-fromPoint;
2686                 toDir.normalize();
2687                 toPoint = fromPoint + (dist) * toDir;
2688         }
2689         PHY_IPhysicsEnvironment* pe = KX_GetActiveScene()->GetPhysicsEnvironment();
2690         KX_IPhysicsController *spc = GetPhysicsController();
2691         KX_GameObject *parent = GetParent();
2692         if (!spc && parent)
2693                 spc = parent->GetPhysicsController();
2694         if (parent)
2695                 parent->Release();
2696         
2697         m_pHitObject = NULL;
2698         if (propName)
2699                 m_testPropName = propName;
2700         else
2701                 m_testPropName.SetLength(0);
2702         KX_RayCast::Callback<KX_GameObject> callback(this,spc);
2703         KX_RayCast::RayTest(pe, fromPoint, toPoint, callback);
2704
2705     if (m_pHitObject)
2706                 return m_pHitObject->GetProxy();
2707         
2708         Py_RETURN_NONE;
2709 }
2710
2711 /* faster then Py_BuildValue since some scripts call raycast a lot */
2712 static PyObject *none_tuple_3()
2713 {
2714         PyObject *ret= PyTuple_New(3);
2715         PyTuple_SET_ITEM(ret, 0, Py_None);
2716         PyTuple_SET_ITEM(ret, 1, Py_None);
2717         PyTuple_SET_ITEM(ret, 2, Py_None);
2718         
2719         Py_INCREF(Py_None);
2720         Py_INCREF(Py_None);
2721         Py_INCREF(Py_None);
2722         return ret;
2723 }
2724 static PyObject *none_tuple_4()
2725 {
2726         PyObject *ret= PyTuple_New(4);
2727         PyTuple_SET_ITEM(ret, 0, Py_None);
2728         PyTuple_SET_ITEM(ret, 1, Py_None);
2729         PyTuple_SET_ITEM(ret, 2, Py_None);
2730         PyTuple_SET_ITEM(ret, 3, Py_None);
2731         
2732         Py_INCREF(Py_None);
2733         Py_INCREF(Py_None);
2734         Py_INCREF(Py_None);
2735         Py_INCREF(Py_None);
2736         return ret;
2737 }
2738
2739 KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
2740                                    "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"
2741                                    " If no hit, return (None,None,None) or (None,None,None,None).\n"
2742 " to   = 3-tuple or object reference for destination of ray (if object, use center of object)\n"
2743 " from = 3-tuple or object reference for origin of ray (if object, use center of object)\n"
2744 "        Can be None or omitted => start from self object center\n"
2745 " dist = max distance to look (can be negative => look behind); 0 or omitted => detect up to to\n"
2746 " prop = property name that object must have; can be omitted => detect any object\n"
2747 " face = normal option: 1=>return face normal; 0 or omitted => normal is oriented towards origin\n"
2748 " xray = X-ray option: 1=>skip objects that don't match prop; 0 or omitted => stop on first object\n"
2749 " poly = polygon option: 1=>return value is a 4-tuple and the 4th element is a KX_PolyProxy object\n"
2750 "                           which can be None if hit object has no mesh or if there is no hit\n"
2751 "        If 0 or omitted, return value is a 3-tuple\n"
2752 "Note: The object on which you call this method matters: the ray will ignore it.\n"
2753 "      prop and xray option interact as follow:\n"
2754 "        prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray\n"
2755 "        prop off, xray on : idem\n"
2756 "        prop on,  xray off: return closest hit if it matches prop, no hit otherwise\n"
2757 "        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")
2758 {
2759         MT_Point3 toPoint;
2760         MT_Point3 fromPoint;
2761         PyObject* pyto;
2762         PyObject* pyfrom = NULL;
2763         float dist = 0.0f;
2764         char *propName = NULL;
2765         KX_GameObject *other;
2766         int face=0, xray=0, poly=0;
2767
2768         if (!PyArg_ParseTuple(args,"O|Ofsiii:rayCast", &pyto, &pyfrom, &dist, &propName, &face, &xray, &poly)) {
2769                 return NULL; // Python sets a simple error
2770         }
2771
2772         if (!PyVecTo(pyto, toPoint))
2773         {
2774                 PyErr_Clear();
2775                 
2776                 if (ConvertPythonToGameObject(pyto, &other, false, ""))  /* error will be overwritten */
2777                 {
2778                         toPoint = other->NodeGetWorldPosition();
2779                 } else
2780                 {
2781                         PyErr_SetString(PyExc_TypeError, "the first argument to rayCast must be a vector or a KX_GameObject");
2782                         return NULL;
2783                 }
2784         }
2785         if (!pyfrom || pyfrom == Py_None)
2786         {
2787                 fromPoint = NodeGetWorldPosition();
2788         }
2789         else if (!PyVecTo(pyfrom, fromPoint))
2790         {
2791                 PyErr_Clear();
2792                 
2793                 if (ConvertPythonToGameObject(pyfrom, &other, false, "")) /* error will be overwritten */
2794                 {
2795                         fromPoint = other->NodeGetWorldPosition();
2796                 } else
2797                 {
2798                         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");
2799                         return NULL;
2800                 }
2801         }
2802         
2803         if (dist != 0.0f) {
2804                 MT_Vector3 toDir = toPoint-fromPoint;
