GetClone
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(Created page with "Get an object clone object = getObject("object") objectClone = getClone(object)") |
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− | + | Clone an object. | |
+ | |||
+ | #''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") | object = getObject("object") | ||
objectClone = getClone(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. |
Revision as of 08:53, 4 November 2012
Clone an object.
- 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.