My Project
Public Types | Public Member Functions | Public Attributes | List of all members
ParaEngine::BipedWayPoint Struct Reference

Biped way point: see CBipedObject::m_vPosTarget. More...

#include <BipedWayPoint.h>

Public Types

enum  MyType {
  COMMAND_POINT = 0, COMMAND_FACING, COMMAND_WALK_FORWARD, COMMAND_MOVING,
  COMMAND_MOUNT, PATHFINDING_POINT, BLOCKED, COGNITIVE,
  COGNITIVE_POINT, COGNITIVE_FACING, INVALID_WAYPOINT
}
 

Public Member Functions

MyType GetPointType ()
 
void SetPointType (MyType newType)
 
bool IsMoving ()
 return true, if the point type is of a moving kind. More...
 
bool IsUseFacing ()
 whether facing should be enforced. More...
 
const DVector3GetPosition () const
 
 BipedWayPoint (const Vector3 &p, MyType ptType=COMMAND_POINT, float fTime=-1.0f)
 
 BipedWayPoint (const Vector3 &p, float facing, MyType ptType=COMMAND_POINT, float fTime=-1.0f)
 
 BipedWayPoint (float fBlockTime)
 
 BipedWayPoint (MyType ptType)
 

Public Attributes

enum ParaEngine::BipedWayPoint::MyType nType
 
DVector3 vPos
 
float fTimeLeft
 in seconds; Way point is deleted after fTimeLeft seconds. More...
 
float fFacing
 
bool bUseFacing: 1
 
int m_nReserved0
 
string m_sTarget
 this is usually the mount target object's name.
 

Detailed Description

Biped way point: see CBipedObject::m_vPosTarget.

Member Enumeration Documentation

§ MyType

Enumerator
COMMAND_POINT 

the player must arrive at this point, before proceeding to the next way point when in this mode, player are moving while turning, if the angle is smaller then 90 degrees, otherwise the player will first turn until the angle shift is smaller than 90 degrees, and then move while turning.

COMMAND_FACING 

turning

COMMAND_WALK_FORWARD 

Move the biped forward using its current orientation.

It is mutually exclusive with other walking or way point commands. The command will always be in the way point list until it is either cleared or overridden by some other commands.

COMMAND_MOUNT 

character is mounted on another object.

PATHFINDING_POINT 

when player is blocked, it may itself generate some path-finding points in order to reach the next COMMAND_POINT.

When in this mode, player are first turned and then move.

BLOCKED 

The player is blocked, and needs to wait fTimeLeft (see below) in order to proceed.

it may continue to be blocked, or walk along. Player in blocked state, does not have a speed, so it can issue attacks while in blocked mode.

COGNITIVE 

the following way points are cognitive way points, which means that they are subjective either generated by an AI module or an external user.

COGNITIVE way point can not be executed immediately, instead they must be converted to one of the previous way points by the environment simulator.

COGNITIVE_POINT 

the biped intends to move to a new position

COGNITIVE_FACING 

the biped intends to face to a new direction

INVALID_WAYPOINT 

Invalid way point.

Member Function Documentation

§ IsMoving()

bool BipedWayPoint::IsMoving ( )

return true, if the point type is of a moving kind.

i.e. value < BLOCKED

§ IsUseFacing()

bool BipedWayPoint::IsUseFacing ( )

whether facing should be enforced.

Member Data Documentation

§ fTimeLeft

float ParaEngine::BipedWayPoint::fTimeLeft

in seconds; Way point is deleted after fTimeLeft seconds.

if negative, then the position is persistent, until being reached.


The documentation for this struct was generated from the following files: