blender/source/gameengine/Ketsji/KX_SCA_AddObjectActuator.h

134 lines
3.1 KiB
C++

/*
* ***** BEGIN GPL 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.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
*/
/** \file KX_SCA_AddObjectActuator.h
* \ingroup ketsji
* \attention Previously existed as: source/gameengine/GameLogic/SCA_AddObjectActuator.h
* Please look here for revision history.
*/
#ifndef __KX_SCA_ADDOBJECTACTUATOR_H__
#define __KX_SCA_ADDOBJECTACTUATOR_H__
/* Actuator tree */
#include "SCA_IActuator.h"
#include "SCA_LogicManager.h"
#include "MT_Vector3.h"
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;
/// 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];
/// Apply the velocity locally
bool m_localAngvFlag;
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,
int time,
SCA_IScene* scene,
const float *linvel,
bool linv_local,
const float *angvel,
bool angv_local
);
~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(CTR_Map<CTR_HashedPtr, void*> *obj_map);
virtual bool
Update();
SCA_IObject *
GetLastCreatedObject(
) const;
void InstantAddObject();
#ifdef WITH_PYTHON
KX_PYMETHOD_DOC_NOARGS(KX_SCA_AddObjectActuator,InstantAddObject);
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);
#endif /* WITH_PYTHON */
}; /* end of class KX_SCA_AddObjectActuator : public KX_EditObjectActuator */
#endif /* __KX_SCA_ADDOBJECTACTUATOR_H__ */