mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
todo: need to figure out why followobject is only hitting the first path node. likely amixup with goal handling
47 lines
2 KiB
C++
47 lines
2 KiB
C++
//-----------------------------------------------------------------------------
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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 _AIINFO_H_
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#define _AIINFO_H_
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#ifndef _SHAPEBASE_H_
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#include "T3D/shapeBase.h"
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#endif
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class AIController;
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struct AIInfo
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{
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AIController* mControllerRef;
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AIController* getCtrl() { return mControllerRef; };
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void setCtrl(AIController* controller) { mControllerRef = controller; };
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SimObjectPtr<SceneObject> mObj;
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Point3F mPosition, mLastPos;
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bool mPosSet;
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F32 mRadius;
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Point3F getPosition() { return (mObj.isValid()) ? mObj->getPosition() : mPosition; }
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F32 getDist();
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AIInfo() = delete;
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AIInfo(AIController* controller);
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AIInfo(AIController* controller, SimObjectPtr<SceneObject> objIn, F32 radIn = 0.0f);
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AIInfo(AIController* controller,Point3F pointIn, F32 radIn = 0.0f);
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};
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#endif
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