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KX_Scene.cpp

/*
 * $Id: KX_Scene.cpp,v 1.11 2004/11/22 10:19:19 kester Exp $
 *
 * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version. The Blender
 * Foundation also sells licenses for use in proprietary software under
 * the Blender License.  See http://www.blender.org/BL/ for information
 * about this.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): none yet.
 *
 * ***** END GPL/BL DUAL LICENSE BLOCK *****
 * Ketsji scene. Holds references to all scene data.
 */

#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

#ifdef WIN32
#pragma warning (disable : 4786)
#endif //WIN32

#include "KX_KetsjiEngine.h"
#include "RAS_IPolygonMaterial.h"
#include "KX_Scene.h"
#include "ListValue.h"
#include "SCA_LogicManager.h"
#include "SCA_TimeEventManager.h"
#include "SCA_AlwaysEventManager.h"
#include "SCA_RandomEventManager.h"
#include "KX_RayEventManager.h"
#include "KX_TouchEventManager.h"
#include "SCA_KeyboardManager.h"
#include "SCA_MouseManager.h"
#include "SCA_PropertyEventManager.h"
#include "KX_Camera.h"

#include "RAS_MeshObject.h"
#include "RAS_IRasterizer.h"
#include "RAS_BucketManager.h"

#include "FloatValue.h"
#include "SCA_IController.h"
#include "SCA_IActuator.h"
#include "SG_Node.h"
#include "SYS_System.h"
#include "SG_Controller.h"
#include "SG_IObject.h"
#include "SG_Tree.h"

#include "KX_SG_NodeRelationships.h"

#include "KX_NetworkEventManager.h"
#include "NG_NetworkScene.h"
#include "PHY_IPhysicsEnvironment.h"
#include "KX_IPhysicsController.h"

#include "SM_Scene.h"
#include "SumoPhysicsEnvironment.h"

void* KX_SceneReplicationFunc(SG_IObject* node,void* gameobj,void* scene)
{
      KX_GameObject* replica = ((KX_Scene*)scene)->AddNodeReplicaObject(node,(KX_GameObject*)gameobj);

      return (void*)replica;
}

void* KX_SceneDestructionFunc(SG_IObject* node,void* gameobj,void* scene)
{
      ((KX_Scene*)scene)->RemoveNodeDestructObject(node,(KX_GameObject*)gameobj);

      return NULL;
};

SG_Callbacks KX_Scene::m_callbacks = SG_Callbacks(KX_SceneReplicationFunc,KX_SceneDestructionFunc,KX_GameObject::UpdateTransformFunc);

// temporarily var until there is a button in the userinterface
// (defined in KX_PythonInit.cpp)
extern bool gUseVisibilityTemp;

KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
                           class SCA_IInputDevice* mousedevice,
                           class NG_NetworkDeviceInterface *ndi,
                           class SND_IAudioDevice* adi,
                           const STR_String& sceneName): 
      PyObjectPlus(&KX_Scene::Type),
      m_keyboardmgr(NULL),
      m_mousemgr(NULL),
      m_physicsEnvironment(0),
      m_sceneName(sceneName),
      m_adi(adi),
      m_networkDeviceInterface(ndi),
      m_active_camera(NULL),
      m_ueberExecutionPriority(0)
{
            

      m_activity_culling = false;
      m_suspend = false;
      m_isclearingZbuffer = true;
      m_tempObjectList = new CListValue();
      m_objectlist = new CListValue();
      m_parentlist = new CListValue();
      m_lightlist= new CListValue();
      m_euthanasyobjects = new CListValue();

      m_logicmgr = new SCA_LogicManager();
      
      m_timemgr = new SCA_TimeEventManager(m_logicmgr);
      m_keyboardmgr = new SCA_KeyboardManager(m_logicmgr,keyboarddevice);
      m_mousemgr = new SCA_MouseManager(m_logicmgr,mousedevice);
      
      SCA_AlwaysEventManager* alwaysmgr = new SCA_AlwaysEventManager(m_logicmgr);
      SCA_PropertyEventManager* propmgr = new SCA_PropertyEventManager(m_logicmgr);
      SCA_RandomEventManager* rndmgr = new SCA_RandomEventManager(m_logicmgr);
      KX_RayEventManager* raymgr = new KX_RayEventManager(m_logicmgr);