2805                 if (MT_fuzzyZero(toDir.length2())) {
2806                         //return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
2807                         return none_tuple_3();
2808                 }
2809                 toDir.normalize();
2810                 toPoint = fromPoint + (dist) * toDir;
2811         } else if (MT_fuzzyZero((toPoint-fromPoint).length2())) {
2812                 //return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
2813                 return none_tuple_3();
2814         }
2815         
2816         PHY_IPhysicsEnvironment* pe = KX_GetActiveScene()->GetPhysicsEnvironment();
2817         KX_IPhysicsController *spc = GetPhysicsController();
2818         KX_GameObject *parent = GetParent();
2819         if (!spc && parent)
2820                 spc = parent->GetPhysicsController();
2821         if (parent)
2822                 parent->Release();
2823         
2824         m_pHitObject = NULL;
2825         if (propName)
2826                 m_testPropName = propName;
2827         else
2828                 m_testPropName.SetLength(0);
2829         m_xray = xray;
2830         // to get the hit results
2831         KX_RayCast::Callback<KX_GameObject> callback(this,spc,NULL,face);
2832         KX_RayCast::RayTest(pe, fromPoint, toPoint, callback);
2833
2834         if (m_pHitObject)
2835         {
2836                 PyObject* returnValue = (poly) ? PyTuple_New(4) : PyTuple_New(3);
2837                 if (returnValue) { // unlikely this would ever fail, if it does python sets an error
2838                         PyTuple_SET_ITEM(returnValue, 0, m_pHitObject->GetProxy());
2839                         PyTuple_SET_ITEM(returnValue, 1, PyObjectFrom(callback.m_hitPoint));
2840                         PyTuple_SET_ITEM(returnValue, 2, PyObjectFrom(callback.m_hitNormal));
2841                         if (poly)
2842                         {
2843                                 if (callback.m_hitMesh)
2844                                 {
2845                                         // if this field is set, then we can trust that m_hitPolygon is a valid polygon
2846                                         RAS_Polygon* polygon = callback.m_hitMesh->GetPolygon(callback.m_hitPolygon);
2847                                         KX_PolyProxy* polyproxy = new KX_PolyProxy(callback.m_hitMesh, polygon);
2848                                         PyTuple_SET_ITEM(returnValue, 3, polyproxy->NewProxy(true));
2849                                 }
2850                                 else
2851                                 {
2852                                         Py_INCREF(Py_None);
2853                                         PyTuple_SET_ITEM(returnValue, 3, Py_None);
2854                                 }
2855                         }
2856                 }
2857                 return returnValue;
2858         }
2859         // no hit
2860         if (poly)
2861                 //return Py_BuildValue("OOOO", Py_None, Py_None, Py_None, Py_None);
2862                 return none_tuple_4();
2863         else
2864                 //return Py_BuildValue("OOO", Py_None, Py_None, Py_None);
2865                 return none_tuple_3();
2866 }
2867
2868 KX_PYMETHODDEF_DOC_VARARGS(KX_GameObject, sendMessage, 
2869                                                    "sendMessage(subject, [body, to])\n"
2870 "sends a message in same manner as a message actuator"
2871 "subject = Subject of the message (string)"
2872 "body = Message body (string)"
2873 "to = Name of object to send the message to")
2874 {
2875         KX_Scene *scene = KX_GetActiveScene();
2876         char* subject;
2877         char* body = (char *)"";
2878         char* to = (char *)"";
2879         const STR_String& from = GetName();
2880
2881         if (!PyArg_ParseTuple(args, "s|sss:sendMessage", &subject, &body, &to))
2882                 return NULL;
2883         
2884         scene->GetNetworkScene()->SendMessage(to, from, subject, body);
2885         Py_RETURN_NONE;
2886 }
2887
2888 /* dict style access */
2889
2890
2891 /* Matches python dict.get(key, [default]) */
2892 PyObject* KX_GameObject::Pyget(PyObject *args)
2893 {
2894         PyObject *key;
2895         PyObject* def = Py_None;
2896         PyObject* ret;
2897
2898         if (!PyArg_ParseTuple(args, "O|O:get", &key, &def))
2899                 return NULL;
2900         
2901         
2902         if(PyUnicode_Check(key)) {
2903                 CValue *item = GetProperty(_PyUnicode_AsString(key));
2904                 if (item) {
2905                         ret = item->ConvertValueToPython();
2906                         if(ret)
2907                                 return ret;
2908                         else
2909                                 return item->GetProxy();
2910                 }
2911         }
2912         
2913         if (m_attr_dict && (ret=PyDict_GetItem(m_attr_dict, key))) {
2914                 Py_INCREF(ret);
2915                 return ret;
2916         }
2917         
2918         Py_INCREF(def);
2919         return def;
2920 }
2921
2922 /* Matches python dict.has_key() */
2923 PyObject* KX_GameObject::Pyhas_key(PyObject* value)
2924 {
2925         // the ONLY error case is invalid data, this is checked by the macro'd static function
2926         // that calls this one. but make sure Seq_Contains doesnt add extra errors later on.
