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CRYENGINE Show PipeUserMovementActorAdapter.h Source code

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  1. // Copyright 2001-2016 Crytek GmbH / Crytek Group. All rights reserved.
  2.  
  3. /********************************************************************
  4.    -------------------------------------------------------------------------
  5.    File name: PipeUserMovementActorAdapter.h
  6.  *********************************************************************/
  7.  
  8. #ifndef _PIPEUSERMOVEMENTACTORADAPTER_H__
  9. #define _PIPEUSERMOVEMENTACTORADAPTER_H__
  10.  
  11. #include <CryAISystem/IMovementSystem.h>
  12. #include <CryAISystem/IAIActor.h>
  13.  
  14. class CPipeUser;
  15.  
  16. class PipeUserMovementActorAdapter : public IMovementActorAdapter
  17. {
  18. public:
  19.         PipeUserMovementActorAdapter(CPipeUser& pipeUser)
  20.                 : m_lookTimeOffset(.0f)
  21.                 , m_attachedPipeUser(pipeUser)
  22.         {
  23.         }
  24.  
  25.         virtual ~PipeUserMovementActorAdapter() {}
  26.  
  27.         // IMovementActorCommunicationInterface
  28.         virtual void                  OnMovementPlanProduced() override;
  29.  
  30.         virtual NavigationAgentTypeID GetNavigationAgentTypeID() const override;
  31.         virtual Vec3                  GetPhysicsPosition() const override;
  32.         virtual Vec3                  GetVelocity() const override;
  33.         virtual Vec3                  GetMoveDirection() const override;
  34.         virtual Vec3                  GetAnimationBodyDirection() const override;
  35.         virtual EActorTargetPhase     GetActorPhase() const override;
  36.         virtual void                  SetMovementOutputValue(const PathFollowResult& result) override;
  37.         virtual void                  SetBodyTargetDirection(const Vec3& direction) override;
  38.         virtual void                  ResetMovementContext() override;
  39.         virtual void                  ClearMovementState() override;
  40.         virtual void                  ResetBodyTarget() override;
  41.         virtual void                  ResetActorTargetRequest() override;
  42.         virtual bool                  IsMoving() const override;
  43.  
  44.         virtual void                  RequestExactPosition(const SAIActorTargetRequest* request, const bool lowerPrecision) override;
  45.  
  46.         virtual bool                  IsClosestToUseTheSmartObject(const OffMeshLink_SmartObject& smartObjectLink) const override;
  47.         virtual bool                  PrepareNavigateSmartObject(CSmartObject* pSmartObject, OffMeshLink_SmartObject* pSmartObjectLink) override;
  48.         virtual void                  InvalidateSmartObjectLink(CSmartObject* pSmartObject, OffMeshLink_SmartObject* pSmartObjectLink) override;
  49.  
  50.         virtual void                  SetInCover(const bool inCover) override;
  51.         virtual void                  UpdateCoverLocations() override;
  52.         virtual void                  InstallInLowCover(const bool inCover) override;
  53.         virtual void                  SetupCoverInformation() override;
  54.         virtual bool                  IsInCover() const override;
  55.  
  56.         virtual bool                  GetDesignedPath(SShape& pathShape) const override;
  57.         virtual void                  CancelRequestedPath() override;
  58.         virtual void                  ConfigurePathfollower(const MovementStyle& style) override;
  59.  
  60.         virtual void                  SetActorPath(const MovementStyle& style, const INavPath& navPath) override;
  61.         virtual void                  SetActorStyle(const MovementStyle& style, const INavPath& navPath) override;
  62.         virtual void                  SetStance(const MovementStyle::Stance stance) override;
  63.  
  64.         virtual std::shared_ptr<Vec3> CreateLookTarget() override;
  65.         virtual void                  SetLookTimeOffset(float lookTimeOffset) override;
  66.         virtual void                  UpdateLooking(float updateTime, std::shared_ptr<Vec3> lookTarget, const bool targetReachable, const float pathDistanceToEnd, const Vec3& followTargetPosition, const MovementStyle& style) override;
  67.         // ~IMovementActorCommunicationInterface
  68.  
  69. private:
  70.         float      m_lookTimeOffset;
  71.         CPipeUser& m_attachedPipeUser;
  72. };
  73.  
  74. #endif // _PIPEUSERMOVEMENTACTORADAPTER_H__
  75.  
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