      KX_NetworkEventManager* netmgr = new KX_NetworkEventManager(m_logicmgr, ndi);

      m_logicmgr->RegisterEventManager(alwaysmgr);
      m_logicmgr->RegisterEventManager(propmgr);
      m_logicmgr->RegisterEventManager(m_keyboardmgr);
      m_logicmgr->RegisterEventManager(m_mousemgr);
      m_logicmgr->RegisterEventManager(m_timemgr);
      m_logicmgr->RegisterEventManager(rndmgr);
      m_logicmgr->RegisterEventManager(raymgr);
      m_logicmgr->RegisterEventManager(netmgr);

      m_soundScene = new SND_Scene(adi);
      assert (m_networkDeviceInterface != NULL);
      m_networkScene = new NG_NetworkScene(m_networkDeviceInterface);
      
      m_rootnode = NULL;

      m_bucketmanager=new RAS_BucketManager();

      m_canvasDesignWidth = 0;
      m_canvasDesignHeight = 0;
      
      m_attrlist = PyDict_New(); /* new ref */
}



KX_Scene::~KX_Scene()
{
      
//    int numobj = m_objectlist->GetCount();

      //int numrootobjects = GetRootParentList()->GetCount();
      for (int i = 0; i < GetRootParentList()->GetCount(); i++)
      {
            KX_GameObject* parentobj = (KX_GameObject*) GetRootParentList()->GetValue(i);
            this->RemoveObject(parentobj);
      }

      if(m_objectlist)
            m_objectlist->Release();
      
      if (m_parentlist)
            m_parentlist->Release();
      
      if (m_lightlist)
            m_lightlist->Release();
      
      if (m_tempObjectList)
            m_tempObjectList->Release();

      if (m_euthanasyobjects)
            m_euthanasyobjects->Release();
      
      if (m_logicmgr)
            delete m_logicmgr;

      if (m_physicsEnvironment)
            delete m_physicsEnvironment;

      if (m_soundScene)
            delete m_soundScene;

      if (m_networkScene)
            delete m_networkScene;
      
      if (m_bucketmanager)
      {
            delete m_bucketmanager;
      }
      
      Py_DECREF(m_attrlist);
}




void KX_Scene::SetProjectionMatrix(MT_CmMatrix4x4& pmat)
{
      m_projectionmat = pmat;
}



RAS_BucketManager* KX_Scene::GetBucketManager()
{
      return m_bucketmanager;
}



CListValue* KX_Scene::GetObjectList()
{
      return m_objectlist;
}



CListValue* KX_Scene::GetRootParentList()
{
      return m_parentlist;
}



CListValue* KX_Scene::GetLightList()
{
      return m_lightlist;
}

SCA_LogicManager* KX_Scene::GetLogicManager()
{
      return m_logicmgr;
}

SCA_TimeEventManager* KX_Scene::GetTimeEventManager()
{
      return m_timemgr;
}




void KX_Scene::SetFramingType(RAS_FrameSettings & frame_settings)
{
      m_frame_settings = frame_settings;
};

/**
 * Return a const reference to the framing 
 * type set by the above call.
 * The contents are not guarenteed to be sensible
 * if you don't call the above function.
 */
const RAS_FrameSettings& KX_Scene::GetFramingType() const 
{
      return m_frame_settings;
};    



/**
 * Store the current scene's viewport on the 
 * game engine canvas.
 */
void KX_Scene::SetSceneViewport(const RAS_Rect &viewport)
{
      m_viewport = viewport;
}



const RAS_Rect& KX_Scene::GetSceneViewport() const 
{
      return m_viewport;
}



void KX_Scene::SetWorldInfo(class KX_WorldInfo* worldinfo)
{
      m_worldinfo = worldinfo;
}



class KX_WorldInfo* KX_Scene::GetWorldInfo()
{
      return m_worldinfo;
}



SND_Scene* KX_Scene::GetSoundScene()
{
      return m_soundScene;
}

const STR_String& KX_Scene::GetName()
{
      return m_sceneName;
}


void KX_Scene::Suspend()
{
      m_suspend = true;
}

void KX_Scene::Resume()
{
      m_suspend = false;
}

void KX_Scene::SetActivityCulling(bool b)
{
      m_activity_culling = b;
}

bool KX_Scene::IsSuspended()
{
      return m_suspend;
}

bool KX_Scene::IsClearingZBuffer()
{
      return m_isclearingZbuffer;
}

void KX_Scene::EnableZBufferClearing(bool isclearingZbuffer)
{
      m_isclearingZbuffer = isclearingZbuffer;
}

void KX_Scene::RemoveNodeDestructObject(class SG_IObject* node,class CValue* gameobj)
{
      KX_GameObject* orgobj = (KX_GameObject*)gameobj;      
      NewRemoveObject(orgobj);

      if (node)
            delete node;
}

KX_GameObject* KX_Scene::AddNodeReplicaObject(class SG_IObject* node, class CValue* gameobj)
{
      KX_GameObject* orgobj = (KX_GameObject*)gameobj;
      KX_GameObject* newobj = (KX_GameObject*)orgobj->GetReplica();
      m_map_gameobject_to_replica.insert(orgobj, newobj);