2927         return PyBool_FromLong(Seq_Contains((PyObject *)this, value));
2928 }
2929
2930 /* --------------------------------------------------------------------- 
2931  * Some stuff taken from the header
2932  * --------------------------------------------------------------------- */
2933 void KX_GameObject::Relink(GEN_Map<GEN_HashedPtr, void*> *map_parameter)        
2934 {
2935         // we will relink the sensors and actuators that use object references
2936         // if the object is part of the replicated hierarchy, use the new
2937         // object reference instead
2938         SCA_SensorList& sensorlist = GetSensors();
2939         SCA_SensorList::iterator sit;
2940         for (sit=sensorlist.begin(); sit != sensorlist.end(); sit++)
2941         {
2942                 (*sit)->Relink(map_parameter);
2943         }
2944         SCA_ActuatorList& actuatorlist = GetActuators();
2945         SCA_ActuatorList::iterator ait;
2946         for (ait=actuatorlist.begin(); ait != actuatorlist.end(); ait++)
2947         {
2948                 (*ait)->Relink(map_parameter);
2949         }
2950 }
2951
2952
2953 bool ConvertPythonToGameObject(PyObject * value, KX_GameObject **object, bool py_none_ok, const char *error_prefix)
2954 {
2955         if (value==NULL) {
2956                 PyErr_Format(PyExc_TypeError, "%s, python pointer NULL, should never happen", error_prefix);
2957                 *object = NULL;
2958                 return false;
2959         }
2960                 
2961         if (value==Py_None) {
2962                 *object = NULL;
2963                 
2964                 if (py_none_ok) {
2965                         return true;
2966                 } else {
2967                         PyErr_Format(PyExc_TypeError, "%s, expected KX_GameObject or a KX_GameObject name, None is invalid", error_prefix);
2968                         return false;
2969                 }
2970         }
2971         
2972         if (PyUnicode_Check(value)) {
2973                 *object = (KX_GameObject*)SCA_ILogicBrick::m_sCurrentLogicManager->GetGameObjectByName(STR_String( _PyUnicode_AsString(value) ));
2974                 
2975                 if (*object) {
2976                         return true;
2977                 } else {
2978                         PyErr_Format(PyExc_ValueError, "%s, requested name \"%s\" did not match any KX_GameObject in this scene", error_prefix, _PyUnicode_AsString(value));
2979                         return false;
2980                 }
2981         }
2982         
2983         if (    PyObject_TypeCheck(value, &KX_GameObject::Type) ||
2984                         PyObject_TypeCheck(value, &KX_LightObject::Type)        ||
2985                         PyObject_TypeCheck(value, &KX_Camera::Type)     )
2986         {
2987                 *object = static_cast<KX_GameObject*>BGE_PROXY_REF(value);
2988                 
2989                 /* sets the error */
2990                 if (*object==NULL) {
2991                         PyErr_Format(PyExc_SystemError, "%s, " BGE_PROXY_ERROR_MSG, error_prefix);
2992                         return false;
2993                 }
2994                 
2995                 return true;
2996         }
2997         
2998         *object = NULL;
2999         
3000         if (py_none_ok) {
3001                 PyErr_Format(PyExc_TypeError, "%s, expect a KX_GameObject, a string or None", error_prefix);
3002         } else {
3003                 PyErr_Format(PyExc_TypeError, "%s, expect a KX_GameObject or a string", error_prefix);
3004         }
3005         
3006         return false;
3007 }