//----------------------------------------------------------------------------- // 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 _AIAIMTARGET_H_ #define _AIAIMTARGET_H_ #include "AIInfo.h" struct AIAimTarget : public AIInfo { typedef AIInfo Parent; Point3F mAimOffset; bool mTargetInLOS; // Is target object visible? Point3F getPosition() { return ((mObj.isValid()) ? mObj->getPosition() : mPosition) + mAimOffset; } bool checkInLos(SceneObject* target = NULL, bool _useMuzzle = false, bool _checkEnabled = false); bool checkInFoV(SceneObject* target = NULL, F32 camFov = 45.0f, bool _checkEnabled = false); F32 getTargetDistance(SceneObject* target, bool _checkEnabled); AIAimTarget() = delete; AIAimTarget(AIController* controller) : Parent(controller) { mTargetInLOS = false; }; AIAimTarget(AIController* controller, SimObjectPtr objIn, F32 radIn) : Parent(controller, objIn, radIn) { mTargetInLOS = false; }; AIAimTarget(AIController* controller, Point3F pointIn, F32 radIn) : Parent(controller, pointIn, radIn) { mTargetInLOS = false; }; }; #endif