      // also register 'timers' (time properties) of the replica
      int numprops = newobj->GetPropertyCount();

      for (int i = 0; i < numprops; i++)
      {
            CValue* prop = newobj->GetProperty(i);

            if (prop->GetProperty("timer"))
                  this->m_timemgr->AddTimeProperty(prop);
      }

      if (node)
      {
            newobj->SetSGNode((SG_Node*)node);
      }
      else
      {
            m_rootnode = new SG_Node(newobj,this,KX_Scene::m_callbacks);
      
            // this fixes part of the scaling-added object bug
            SG_Node* orgnode = orgobj->GetSGNode();
            m_rootnode->SetLocalScale(orgnode->GetLocalScale());
            m_rootnode->SetLocalPosition(orgnode->GetLocalPosition());
            m_rootnode->SetLocalOrientation(orgnode->GetLocalOrientation());

            // define the relationship between this node and it's parent.
            KX_NormalParentRelation * parent_relation = 
                  KX_NormalParentRelation::New();
            m_rootnode->SetParentRelation(parent_relation);

            newobj->SetSGNode(m_rootnode);
      }
      
      SG_IObject* replicanode = newobj->GetSGNode();
      SG_Node* rootnode = (replicanode == m_rootnode ? NULL : m_rootnode);

      replicanode->SetSGClientObject(newobj);

      // this is the list of object that are send to the graphics pipeline
      m_objectlist->Add(newobj);
      newobj->Bucketize();

      // logic cannot be replicated, until the whole hierarchy is replicated.
      m_logicHierarchicalGameObjects.push_back(newobj);
      //replicate controllers of this node
      SGControllerList  scenegraphcontrollers = orgobj->GetSGNode()->GetSGControllerList();
      replicanode->RemoveAllControllers();
      SGControllerList::iterator cit;
      //int numcont = scenegraphcontrollers.size();
      
      for (cit = scenegraphcontrollers.begin();!(cit==scenegraphcontrollers.end());++cit)
      {
            // controller replication is quite complicated
            // only replicate ipo and physics controller for now

            SG_Controller* replicacontroller = (*cit)->GetReplica((SG_Node*) replicanode);
            if (replicacontroller)
            {
                  replicacontroller->SetObject(replicanode);
                  replicanode->AddSGController(replicacontroller);
            }
      }
      
      return newobj;
}



// before calling this method KX_Scene::ReplicateLogic(), make sure to
// have called 'GameObject::ReParentLogic' for each object this
// hierarchy that's because first ALL bricks must exist in the new
// replica of the hierarchy in order to make cross-links work properly
// !
void KX_Scene::ReplicateLogic(KX_GameObject* newobj)
{
      // also relink the controller to sensors/actuators
      SCA_ControllerList& controllers = newobj->GetControllers();
      //SCA_SensorList&     sensors     = newobj->GetSensors();
      //SCA_ActuatorList&   actuators   = newobj->GetActuators();

      for (SCA_ControllerList::iterator itc = controllers.begin(); !(itc==controllers.end());itc++)
      {
            SCA_IController* cont = (*itc);
            cont->SetUeberExecutePriority(m_ueberExecutionPriority);
            vector<SCA_ISensor*> linkedsensors = cont->GetLinkedSensors();
            vector<SCA_IActuator*> linkedactuators = cont->GetLinkedActuators();

            // disconnect the sensors and actuators
            cont->UnlinkAllSensors();
            cont->UnlinkAllActuators();
            
            // now relink each sensor
            for (vector<SCA_ISensor*>::iterator its = linkedsensors.begin();!(its==linkedsensors.end());its++)
            {
                  SCA_ISensor* oldsensor = (*its);
                  STR_String name = oldsensor->GetName();
                  //find this name in the list
                  SCA_ISensor* newsensor = newobj->FindSensor(name);
            
                  if (newsensor)
                  {
                        // relink this newsensor to the controller
                        m_logicmgr->RegisterToSensor(cont,newsensor);
                  }
                  else
                  {
                        // it can be linked somewhere in the hierarchy or...
                        for (vector<KX_GameObject*>::iterator git = m_logicHierarchicalGameObjects.begin();
                        !(git==m_logicHierarchicalGameObjects.end());++git)
                        {
                              newsensor = (*git)->FindSensor(name);
                              if (newsensor)
                                    break;
                        } 

