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50 lines
2.4 KiB
50 lines
2.4 KiB
2 months ago
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//
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// Copyright (c) 2010-2011 Matthew Jack and Doug Binks
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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// 3. This notice may not be removed or altered from any source distribution.
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#pragma once
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#ifndef IPERCEPTIONMANAGER_INCLUDED
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#define IPERCEPTIONMANAGER_INCLUDED
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#include "../../RuntimeObjectSystem/IObject.h"
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#include "IGameManager.h"
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#include "InterfaceIds.h"
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#include "../../Common/AUVec3f.inl"
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#include "../../RuntimeCompiler/AUArray.h"
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#include "../../Systems/IUpdateable.h"
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struct IGameObject;
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struct IPerceptionManager : public TInterface<IID_IPERCEPTIONMANAGER,IObject>, public IGameEventListener
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{
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virtual int GetNumberPerceived( const IGameObject* pPerceiver, EGameObject perceivedType ) const = 0;
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virtual int GetNumberPerceived( const IGameObject* pPerceiver ) const = 0; // Perceive all object types
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// Add as well as Get to easily accumulate different types
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virtual void GetPerceived( const IGameObject* pPerceiver, EGameObject perceivedType, IAUDynArray<ObjectId>& objects ) const = 0;
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virtual void AddPerceived( const IGameObject* pPerceiver, EGameObject perceivedType, IAUDynArray<ObjectId>& objects ) const = 0;
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virtual void GetPerceived( const IGameObject* pPerceiver, IAUDynArray<ObjectId>& objects ) const = 0; // Perceive all object types
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virtual AUVec3f GetGlobalAveragePos( EGameObject perceivedType ) const = 0;
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virtual AUVec3f GetGlobalAveragePos() const = 0; // Perceive all object types
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virtual AUVec3f GetPerceivedAveragePos( const IGameObject* pPerceiver, EGameObject perceivedType ) const = 0;
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virtual AUVec3f GetPerceivedAveragePos( const IGameObject* pPerceiver ) const = 0; // Perceive all object types
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};
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#endif // IPERCEPTIONMANAGER_INCLUDED
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