139 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			139 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
//
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// Add object to the game world on action of this actuator. A copy is made
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// of a referenced object. The copy inherits some properties from the owner
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// of this actuator.
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//
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// $Id$
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//
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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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//
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// Previously existed as:
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// \source\gameengine\GameLogic\SCA_AddObjectActuator.h
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// Please look here for revision history.
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#ifndef __KX_SCA_AddObjectActuator
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#define __KX_SCA_AddObjectActuator
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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(GEN_Map<GEN_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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#ifndef DISABLE_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 // DISABLE_PYTHON
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}; /* end of class KX_SCA_AddObjectActuator : public KX_EditObjectActuator */
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#endif
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