AIInfo.h 1.9 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 _AIINFO_H_
  23. #define _AIINFO_H_
  24. #ifndef _SCENEOBJECT_H_
  25. #include "scene/sceneObject.h"
  26. #endif
  27. class AIController;
  28. struct AIInfo
  29. {
  30. AIController* mControllerRef;
  31. AIController* getCtrl() { return mControllerRef; };
  32. void setCtrl(AIController* controller) { mControllerRef = controller; };
  33. SimObjectPtr<SceneObject> mObj;
  34. Point3F mPosition, mLastPos;
  35. bool mPosSet;
  36. F32 mRadius;
  37. Point3F getPosition(bool doCastray = false);
  38. F32 getDist();
  39. AIInfo() = delete;
  40. AIInfo(AIController* controller);
  41. AIInfo(AIController* controller, SimObjectPtr<SceneObject> objIn, F32 radIn = 0.0f);
  42. AIInfo(AIController* controller,Point3F pointIn, F32 radIn = 0.0f);
  43. };
  44. #endif