                        if (newsensor)
                        {
                              // relink this newsensor to the controller somewhere else within this
                              // hierarchy
                              m_logicmgr->RegisterToSensor(cont,newsensor);
                        }
                        else
                        {
                              // must be an external sensor, so...
                              m_logicmgr->RegisterToSensor(cont,oldsensor);
                        }
                  }
            }
            
            // now relink each actuator
            for (vector<SCA_IActuator*>::iterator ita = linkedactuators.begin();!(ita==linkedactuators.end());ita++)
            {
                  SCA_IActuator* oldactuator = (*ita);
                  STR_String name = oldactuator->GetName();
                  //find this name in the list
                  SCA_IActuator* newactuator = newobj->FindActuator(name);
                  if (newactuator)
                  {
                        // relink this newsensor to the controller
                        m_logicmgr->RegisterToActuator(cont,newactuator);
                        newactuator->SetUeberExecutePriority(m_ueberExecutionPriority);
                  }
                  else
                  {
                        // it can be linked somewhere in the hierarchy or...
                        for (vector<KX_GameObject*>::iterator git = m_logicHierarchicalGameObjects.begin();
                        !(git==m_logicHierarchicalGameObjects.end());++git)
                        {
                              newactuator= (*git)->FindActuator(name);
                              if (newactuator)
                                    break;
                        } 

                        if (newactuator)
                        {
                              // relink this actuator to the controller somewhere else within this
                              // hierarchy
                              m_logicmgr->RegisterToActuator(cont,newactuator);
                              newactuator->SetUeberExecutePriority(m_ueberExecutionPriority);
                        }
                        else
                        {
                              // must be an external actuator, so...
                              m_logicmgr->RegisterToActuator(cont,oldactuator);
                        }
                  }
            }
      }
}



SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
                                                            class CValue* parentobject,
                                                            int lifespan)
{

      m_logicHierarchicalGameObjects.clear();
      m_map_gameobject_to_replica.clear();

      // todo: place a timebomb in the object, for temporarily objects :)
      // lifespan of zero means 'this object lives forever'
      KX_GameObject* originalobj = (KX_GameObject*) originalobject;
      KX_GameObject* parentobj = (KX_GameObject*) parentobject;

      m_ueberExecutionPriority++;

      // lets create a replica
      KX_GameObject* replica = (KX_GameObject*) AddNodeReplicaObject(NULL,originalobj);

      if (lifespan > 0)
      {
            // add a timebomb to this object
            // for now, convert between so called frames and realtime
            m_tempObjectList->Add(replica->AddRef());
            replica->SetProperty("::timebomb",new CFloatValue(lifespan*0.02));
      }

      // add to 'rootparent' list (this is the list of top hierarchy objects, updated each frame)
      m_parentlist->Add(replica->AddRef());

      // recurse replication into children nodes

      NodeList& children = originalobj->GetSGNode()->GetSGChildren();

      replica->GetSGNode()->ClearSGChildren();
      for (NodeList::iterator childit = children.begin();!(childit==children.end());++childit)
      {
            SG_Node* orgnode = (*childit);
            SG_Node* childreplicanode = orgnode->GetSGReplica();
            replica->GetSGNode()->AddChild(childreplicanode);
      }

      //    relink any pointers as necessary, sort of a temporary solution
      vector<KX_GameObject*>::iterator git;
      for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
      {
            (*git)->Relink(&m_map_gameobject_to_replica);
      }

      // now replicate logic
      for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
      {
            (*git)->ReParentLogic();
      }
      
      // replicate crosslinks etc. between logic bricks
      for (git = m_logicHierarchicalGameObjects.begin();!(git==m_logicHierarchicalGameObjects.end());++git)
      {
            ReplicateLogic((*git));
      }
      
      MT_Point3 newpos = ((KX_GameObject*) parentobject)->NodeGetWorldPosition();
      replica->NodeSetLocalPosition(newpos);

      MT_Matrix3x3 newori = ((KX_GameObject*) parentobject)->NodeGetWorldOrientation();
      replica->NodeSetLocalOrientation(newori);

      if (replica->GetPhysicsController())
      {
            replica->GetPhysicsController()->setPosition(newpos);
            replica->GetPhysicsController()->setOrientation(newori.getRotation());
      }

      // here we want to set the relative scale: the rootnode's scale will override all other
      // scalings, so lets better prepare for it

      // get the rootnode's scale
      MT_Vector3 newscale = parentobj->GetSGNode()->GetRootSGParent()->GetLocalScale();

