Torque3D/Engine/source/T3D/AI/AINavigation.h
AzaezelX 675bdfe6b3 fix pack/unpack data for AIControllerData's (though we still send nothing, we do need to mark it clientside as false)
more pitchwork for flying vehicle drivers
when flocking is irrelevant just path to next node
2025-04-25 18:50:16 -05:00

103 lines
3.3 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _AINAVIGATION_H_
#define _AINAVIGATION_H_
#include "AIInfo.h"
#include "navigation/navPath.h"
#include "navigation/navMesh.h"
class AIController;
struct AINavigation
{
AIController* mControllerRef;
AIController* getCtrl() { return mControllerRef; };
AINavigation() = delete;
AINavigation(AIController* controller);
~AINavigation();
/// Stores information about a path.
struct PathData {
/// Pointer to path object.
SimObjectPtr<NavPath> path;
/// Do we own our path? If so, we will delete it when finished.
bool owned;
/// Path node we're at.
U32 index;
/// Default constructor.
PathData() : path(NULL)
{
owned = false;
index = 0;
}
};
/// Should we jump?
enum JumpStates {
None, ///< No, don't jump.
Now, ///< Jump immediately.
Ledge, ///< Jump when we walk off a ledge.
};
enum NavSize {
Small,
Regular,
Large
} mNavSize;
void setNavSize(NavSize size) { mNavSize = size; updateNavMesh(); }
NavSize getNavSize() const { return mNavSize; }
Point3F mMoveDestination;
void setMoveDestination(const Point3F& location, bool slowdown);
Point3F getMoveDestination() { return mMoveDestination; };
void onReachDestination();
/// NavMesh we pathfind on.
SimObjectPtr<NavMesh> mNavMesh;
NavMesh* findNavMesh() const;
void updateNavMesh();
NavMesh* getNavMesh() const { return mNavMesh; }
PathData mPathData;
JumpStates mJump;
/// Clear out the current path.
void clearPath();
bool setPathDestination(const Point3F& pos, bool replace = false);
Point3F getPathDestination() const;
void repath();
/// Get the current path we're following.
SimObjectPtr<NavPath> getPath() { return mPathData.path; };
void followNavPath(NavPath* path);
void followObject();
void followObject(SceneObject* obj, F32 radius);
void clearFollow();
/// Move to the specified node in the current path.
void moveToNode(S32 node);
bool flock();
};
#endif