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50 lines
2.4 KiB
50 lines
2.4 KiB
// |
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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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