      // set the replica's relative scale with the rootnode's scale
      replica->NodeSetRelativeScale(newscale);

      replica->GetSGNode()->UpdateWorldData(0);
      replica->GetSGNode()->SetBBox(originalobj->GetSGNode()->BBox());
      replica->GetSGNode()->SetRadius(originalobj->GetSGNode()->Radius());
      
      return replica;
}



void KX_Scene::RemoveObject(class CValue* gameobj)
{
      KX_GameObject* newobj = (KX_GameObject*) gameobj;

      // first disconnect child from parent
      SG_Node* node = newobj->GetSGNode();

      if (node)
      {
            node->DisconnectFromParent();

            // recursively destruct
            node->Destruct();
      }
}



void KX_Scene::DelayedRemoveObject(class CValue* gameobj)
{
      //KX_GameObject* newobj = (KX_GameObject*) gameobj;
      if (!m_euthanasyobjects->SearchValue(gameobj))
      {
            m_euthanasyobjects->Add(gameobj->AddRef());
      } 
}



void KX_Scene::NewRemoveObject(class CValue* gameobj)
{
      KX_GameObject* newobj = (KX_GameObject*) gameobj;
      //SM_Object* sumoObj = newobj->GetSumoObject();
      //if (sumoObj)
      //{
      //    this->GetSumoScene()->remove(*sumoObj);
      //}
      // remove all sensors/controllers/actuators from logicsystem...
      
      SCA_SensorList& sensors = newobj->GetSensors();
      for (SCA_SensorList::iterator its = sensors.begin();
             !(its==sensors.end());its++)
      {
            m_logicmgr->RemoveSensor(*its);
      }
      
    SCA_ControllerList& controllers = newobj->GetControllers();
      for (SCA_ControllerList::iterator itc = controllers.begin();
             !(itc==controllers.end());itc++)
      {
            (*itc)->UnlinkAllSensors();
            (*itc)->UnlinkAllActuators();
      }

      SCA_ActuatorList& actuators = newobj->GetActuators();
      for (SCA_ActuatorList::iterator ita = actuators.begin();
             !(ita==actuators.end());ita++)
      {
            m_logicmgr->RemoveDestroyedActuator(*ita);
      }

      // now remove the timer properties from the time manager
      int numprops = newobj->GetPropertyCount();

      for (int i = 0; i < numprops; i++)
      {
            CValue* propval = newobj->GetProperty(i);
            if (propval->GetProperty("timer"))
            {
                  m_timemgr->RemoveTimeProperty(propval);
            }
      }
      
      newobj->RemoveMeshes();
      if (m_objectlist->RemoveValue(newobj))
            newobj->Release();
      if (m_tempObjectList->RemoveValue(newobj))
            newobj->Release();
      if (m_parentlist->RemoveValue(newobj))
            newobj->Release();
      if (m_euthanasyobjects->RemoveValue(newobj))
            newobj->Release();
            
      if (newobj == m_active_camera)
      {
            m_active_camera = NULL;
      }
}



void KX_Scene::ReplaceMesh(class CValue* gameobj,void* meshobj)
{
      KX_GameObject* newobj = (KX_GameObject*) gameobj;
      newobj->RemoveMeshes();
      newobj->AddMesh((RAS_MeshObject*)meshobj);
      newobj->Bucketize();
}



MT_CmMatrix4x4& KX_Scene::GetViewMatrix()
{
      MT_Scalar cammat[16];
      m_active_camera->GetWorldToCamera().getValue(cammat);
      m_viewmat = cammat;
      return m_viewmat;
}



MT_CmMatrix4x4& KX_Scene::GetProjectionMatrix()
{
      return m_projectionmat;
}


KX_Camera* KX_Scene::FindCamera(KX_Camera* cam)
{
      set<KX_Camera*>::iterator it = m_cameras.begin();

      while ( (it != m_cameras.end()) 
                  && ((*it) != cam) ) {
        it++;
      }

      return ((it == m_cameras.end()) ? NULL : (*it));
}


KX_Camera* KX_Scene::FindCamera(STR_String& name)
{
      set<KX_Camera*>::iterator it = m_cameras.begin();

      while ( (it != m_cameras.end()) 
                  && ((*it)->GetName() != name) ) {
        it++;
      }

      return ((it == m_cameras.end()) ? NULL : (*it));
}

void KX_Scene::AddCamera(KX_Camera* cam)
{
      m_cameras.insert(cam);
}

KX_Camera* KX_Scene::GetActiveCamera()
{     
      // NULL if not defined
      return m_active_camera;
}


