//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- #include "AIInfo.h" #include "AIController.h" AIInfo::AIInfo(AIController* controller) { mControllerRef = controller; mObj = NULL; mPosition = mLastPos = Point3F(0.0f, 0.0f, 0.0f); mRadius = 0.0f; mPosSet = false; }; AIInfo::AIInfo(AIController* controller, SimObjectPtr objIn, F32 radIn) { mControllerRef = controller; mObj = objIn; mPosition = mLastPos = objIn->getPosition(); mRadius = radIn; mPosSet = false; }; AIInfo::AIInfo(AIController* controller, Point3F pointIn, F32 radIn) { mControllerRef = controller; mObj = NULL; mPosition = mLastPos = pointIn; mRadius = radIn; mPosSet = true; }; F32 AIInfo::getDist() { AIInfo* controlObj = getCtrl()->getAIInfo(); F32 ret = VectorF(controlObj->getPosition() - getPosition()).len(); ret -= controlObj->mRadius + mRadius; return ret; }