pandemonium_engine/modules/steering_ai/gsai_steering_agent.h

69 lines
2.1 KiB
C++

#ifndef GSAISTEERINGAGENT_H
#define GSAISTEERINGAGENT_H
class GSAISteeringAgent : public GSAIAgentLocation {
GDCLASS(GSAISteeringAgent, GSAIAgentLocation);
public:
float get_zero_linear_speed_threshold() const;
void set_zero_linear_speed_threshold(const float val);
float get_linear_speed_max() const;
void set_linear_speed_max(const float val);
float get_linear_acceleration_max() const;
void set_linear_acceleration_max(const float val);
float get_angular_speed_max() const;
void set_angular_speed_max(const float val);
float get_angular_acceleration_max() const;
void set_angular_acceleration_max(const float val);
Vector3 get_linear_velocity();
void set_linear_velocity(const Vector3 &val);
float get_angular_velocity() const;
void set_angular_velocity(const float val);
float get_bounding_radius() const;
void set_bounding_radius(const float val);
bool get_is_tagged() const;
void set_is_tagged(const bool val);
GSAISteeringAgent();
~GSAISteeringAgent();
protected:
static void _bind_methods();
// Adds velocity, speed, and size data to `GSAIAgentLocation`.
//
// It is the character's responsibility to keep this information up to date for
// the steering toolkit to work correctly.
// @category - Base types
// The amount of velocity to be considered effectively not moving.
float zero_linear_speed_threshold = 0.01;
// The maximum speed at which the agent can move.
float linear_speed_max = 0.0;
// The maximum amount of acceleration that any behavior can apply to the agent.
float linear_acceleration_max = 0.0;
// The maximum amount of angular speed at which the agent can rotate.
float angular_speed_max = 0.0;
// The maximum amount of angular acceleration that any behavior can apply to an
// agent.
float angular_acceleration_max = 0.0;
// Current velocity of the agent.
Vector3 linear_velocity = Vector3.ZERO;
// Current angular velocity of the agent.
float angular_velocity = 0.0;
// The radius of the sphere that approximates the agent's size in space.
float bounding_radius = 0.0;
// Used internally by group behaviors and proximities to mark the agent as already
// considered.
bool is_tagged = false;
};
#endif