AIAimTarget.h 2.2 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _AIAIMTARGET_H_
  23. #define _AIAIMTARGET_H_
  24. #include "AIInfo.h"
  25. struct AIAimTarget : public AIInfo
  26. {
  27. typedef AIInfo Parent;
  28. Point3F mAimOffset;
  29. bool mTargetInLOS; // Is target object visible?
  30. Point3F getPosition() { return ((mObj.isValid()) ? mObj->getPosition() : mPosition) + mAimOffset; }
  31. bool checkInLos(SceneObject* target = NULL, bool _useMuzzle = false, bool _checkEnabled = false);
  32. bool checkInFoV(SceneObject* target = NULL, F32 camFov = 45.0f, bool _checkEnabled = false);
  33. F32 getTargetDistance(SceneObject* target, bool _checkEnabled);
  34. AIAimTarget() = delete;
  35. AIAimTarget(AIController* controller) : Parent(controller) { mTargetInLOS = false; };
  36. AIAimTarget(AIController* controller, SimObjectPtr<SceneObject> objIn, F32 radIn) : Parent(controller, objIn, radIn) { mTargetInLOS = false; };
  37. AIAimTarget(AIController* controller, Point3F pointIn, F32 radIn) : Parent(controller, pointIn, radIn) { mTargetInLOS = false; };
  38. };
  39. #endif