void KX_Scene::SetActiveCamera(KX_Camera* cam)
{
      // only set if the cam is in the active list? Or add it otherwise?
      if (!FindCamera(cam)){
            AddCamera(cam);
            if (cam) std::cout << "Added cam " << cam->GetName() << std::endl;
      } 

      m_active_camera = cam;
}



void KX_Scene::UpdateMeshTransformations()
{
      // do this incrementally in the future
      for (int i = 0; i < m_objectlist->GetCount(); i++)
      {
            KX_GameObject* gameobj = (KX_GameObject*)m_objectlist->GetValue(i);
            gameobj->GetOpenGLMatrix();
//          gameobj->UpdateNonDynas();
      }
}

void KX_Scene::MarkVisible(SG_Tree *node, RAS_IRasterizer* rasty)
{
      int intersect = KX_Camera::INTERSECT;
      KX_GameObject *gameobj = node->Client()?(KX_GameObject*) node->Client()->GetSGClientObject():NULL;
      bool dotest = (gameobj && gameobj->GetVisible()) || node->Left() || node->Right();
      
      /* If the camera is inside the box, assume intersect. */
      if (dotest && !node->inside(GetActiveCamera()->NodeGetWorldPosition()))
      {
            MT_Scalar radius = node->Radius();
            MT_Point3 centre = node->Centre();
            
            intersect = GetActiveCamera()->SphereInsideFrustum(centre, radius); 
            
            if (intersect == KX_Camera::INTERSECT)
            {
                  MT_Point3 box[8];
                  node->get(box);
                  intersect = GetActiveCamera()->BoxInsideFrustum(box);
            }
      }

      switch (intersect)
      {
            case KX_Camera::OUTSIDE:
                  MarkSubTreeVisible(node, rasty, false);
                  break;
            case KX_Camera::INTERSECT:
                  if (gameobj)
                        MarkVisible(rasty, gameobj);
                  if (node->Left())
                        MarkVisible(node->Left(), rasty);
                  if (node->Right())
                        MarkVisible(node->Right(), rasty);
                  break;
            case KX_Camera::INSIDE:
                  MarkSubTreeVisible(node, rasty, true);
                  break;
      }
}

void KX_Scene::MarkSubTreeVisible(SG_Tree *node, RAS_IRasterizer* rasty, bool visible)
{
      if (node->Client())
      {
            KX_GameObject *gameobj = (KX_GameObject*) node->Client()->GetSGClientObject();
            if (gameobj->GetVisible())
            {
                  if (visible)
                  {
                        int nummeshes = gameobj->GetMeshCount();
                        MT_Transform t( GetActiveCamera()->GetWorldToCamera() * gameobj->GetSGNode()->GetWorldTransform());
      
                        
                        for (int m=0;m<nummeshes;m++)
                        {
                              // this adds the vertices to the display list
                              (gameobj->GetMesh(m))->SchedulePolygons(t, rasty->GetDrawingMode());
                        }
                  }
                  gameobj->MarkVisible(visible);
            }
      }
      if (node->Left())
            MarkSubTreeVisible(node->Left(), rasty, visible);
      if (node->Right())
            MarkSubTreeVisible(node->Right(), rasty, visible);
}

void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj)
{
      // User (Python/Actuator) has forced object invisible...
      if (!gameobj->GetVisible())
            return;
      // If Frustum culling is off, the object is always visible.
      bool vis = !GetActiveCamera()->GetFrustumCulling();
      
      // If the camera is inside this node, then the object is visible.
      if (!vis)
      {
            vis = gameobj->GetSGNode()->inside( GetActiveCamera()->GetCameraLocation() );
      }
            
      // Test the object's bound sphere against the view frustum.
      if (!vis)
      {
            MT_Vector3 scale = gameobj->GetSGNode()->GetWorldScaling();
            MT_Scalar radius = fabs(scale[scale.closestAxis()] * gameobj->GetSGNode()->Radius());
            switch (GetActiveCamera()->SphereInsideFrustum(gameobj->NodeGetWorldPosition(), radius))
            {
                  case KX_Camera::INSIDE:
                        vis = true;
                        break;
                  case KX_Camera::OUTSIDE:
                        vis = false;
                        break;
                  case KX_Camera::INTERSECT:
                        // Test the object's bound box against the view frustum.
                        MT_Point3 box[8];
                        gameobj->GetSGNode()->getBBox(box); 
                        vis = GetActiveCamera()->BoxInsideFrustum(box) != KX_Camera::OUTSIDE;
                        break;
            }
      }
      
