//----------------------------------------------------------------------------- // 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(); Point3F mMoveDestination; void setMoveDestination(const Point3F& location, bool slowdown); Point3F getMoveDestination() const { return mMoveDestination; }; bool setPathDestination(const Point3F& pos, bool replace = false); Point3F getPathDestination() const; void onReachDestination(); void followObject(); void followObject(SceneObject* obj, F32 radius); void clearFollow(); #ifdef TORQUE_NAVIGATION_ENABLED /// Stores information about a path. struct PathData { /// Pointer to path object. SimObjectPtr 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; } /// NavMesh we pathfind on. SimObjectPtr mNavMesh; NavMesh* findNavMesh() const; void updateNavMesh(); NavMesh* getNavMesh() const { return mNavMesh; } PathData mPathData; JumpStates mJump; /// Clear out the current path. void clearPath(); void repath(); /// Get the current path we're following. SimObjectPtr getPath() { return mPathData.path; }; void followNavPath(NavPath* path); /// Move to the specified node in the current path. void moveToNode(S32 node); bool avoidObstacles(); bool flock(); #endif }; #endif