GetClone

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(Created page with "Get an object clone object = getObject("object") objectClone = getClone(object)")
 
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Get an object clone
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Clone an object.
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#''Some notes about clones :''
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#* They keeps the base object active behavior
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#* They keeps physics proprieties
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#* They don't keep the translate/force/etc.. values of the base object from lua script (because they are new objects)
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Basic usage :
  
 
     object = getObject("object")
 
     object = getObject("object")
 
     objectClone = getClone(object)
 
     objectClone = getClone(object)
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For referencing you can store them into a table :
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    object = getObject("object")
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    cloneList = {}
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    function onSceneUpdate()
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            if onKeyDown("SPACE") then
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                table.insert(cloneList, #cloneList + 1, getClone(object)) ''-- create a clone''
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            end
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    end
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With that method, the first clone will be cloneList[1], second clone will be cloneList[2], and so on..
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To manage all these clones at once you could add to the script, for example :
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    for i=0, #cloneList do
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        rotate(cloneList[i], {0, 0, 1}, 1, "local")
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    end
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In this case all the clones currently on the scene and the newly created ones will rotate.

Revision as of 08:53, 4 November 2012

Clone an object.

  1. Some notes about clones :
    • They keeps the base object active behavior
    • They keeps physics proprieties
    • They don't keep the translate/force/etc.. values of the base object from lua script (because they are new objects)

Basic usage :

   object = getObject("object")
   objectClone = getClone(object)

For referencing you can store them into a table :

   object = getObject("object")
   cloneList = {}
   function onSceneUpdate()
           if onKeyDown("SPACE") then
               table.insert(cloneList, #cloneList + 1, getClone(object)) -- create a clone
           end
   end

With that method, the first clone will be cloneList[1], second clone will be cloneList[2], and so on..

To manage all these clones at once you could add to the script, for example :

   for i=0, #cloneList do 
       rotate(cloneList[i], {0, 0, 1}, 1, "local")
   end 

In this case all the clones currently on the scene and the newly created ones will rotate.

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