1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
|
//
// 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 *****
//
// 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., 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 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)
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 bool
UnlinkObject(SCA_IObject* clientobj);
virtual void
Relink(GEN_Map<GEN_HashedPtr, void*> *obj_map);
virtual bool
Update();
SCA_IObject*
GetLastCreatedObject(
) const ;
void InstantAddObject();
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);
}; /* end of class KX_SCA_AddObjectActuator : public KX_EditObjectActuator */
#endif
|