18 #define CPLUSPLUS_ONLY
90 const char* get_impact_type_string();
106 const char* get_attacker_name();
122 const char* get_target_name();
138 const char* get_hit_link_name();
145 int get_hit_link_index();
153 const char* get_hit_shape_name();
160 int get_hit_shape_index();
167 int get_impact_number();
174 void set_impact_number(
int val);
181 void set_impact_been_processed();
188 int get_impact_been_processed();
216 void get_location(
float* x,
float* y,
float* z);
223 float get_impact_radius();
230 float get_impact_speed();
248 int get_location_in_link_coordinates(
float* link_x,
270 const char* get_munition_type();
294 float get_normal_x();
301 float get_normal_y();
308 float get_normal_z();
315 void get_impact_normal(
float* x,
float* y,
float* z);
332 void get_impact_velocity(
float* x,
float* y,
float* z);
340 int get_is_from_net_detonation();
355 int get_DIS_munition_septet_value(
int septet_index);
376 int get_DIS_event_number();
384 int get_DIS_munition_number();
391 int get_DIS_detonation_result();
399 int get_DIS_burst_warhead_type();
407 int get_DIS_burst_fuze();
415 int get_DIS_burst_quantity();
423 int get_DIS_burst_rate();
426 #ifdef CPLUSPLUS_ONLY
499 void set_valid_impact();
531 void set_location(
float x,
float y,
float z);
547 void set_normal(
float nx,
float ny,
float nz);
580 void set_hit_link_index(
int index);
592 void set_hit_shape_index(
int index);
604 friend class bdiScenarioEditorDIGS;
605 friend class bdiPublishedCharacter;
606 friend class bdiScenario;
607 friend class bdiScenarioCharacter;
608 friend class bdiScenarioCrowdWorkManager;
610 friend class bdiQGLWidgetDIGS;
612 void set_munition_type(
const char* munition_type);
626 int shape_index = -1,
627 float* location = NULL,
628 float* normal = NULL,
629 float impact_speed = 0.0f,
631 const char* munition_type = NULL);
645 int m_impact_processed;
648 float m_impact_speed;
649 float m_impact_radius;
650 char m_munition_type[128];
656 int m_is_from_net_detonation;
657 int m_DIS_munition_septet[7];
660 int m_DIS_event_number;
661 int m_DIS_munition_number;
662 int m_DIS_detonation_result;
663 int m_DIS_burst_warhead_type;
664 int m_DIS_burst_fuze;
665 int m_DIS_burst_quantity;
666 int m_DIS_burst_rate;
667 float m_impact_velocity[3];
682 : m_impact_character( NULL )
683 , m_impact_scene_object( NULL )
684 , m_valid_impact( 0 )
695 int get_impact_point(
float* ret_x,
float* ret_y,
float* ret_z );
696 int get_valid_impact();
Experimental class for diguyIntersectionResult exp_intersect_geometry.
Definition: diguyImpact.h:621
A class that represents a bullet impact in the world, often used by AIs to make reaction decisions...
Definition: diguyImpact.h:39
diguyImpactType
This is an enumeration of the different impact types that are found in diguyImpact.
Definition: diguy_constants.h:247
Represents the scenario currently being portrayed.
Definition: diguyScenario.h:99
The class that represents a DI-Guy Entity in the world.
Definition: diguyCharacter.h:81
Definition: diguy_constants.h:249
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:59