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generalized ai subsystem wipwork
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16 changed files with 1320 additions and 6 deletions
39
Engine/source/T3D/AI/AIAimTarget.h
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39
Engine/source/T3D/AI/AIAimTarget.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _AIAIMTARGET_H_
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#define _AIAIMTARGET_H_
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#include "AIInfo.h"
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struct AIAimTarget : AIInfo
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{
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typedef AIInfo Parent;
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Point3F mAimOffset;
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bool mTargetInLOS; // Is target object visible?
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Point3F getPosition() { return ((mObj) ? mObj->getPosition() : mPosition) + mAimOffset; }
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bool checkInLos(GameBase* target = NULL, bool _useMuzzle = false, bool _checkEnabled = false);
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bool checkInFoV(GameBase* target = NULL, F32 camFov = 45.0f, bool _checkEnabled = false);
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AIAimTarget(AIController* controller) : Parent(controller) {};
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AIAimTarget(AIController* controller, SimObjectPtr<SceneObject> objIn, F32 radIn) : Parent(controller, objIn, radIn) {};
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AIAimTarget(AIController* controller, Point3F pointIn, F32 radIn) : Parent(controller, pointIn, radIn) {};
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};
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#endif
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