34 #ifndef __diguyCharacterPath_H
35 #define __diguyCharacterPath_H
40 #define CPLUSPLUS_ONLY
45 class bdiScenarioPath;
76 void* callback_params,
77 void* callback_user_data);
107 const char* get_name();
123 int set_name(
const char* name);
215 float get_duration();
241 int get_point_at_distance(
float distance_into_path,
242 float* x,
float* y,
float* z,
243 float* rz,
float* rx,
float* ry);
285 int get_num_waypoints();
378 diguyWaypoint* create_waypoint(
float x = 0.0f,
float y = 0.0f,
float z = 0.0f,
379 float yaw = 0.0f,
float roll = 0.0f,
float pitch = 0.0f,
428 int get_num_action_beads();
582 int get_num_script_beads();
664 const char* script_type =
"lua");
707 int get_num_decision_beads();
772 int get_num_gaze_beads();
837 int get_num_aim_beads();
891 #ifdef CPLUSPLUS_ONLY
905 CALLBACK_ID_TIME_LEFT_DEPRECATED = 1,
906 CALLBACK_ID_TIME_INTO_DEPRECATED
955 int add_callback(
int callback_id,
957 void* callback_params = 0,
958 void* callback_user_data = 0);
980 int remove_callback(
int callback_id,
1003 int remove_callback_with_user_data(
int callback_id,
1004 void* callback_user_data);
1022 int translate(
float tx,
float ty,
float tz);
1024 int rotate_about_point(
float rz,
float rx,
float ry,
1025 float rotation_pt_x,
float rotation_pt_y,
float rotation_pt_z);
1027 int set_ground_clamp_when_on_path(
int ground_clamp_when_on_path);
1028 int get_ground_clamp_when_on_path();
1030 int get_position_at_distance(
float distance,
1031 float* tx,
float* ty,
float* tz,
1032 float* rz = NULL,
float* rx = NULL,
float* ry = NULL);
1033 int get_position_at_distance_double(
float distance,
1034 double* tx,
double* ty,
double* tz,
1035 float* rz = NULL,
float* rx = NULL,
float* ry = NULL);
1037 int get_position_at_t(
float t,
1038 float* tx,
float* ty,
float* tz,
1039 float* rz = NULL,
float* rx = NULL,
float* ry = NULL);
1040 int get_position_at_t_double(
float t,
1041 double* tx,
double* ty,
double* tz,
1042 float* rz = NULL,
float* rx = NULL,
float* ry = NULL);
1049 #ifdef CPLUSPLUS_ONLY
1051 bdiScenarioPath* get_scripted_object() {
return m_scripted_object;}
1068 bdiScenarioPath* m_scripted_object;
1070 friend class bdiScenarioPath;