14 #ifndef __diguyImpact_H
15 #define __diguyImpact_H
20 #define CPLUSPLUS_ONLY
92 const char* get_impact_type_string();
108 const char* get_attacker_name();
124 const char* get_target_name();
140 const char* get_hit_link_name();
147 int get_hit_link_index();
155 const char* get_hit_shape_name();
162 int get_impact_number();
169 void set_impact_number(
int val);
176 void set_impact_been_processed();
183 int get_impact_been_processed();
211 void get_location(
float* x,
float* y,
float* z);
218 float get_impact_radius();
225 float get_impact_speed();
243 int get_location_in_link_coordinates(
float* link_x,
265 const char* get_munition_type();
289 float get_normal_x();
296 float get_normal_y();
303 float get_normal_z();
310 void get_impact_normal(
float* x,
float* y,
float* z);
327 void get_impact_velocity(
float* x,
float* y,
float* z);
335 int get_is_from_net_detonation();
350 int get_DIS_munition_septet_value(
int septet_index);
371 int get_DIS_event_number();
379 int get_DIS_munition_number();
386 int get_DIS_detonation_result();
394 int get_DIS_burst_warhead_type();
402 int get_DIS_burst_fuze();
410 int get_DIS_burst_quantity();
418 int get_DIS_burst_rate();
421 #ifdef CPLUSPLUS_ONLY
494 void set_valid_impact();
526 void set_location(
float x,
float y,
float z);
542 void set_normal(
float nx,
float ny,
float nz);
575 void set_hit_link_index(
int index);
587 void set_hit_shape_index(
int index);
599 friend class bdiScenarioEditorDIGS;
600 friend class bdiPublishedCharacter;
601 friend class bdiScenario;
602 friend class bdiScenarioCharacter;
603 friend class bdiScenarioCrowdWorkManager;
605 friend class bdiQGLWidgetDIGS;
607 void set_munition_type(
const char* munition_type);
621 int shape_index = -1,
622 float* location = NULL,
623 float* normal = NULL,
624 float impact_speed = 0.0f,
626 const char* munition_type = NULL);
640 int m_impact_processed;
643 float m_impact_speed;
644 float m_impact_radius;
645 char m_munition_type[128];
651 int m_is_from_net_detonation;
652 int m_DIS_munition_septet[7];
655 int m_DIS_event_number;
656 int m_DIS_munition_number;
657 int m_DIS_detonation_result;
658 int m_DIS_burst_warhead_type;
659 int m_DIS_burst_fuze;
660 int m_DIS_burst_quantity;
661 int m_DIS_burst_rate;
662 float m_impact_velocity[3];
682 int get_impact_point(
float *ret_x,
float *ret_y,
float *ret_z);
683 int get_valid_impact();
Experimental class for diguyIntersectionResult exp_intersect_geometry.
Definition: diguyImpact.h:617
A class that represents a bullet impact in the world, often used by AIs to make reaction decisions...
Definition: diguyImpact.h:41
diguyImpactType
This is an enumeration of the different impact types that are found in diguyImpact.
Definition: diguy_constants.h:198
Represents the scenario currently being portrayed.
Definition: diguyScenario.h:94
The class that represents a DI-Guy Entity in the world.
Definition: diguyCharacter.h:80
Definition: diguy_constants.h:200
Definition: diguy_vector_classes.h:74
A scene object is a static (that is, non-moving) object in the scenario. Scene objects are the basic ...
Definition: diguySceneObject.h:43
static diguyScenario * scenario
Definition: simple_playback_ogl.cpp:56