      if (vis)
      {
            int nummeshes = gameobj->GetMeshCount();
            MT_Transform t(GetActiveCamera()->GetWorldToCamera() * gameobj->GetSGNode()->GetWorldTransform());
            
            for (int m=0;m<nummeshes;m++)
            {
                  // this adds the vertices to the display list
                  (gameobj->GetMesh(m))->SchedulePolygons(t, rasty->GetDrawingMode());
            }
            // Visibility/ non-visibility are marked
            // elsewhere now.
            gameobj->MarkVisible();
      } else {
            gameobj->MarkVisible(false);
      }
}

void KX_Scene::CalculateVisibleMeshes(RAS_IRasterizer* rasty)
{
// FIXME: When tree is operational
#if 1
      // do this incrementally in the future
      for (int i = 0; i < m_objectlist->GetCount(); i++)
      {
            MarkVisible(rasty, static_cast<KX_GameObject*>(m_objectlist->GetValue(i)));
      }
#else
      if (GetActiveCamera()->GetFrustumCulling())
            MarkVisible(m_objecttree, rasty);
      else
            MarkSubTreeVisible(m_objecttree, rasty, true);
#endif
}

// logic stuff
void KX_Scene::LogicBeginFrame(double curtime)
{
      // have a look at temp objects ...
      int lastobj = m_tempObjectList->GetCount() - 1;
      
      for (int i = lastobj; i >= 0; i--)
      {
            CValue* objval = m_tempObjectList->GetValue(i);
            CFloatValue* propval = (CFloatValue*) objval->GetProperty("::timebomb");
            
            if (propval)
            {
                  float timeleft = propval->GetNumber() - 1.0/KX_KetsjiEngine::GetTicRate();
                  
                  if (timeleft > 0)
                  {
                        propval->SetFloat(timeleft);
                  }
                  else
                  {
                        DelayedRemoveObject(objval);
                        // remove obj
                  }
            }
            else
            {
                  // all object is the tempObjectList should have a clock
            }
      }
      m_logicmgr->BeginFrame(curtime, 1.0/KX_KetsjiEngine::GetTicRate());
}



void KX_Scene::LogicUpdateFrame(double curtime, bool frame)
{
      m_logicmgr->UpdateFrame(curtime, frame);
}



void KX_Scene::LogicEndFrame()
{
      m_logicmgr->EndFrame();
      int numobj = m_euthanasyobjects->GetCount();

      for (int i = numobj - 1; i >= 0; i--)
      {
            KX_GameObject* gameobj = (KX_GameObject*)m_euthanasyobjects->GetValue(i);
            this->RemoveObject(gameobj);
      }
      
      numobj = m_euthanasyobjects->GetCount();
      if (numobj != 0)
      {
            // huh?
            int ii=0;
      }
      // numobj is 0 we hope
}



/**
  * UpdateParents: SceneGraph transformation update.
  */
void KX_Scene::UpdateParents(double curtime)
{
//    int numrootobjects = GetRootParentList()->GetCount();

      for (int i=0; i<GetRootParentList()->GetCount(); i++)
      {
            KX_GameObject* parentobj = (KX_GameObject*)GetRootParentList()->GetValue(i);
            parentobj->NodeUpdateGS(curtime,true);
      }
}



RAS_MaterialBucket* KX_Scene::FindBucket(class RAS_IPolyMaterial* polymat)
{
      return m_bucketmanager->RAS_BucketManagerFindBucket(polymat);
}



void KX_Scene::RenderBuckets(const MT_Transform & cameratransform,
                                           class RAS_IRasterizer* rasty,
                                           class RAS_IRenderTools* rendertools)
{
      m_bucketmanager->Renderbuckets(cameratransform,rasty,rendertools);
}



void KX_Scene::UpdateObjectActivity(void) 
{
      if (m_activity_culling) {
            /* determine the activity criterium and set objects accordingly */
            int i=0;
            
            MT_Point3 camloc = GetActiveCamera()->NodeGetWorldPosition(); //GetCameraLocation();
            
            for (i=0;i<GetObjectList()->GetCount();i++)
            {
                  KX_GameObject* ob = (KX_GameObject*) GetObjectList()->GetValue(i);
                  
                  if (!ob->GetIgnoreActivityCulling()) {
                        /* Simple test: more than 10 away from the camera, count
                         * Manhattan distance. */
                        MT_Point3 obpos = ob->NodeGetWorldPosition();
                        
