My Project
BipedWayPoint.h
1 #pragma once
2 
3 namespace ParaEngine
4 {
6  struct BipedWayPoint
7  {
8  public:
9 
10  enum MyType {
22  COMMAND_MOVING,
44  } nType;
45 
46 
47  DVector3 vPos;
50  float fTimeLeft;
51  float fFacing;
52  bool bUseFacing : 1;
53  int m_nReserved0;
55  string m_sTarget;
56 
57  public:
58  MyType GetPointType(){ return nType; }
59  void SetPointType(MyType newType){ nType = newType; }
61  bool IsMoving();
63  bool IsUseFacing();
64  const DVector3& GetPosition() const { return vPos; };
65 
66  BipedWayPoint(const Vector3& p, MyType ptType = COMMAND_POINT, float fTime = -1.0f);
67  BipedWayPoint(const Vector3& p, float facing, MyType ptType = COMMAND_POINT, float fTime = -1.0f);
68  BipedWayPoint(float fBlockTime);
69  BipedWayPoint(MyType ptType);
70  BipedWayPoint();
71  };
72 }
Move the biped forward using its current orientation.
Definition: BipedWayPoint.h:21
3-dimensional vector with double precision.
Definition: ParaDVector3.h:17
float fTimeLeft
in seconds; Way point is deleted after fTimeLeft seconds.
Definition: BipedWayPoint.h:50
different physics engine has different winding order.
Definition: EventBinding.h:32
Invalid way point.
Definition: BipedWayPoint.h:43
Biped way point: see CBipedObject::m_vPosTarget.
Definition: BipedWayPoint.h:6
The player is blocked, and needs to wait fTimeLeft (see below) in order to proceed.
Definition: BipedWayPoint.h:32
character is mounted on another object.
Definition: BipedWayPoint.h:24
Standard 3-dimensional vector.
Definition: ParaVector3.h:16
the biped intends to move to a new position
Definition: BipedWayPoint.h:39
the following way points are cognitive way points, which means that they are subjective either genera...
Definition: BipedWayPoint.h:37
MyType
Definition: BipedWayPoint.h:10
turning
Definition: BipedWayPoint.h:17
string m_sTarget
this is usually the mount target object's name.
Definition: BipedWayPoint.h:55
when player is blocked, it may itself generate some path-finding points in order to reach the next CO...
Definition: BipedWayPoint.h:28
bool IsMoving()
return true, if the point type is of a moving kind.
Definition: BipedWayPoint.cpp:37
bool IsUseFacing()
whether facing should be enforced.
Definition: BipedWayPoint.cpp:41
the biped intends to face to a new direction
Definition: BipedWayPoint.h:41
the player must arrive at this point, before proceeding to the next way point when in this mode...
Definition: BipedWayPoint.h:15