forked from bartvdbraak/blender
135 lines
3.1 KiB
C++
135 lines
3.1 KiB
C++
//
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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/** \file KX_SCA_AddObjectActuator.h
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* \ingroup ketsji
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* \attention Previously existed as: \source\gameengine\GameLogic\SCA_AddObjectActuator.h
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* Please look here for revision history.
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*/
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#ifndef __KX_SCA_ADDOBJECTACTUATOR_H__
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#define __KX_SCA_ADDOBJECTACTUATOR_H__
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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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float m_linear_velocity[3];
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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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float m_angular_velocity[3];
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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 float *linvel,
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bool linv_local,
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const float *angvel,
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bool angv_local
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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 void Replace_IScene(SCA_IScene *val)
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{
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m_scene= val;
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};
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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(CTR_Map<CTR_HashedPtr, void*> *obj_map);
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virtual bool
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Update();
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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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#ifdef WITH_PYTHON
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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);
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static int pyattr_set_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
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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 */
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#endif
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