GetClone

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To manage all these clones at once you could add to the script, for example :
 
To manage all these clones at once you could add to the script, for example :
  
     for i=0, #cloneList do  
+
     for i=1, #cloneList do  
 
         rotate(cloneList[i], {0, 0, 1}, 1, "local")
 
         rotate(cloneList[i], {0, 0, 1}, 1, "local")
 
     end  
 
     end  
  
 
In this case all the clones currently on the scene and the newly created ones will rotate.
 
In this case all the clones currently on the scene and the newly created ones will rotate.

Revision as of 20:29, 6 January 2013

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=1, #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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