c597863783
also removed some warnings
148 lines
3.8 KiB
C++
148 lines
3.8 KiB
C++
//
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// Add object to the game world on action of this actuator. A copy is made
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// of a referenced object. The copy inherits some properties from the owner
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// of this actuator.
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//
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// $Id$
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//
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// ***** BEGIN GPL LICENSE BLOCK *****
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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//
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// The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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// All rights reserved.
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//
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// The Original Code is: all of this file.
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//
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// Contributor(s): none yet.
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//
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// ***** END GPL LICENSE BLOCK *****
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//
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// Previously existed as:
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// \source\gameengine\GameLogic\SCA_AddObjectActuator.h
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// Please look here for revision history.
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#ifndef __KX_SCA_AddObjectActuator
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#define __KX_SCA_AddObjectActuator
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/* Actuator tree */
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#include "SCA_IActuator.h"
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#include "SCA_LogicManager.h"
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#include "MT_Vector3.h"
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class SCA_IScene;
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class KX_SCA_AddObjectActuator : public SCA_IActuator
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{
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Py_Header;
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/// Time field: lifetime of the new object
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int m_timeProp;
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/// Original object reference (object to replicate)
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SCA_IObject* m_OriginalObject;
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/// Object will be added to the following scene
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SCA_IScene* m_scene;
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/// Linear velocity upon creation of the object.
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MT_Vector3 m_linear_velocity;
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/// Apply the velocity locally
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bool m_localLinvFlag;
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/// Angular velocity upon creation of the object.
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MT_Vector3 m_angular_velocity;
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/// Apply the velocity locally
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bool m_localAngvFlag;
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SCA_IObject* m_lastCreatedObject;
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public:
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/**
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* This class also has the default constructors
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* available. Use with care!
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*/
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KX_SCA_AddObjectActuator(
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SCA_IObject *gameobj,
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SCA_IObject *original,
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int time,
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SCA_IScene* scene,
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const MT_Vector3& linvel,
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bool linv_local,
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const MT_Vector3& angvel,
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bool angv_local,
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PyTypeObject* T=&Type
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);
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~KX_SCA_AddObjectActuator(void);
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CValue*
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GetReplica(
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) ;
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virtual void
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ProcessReplica();
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virtual bool
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UnlinkObject(SCA_IObject* clientobj);
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virtual void
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Relink(GEN_Map<GEN_HashedPtr, void*> *obj_map);
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virtual bool
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Update();
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virtual PyObject* _getattr(const STR_String& attr);
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virtual int _setattr(const STR_String& attr, PyObject* value);
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SCA_IObject*
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GetLastCreatedObject(
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) const ;
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void InstantAddObject();
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/* 1. setObject */
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KX_PYMETHOD_DOC_O(KX_SCA_AddObjectActuator,SetObject);
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/* 2. setTime */
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KX_PYMETHOD_DOC_O(KX_SCA_AddObjectActuator,SetTime);
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/* 3. getTime */
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KX_PYMETHOD_DOC_NOARGS(KX_SCA_AddObjectActuator,GetTime);
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/* 4. getObject */
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KX_PYMETHOD_DOC_VARARGS(KX_SCA_AddObjectActuator,GetObject);
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/* 5. getLinearVelocity */
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KX_PYMETHOD_DOC_NOARGS(KX_SCA_AddObjectActuator,GetLinearVelocity);
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/* 6. setLinearVelocity */
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KX_PYMETHOD_DOC_VARARGS(KX_SCA_AddObjectActuator,SetLinearVelocity);
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/* 7. getAngularVelocity */
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KX_PYMETHOD_DOC_NOARGS(KX_SCA_AddObjectActuator,GetAngularVelocity);
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/* 8. setAngularVelocity */
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KX_PYMETHOD_DOC_VARARGS(KX_SCA_AddObjectActuator,SetAngularVelocity);
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/* 9. getLastCreatedObject */
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KX_PYMETHOD_DOC_NOARGS(KX_SCA_AddObjectActuator,GetLastCreatedObject);
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/* 10. instantAddObject*/
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KX_PYMETHOD_DOC_NOARGS(KX_SCA_AddObjectActuator,InstantAddObject);
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}; /* end of class KX_SCA_AddObjectActuator : public KX_EditObjectActuator */
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#endif
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