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- //-----------------------------------------------------------------------------
- // 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<SceneObject> objIn, F32 radIn) : Parent(controller, objIn, radIn) { mTargetInLOS = false; };
- AIAimTarget(AIController* controller, Point3F pointIn, F32 radIn) : Parent(controller, pointIn, radIn) { mTargetInLOS = false; };
- };
- #endif
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