You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 

50 lines
2.4 KiB

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