// // Copyright (c) 2008-2015 the Urho3D project. // // 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. // #pragma once #include "../Core/Object.h" namespace Atomic { /// Complete rebuild of navigation mesh. EVENT(E_NAVIGATION_MESH_REBUILT, NavigationMeshRebuilt) { PARAM(P_NODE, Node); // Node pointer PARAM(P_MESH, Mesh); // NavigationMesh pointer } /// Partial bounding box rebuild of navigation mesh. EVENT(E_NAVIGATION_AREA_REBUILT, NavigationAreaRebuilt) { PARAM(P_NODE, Node); // Node pointer PARAM(P_MESH, Mesh); // NavigationMesh pointer PARAM(P_BOUNDSMIN, BoundsMin); // Vector3 PARAM(P_BOUNDSMAX, BoundsMax); // Vector3 } /// Crowd agent formation. EVENT(E_CROWD_AGENT_FORMATION, CrowdAgentFormation) { PARAM(P_NODE, Node); // Node pointer PARAM(P_CROWD_AGENT, CrowdAgent); // CrowdAgent pointer PARAM(P_INDEX, Index); // unsigned PARAM(P_SIZE, Size); // unsigned PARAM(P_POSITION, Position); // Vector3 [in/out] } /// Crowd agent has been repositioned. EVENT(E_CROWD_AGENT_REPOSITION, CrowdAgentReposition) { PARAM(P_NODE, Node); // Node pointer PARAM(P_CROWD_AGENT, CrowdAgent); // CrowdAgent pointer PARAM(P_POSITION, Position); // Vector3 PARAM(P_VELOCITY, Velocity); // Vector3 PARAM(P_ARRIVED, Arrived); // bool PARAM(P_TIMESTEP, TimeStep); // float } /// Crowd agent's internal state has become invalidated. This is a special case of CrowdAgentStateChanged event. EVENT(E_CROWD_AGENT_FAILURE, CrowdAgentFailure) { PARAM(P_NODE, Node); // Node pointer PARAM(P_CROWD_AGENT, CrowdAgent); // CrowdAgent pointer PARAM(P_POSITION, Position); // Vector3 PARAM(P_VELOCITY, Velocity); // Vector3 PARAM(P_CROWD_AGENT_STATE, CrowdAgentState); // int PARAM(P_CROWD_TARGET_STATE, CrowdTargetState); // int } /// Crowd agent's state has been changed. EVENT(E_CROWD_AGENT_STATE_CHANGED, CrowdAgentStateChanged) { PARAM(P_NODE, Node); // Node pointer PARAM(P_CROWD_AGENT, CrowdAgent); // CrowdAgent pointer PARAM(P_POSITION, Position); // Vector3 PARAM(P_VELOCITY, Velocity); // Vector3 PARAM(P_CROWD_AGENT_STATE, CrowdAgentState); // int PARAM(P_CROWD_TARGET_STATE, CrowdTargetState); // int } /// Addition of obstacle to dynamic navigation mesh. EVENT(E_NAVIGATION_OBSTACLE_ADDED, NavigationObstacleAdded) { PARAM(P_NODE, Node); // Node pointer PARAM(P_OBSTACLE, Obstacle); // Obstacle pointer PARAM(P_POSITION, Position); // Vector3 PARAM(P_RADIUS, Radius); // float PARAM(P_HEIGHT, Height); // float } /// Removal of obstacle from dynamic navigation mesh. EVENT(E_NAVIGATION_OBSTACLE_REMOVED, NavigationObstacleRemoved) { PARAM(P_NODE, Node); // Node pointer PARAM(P_OBSTACLE, Obstacle); // Obstacle pointer PARAM(P_POSITION, Position); // Vector3 PARAM(P_RADIUS, Radius); // float PARAM(P_HEIGHT, Height); // float } }