blender/source/gameengine/Ketsji/KX_SCA_AddObjectActuator.h

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//
// Add object to the game world on action of this actuator. A copy is made
// of a referenced object. The copy inherits some properties from the owner
// of this actuator.
//
// $Id$
//
// ***** BEGIN GPL LICENSE BLOCK *****
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//
// 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.
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//
// 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,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
// 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 LICENSE BLOCK *****
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//
// Previously existed as:
// \source\gameengine\GameLogic\SCA_AddObjectActuator.h
// Please look here for revision history.
#ifndef __KX_SCA_AddObjectActuator
#define __KX_SCA_AddObjectActuator
/* Actuator tree */
#include "SCA_IActuator.h"
#include "SCA_LogicManager.h"
#include "MT_Vector3.h"
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class SCA_IScene;
class KX_SCA_AddObjectActuator : public SCA_IActuator
{
Py_Header;
/// Time field: lifetime of the new object
int m_timeProp;
/// Original object reference (object to replicate)
SCA_IObject* m_OriginalObject;
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/// Object will be added to the following scene
SCA_IScene* m_scene;
/// Linear velocity upon creation of the object.
float m_linear_velocity[3];
/// Apply the velocity locally
bool m_localLinvFlag;
/// Angular velocity upon creation of the object.
float m_angular_velocity[3];
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/// Apply the velocity locally
bool m_localAngvFlag;
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SCA_IObject* m_lastCreatedObject;
public:
/**
* This class also has the default constructors
* available. Use with care!
*/
KX_SCA_AddObjectActuator(
SCA_IObject *gameobj,
SCA_IObject *original,
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int time,
SCA_IScene* scene,
const float *linvel,
bool linv_local,
const float *angvel,
bool angv_local
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);
~KX_SCA_AddObjectActuator(void);
CValue*
GetReplica(
) ;
virtual void
ProcessReplica();
virtual void Replace_IScene(SCA_IScene *val)
{
m_scene= val;
};
virtual bool
UnlinkObject(SCA_IObject* clientobj);
virtual void
Relink(GEN_Map<GEN_HashedPtr, void*> *obj_map);
virtual bool
Update();
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SCA_IObject*
GetLastCreatedObject(
) const ;
void InstantAddObject();
#ifdef WITH_PYTHON
KX_PYMETHOD_DOC_NOARGS(KX_SCA_AddObjectActuator,InstantAddObject);
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static PyObject* pyattr_get_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_objectLastCreated(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef);
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#endif // WITH_PYTHON
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}; /* end of class KX_SCA_AddObjectActuator : public KX_EditObjectActuator */
#endif