Files
FC1/Editor/Objects/AiPoint.h
romkazvo 34d6c5d489 123
2023-08-07 19:29:24 +08:00

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C++

////////////////////////////////////////////////////////////////////////////
//
// Crytek Engine Source File.
// Copyright (C), Crytek Studios, 2001.
// -------------------------------------------------------------------------
// File name: AIPoint.h
// Version: v1.00
// Created: 10/10/2001 by Timur.
// Compilers: Visual C++ 6.0
// Description: AIPoint object definition.
// -------------------------------------------------------------------------
// History:
//
////////////////////////////////////////////////////////////////////////////
#ifndef __AIPoint_h__
#define __AIPoint_h__
#if _MSC_VER > 1000
#pragma once
#endif
#include "BaseObject.h"
enum EAIPointType
{
EAIPOINT_WAYPOINT = 0, //!< AI Graph node, waypoint.
EAIPOINT_HIDE, //!< Good hiding point.
EAIPOINT_ENTRY, //!< Entry point to indoors.
EAIPOINT_EXIT, //!< Exit point from indoors.
};
struct IVisArea;
/*!
* CAIPoint is an object that represent named AI waypoint in the world.
*
*/
class CAIPoint : public CBaseObject
{
public:
DECLARE_DYNCREATE(CAIPoint)
//////////////////////////////////////////////////////////////////////////
// Ovverides from CBaseObject.
//////////////////////////////////////////////////////////////////////////
bool Init( IEditor *ie,CBaseObject *prev,const CString &file );
void Done();
void Display( DisplayContext &disp );
virtual CString GetTypeDescription() const;
//////////////////////////////////////////////////////////////////////////
virtual void SetPos( const Vec3d &pos );
virtual void SetAngles( const Vec3d &angles );
virtual void SetScale( const Vec3d &angles );
void BeginEditParams( IEditor *ie,int flags );
void EndEditParams( IEditor *ie );
//! Called when object is being created.
int MouseCreateCallback( CViewport *view,EMouseEvent event,CPoint &point,int flags );
bool HitTest( HitContext &hc );
void GetBoundBox( BBox &box );
void GetLocalBounds( BBox &box );
void OnEvent( ObjectEvent event );
void Serialize( CObjectArchive &ar );
XmlNodeRef Export( const CString &levelPath,XmlNodeRef &xmlNode );
//! Invalidates cached transformation matrix.
virtual void InvalidateTM();
virtual void SetHelperScale( float scale ) { m_helperScale = scale; };
virtual float GetHelperScale() { return m_helperScale; };
//////////////////////////////////////////////////////////////////////////
//! Retreive number of link points.
int GetLinkCount() const { return m_links.size(); }
CAIPoint* GetLink( int index );
void AddLink( CAIPoint* obj,bool bNeighbour=false );
void RemoveLink( CAIPoint* obj,bool bNeighbour=false );
bool IsLinkSelected( int iLink ) const { m_links[iLink].selected; };
void SelectLink( int iLink,bool bSelect ) { m_links[iLink].selected = bSelect; };
void SetAIType( EAIPointType type );
EAIPointType GetAIType() const { return m_aiType; };
// Enable picking of AI points.
void StartPick();
//////////////////////////////////////////////////////////////////////////
void Validate( CErrorReport *report );
protected:
//! Dtor must be protected.
CAIPoint();
void DeleteThis() { delete this; };
// Update links in AI graph.
void UpdateLinks();
float GetRadius();
//! Ids of linked waypoints.
struct Link
{
CAIPoint *object;
GUID id;
bool selected; // True if link is currently selected.
Link() { object = 0; id = GUID_NULL; selected = false; }
};
std::vector<Link> m_links;
EAIPointType m_aiType;
//! True if this waypoint is indoors.
bool m_bIndoors;
IVisArea *m_pArea;
//////////////////////////////////////////////////////////////////////////
bool m_bLinksValid;
bool m_bIgnoreUpdateLinks;
// AI graph node.
struct GraphNode *m_aiNode;
bool m_bIndoorEntrance;
Vec3 m_currHidePos;
Vec3 m_currHideDir;
static int m_rollupId;
static class CAIPointPanel* m_panel;
static float m_helperScale;
};
/*!
* Class Description of AIPoint.
*/
class CAIPointClassDesc : public CObjectClassDesc
{
public:
REFGUID ClassID()
{
// {07303078-B211-40b9-9621-9910A0271AB7}
static const GUID guid = { 0x7303078, 0xb211, 0x40b9, { 0x96, 0x21, 0x99, 0x10, 0xa0, 0x27, 0x1a, 0xb7 } };
return guid;
}
ObjectType GetObjectType() { return OBJTYPE_AIPOINT; };
const char* ClassName() { return "AIPoint"; };
const char* Category() { return "AI"; };
CRuntimeClass* GetRuntimeClass() { return RUNTIME_CLASS(CAIPoint); };
int GameCreationOrder() { return 110; };
};
#endif // __AIPoint_h__