                        if ( (fabs(camloc[0] - obpos[0]) > m_activity_box_radius)
                               || (fabs(camloc[1] - obpos[1]) > m_activity_box_radius)
                               || (fabs(camloc[2] - obpos[2]) > m_activity_box_radius) )
                        {                 
                              ob->Suspend();
                        } else {
                              ob->Resume();
                        }
                  }
            }           
      }
}

void KX_Scene::SetActivityCullingRadius(float f)
{
      if (f < 0.5)
            f = 0.5;
      m_activity_box_radius = f;
}
      
NG_NetworkDeviceInterface* KX_Scene::GetNetworkDeviceInterface()
{
      return m_networkDeviceInterface;
}

NG_NetworkScene* KX_Scene::GetNetworkScene()
{
      return m_networkScene;
}

void KX_Scene::SetNetworkDeviceInterface(NG_NetworkDeviceInterface* newInterface)
{
      m_networkDeviceInterface = newInterface;
}

void KX_Scene::SetNetworkScene(NG_NetworkScene *newScene)
{
      m_networkScene = newScene;
}


void  KX_Scene::SetGravity(const MT_Vector3& gravity)
{
      GetPhysicsEnvironment()->setGravity(gravity[0],gravity[1],gravity[2]);
}

void KX_Scene::SetNodeTree(SG_Tree* root)
{
      m_objecttree = root;
}

void KX_Scene::SetPhysicsEnvironment(class PHY_IPhysicsEnvironment* physEnv)
{
      SumoPhysicsEnvironment *sme = dynamic_cast<SumoPhysicsEnvironment *>(physEnv);
      m_physicsEnvironment = physEnv;
      if (sme)
      {
            KX_TouchEventManager* touchmgr = new KX_TouchEventManager(m_logicmgr, sme->GetSumoScene());
            m_logicmgr->RegisterEventManager(touchmgr);
            return;
      }
}

//----------------------------------------------------------------------------
//Python

PyMethodDef KX_Scene::Methods[] = {
      KX_PYMETHODTABLE(KX_Scene, getLightList),
      KX_PYMETHODTABLE(KX_Scene, getObjectList),
      KX_PYMETHODTABLE(KX_Scene, getName),
      
      {NULL,NULL} //Sentinel
};

PyTypeObject KX_Scene::Type = {
      PyObject_HEAD_INIT(&PyType_Type)
            0,
            "KX_Scene",
            sizeof(KX_Scene),
            0,
            PyDestructor,
            0,
            __getattr,
            __setattr,
            0, //&MyPyCompare,
            __repr,
            0, //&cvalue_as_number,
            0,
            0,
            0,
            0, 0, 0, 0, 0, 0
};

PyParentObject KX_Scene::Parents[] = {
      &KX_Scene::Type,
            &CValue::Type,
            NULL
};

PyObject* KX_Scene::_getattr(const STR_String& attr)
{
      if (attr == "name")
            return PyString_FromString(GetName());
      
      if (attr == "active_camera")
      {
            KX_Camera *camera = GetActiveCamera();
            camera->AddRef();
            return (PyObject*) camera;
      }
      
      if (attr == "suspended")
            return PyInt_FromLong(m_suspend);
      
      if (attr == "activity_culling")
            return PyInt_FromLong(m_activity_culling);
      
      if (attr == "activity_culling_radius")
            return PyFloat_FromDouble(m_activity_box_radius);
      
      PyObject* value = PyDict_GetItemString(m_attrlist, const_cast<char *>(attr.ReadPtr()));
      if (value)
      {
            Py_INCREF(value);
            return value;
      }
      
      _getattr_up(PyObjectPlus);
}

int KX_Scene::_delattr(const STR_String &attr)
{
      PyDict_DelItemString(m_attrlist, const_cast<char *>(attr.ReadPtr()));
      return 0;
}

int KX_Scene::_setattr(const STR_String &attr, PyObject *pyvalue)
{

      if (!PyDict_SetItemString(m_attrlist, const_cast<char *>(attr.ReadPtr()), pyvalue))
            return 0;

      return PyObjectPlus::_setattr(attr, pyvalue);
}

KX_PYMETHODDEF_DOC(KX_Scene, getLightList,
"getLightList() -> list [KX_Light]\n"
"Returns a list of all lights in the scene.\n"
)
{
      m_lightlist->AddRef();
      return (PyObject*) m_lightlist;
}

KX_PYMETHODDEF_DOC(KX_Scene, getObjectList,
"getObjectList() -> list [KX_GameObject]\n"
"Returns a list of all game objects in the scene.\n"
)
{
      m_objectlist->AddRef();
      return (PyObject*) m_objectlist;
}

KX_PYMETHODDEF_DOC(KX_Scene, getName,
"getName() -> string\n"
"Returns the name of the scene.\n"
)
{
      return PyString_FromString(GetName());
}

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