1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91
|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_AI_NODE_GENERATOR_H
#define HPL_AI_NODE_GENERATOR_H
#include "hpl1/engine/game/GameTypes.h"
#include "hpl1/engine/system/SystemTypes.h"
#include "hpl1/engine/physics/PhysicsWorld.h"
#include "hpl1/engine/scene/World3D.h"
namespace hpl {
class cWorld3D;
class cCollideRayCallback : public iPhysicsRayCallback {
public:
virtual ~cCollideRayCallback() {}
bool OnIntersect(iPhysicsBody *pBody, cPhysicsRayParams *apParams);
bool mbIntersected;
cVector3f mvPos;
float mfDist;
};
//-------------------------------
class cAINodeGeneratorParams {
public:
cAINodeGeneratorParams();
tString msNodeType;
float mfHeightFromGround;
float mfMinWallDist;
cVector3f mvMinPos;
cVector3f mvMaxPos;
float mfGridSize;
};
//-------------------------------
class cAINodeGenerator : public iPhysicsRayCallback {
public:
cAINodeGenerator();
virtual ~cAINodeGenerator();
void Generate(cWorld3D *apWorld, cAINodeGeneratorParams *apParams);
private:
bool OnIntersect(iPhysicsBody *pBody, cPhysicsRayParams *apParams);
void SaveToFile();
void LoadFromFile();
cAINodeGeneratorParams *mpParams;
cWorld3D *mpWorld;
tTempAiNodeList *mpNodeList;
cCollideRayCallback _rayCallback;
};
} // namespace hpl
#endif // HPL_AI_NODE_GENERATOR_H
|