// // 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/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 ***** // // 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" 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) CValue* m_OriginalObject; /// Object will be added to the following scene SCA_IScene* m_scene; /// Linear velocity upon creation of the object. MT_Vector3 m_linear_velocity; /// Apply the velocity locally bool m_localFlag; SCA_IObject* m_lastCreatedObject; public: /** * This class also has the default constructors * available. Use with care! */ KX_SCA_AddObjectActuator( SCA_IObject *gameobj, CValue* original, int time, SCA_IScene* scene, const MT_Vector3& linvel, bool local, PyTypeObject* T=&Type ); ~KX_SCA_AddObjectActuator(void); CValue* GetReplica( ) ; bool Update( double curtime, double deltatime ); PyObject* _getattr( char *attr ); SCA_IObject* GetLastCreatedObject( ) const ; /* 1. setObject */ KX_PYMETHOD_DOC(KX_SCA_AddObjectActuator,SetObject); /* 2. setTime */ KX_PYMETHOD_DOC(KX_SCA_AddObjectActuator,SetTime); /* 3. getTime */ KX_PYMETHOD_DOC(KX_SCA_AddObjectActuator,GetTime); /* 4. getObject */ KX_PYMETHOD_DOC(KX_SCA_AddObjectActuator,GetObject); /* 5. getLinearVelocity */ KX_PYMETHOD_DOC(KX_SCA_AddObjectActuator,GetLinearVelocity); /* 6. setLinearVelocity */ KX_PYMETHOD_DOC(KX_SCA_AddObjectActuator,SetLinearVelocity); /* 7. getLastCreatedObject */ KX_PYMETHOD_DOC(KX_SCA_AddObjectActuator,GetLastCreatedObject); }; /* end of class KX_SCA_AddObjectActuator : public KX_EditObjectActuator */ #endif