65 lines
2.3 KiB
Ucode
65 lines
2.3 KiB
Ucode
//=============================================================================
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// NavigationPath
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//=============================================================================
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// deprecated stub class on 6/29/2015 (script only)
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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//=============================================================================
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class NavigationPath extends Object;
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struct BaseTransform
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{
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var const private{private} Actor Base;
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var const private{private} Vector InitialLocation;
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var const private{private} Rotator InitialRotation;
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// used in lazy update
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var const private{private} Vector UpdatedForLocation;
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var const private{private} Rotator UpdatedForRotation;
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// to take from initial pos into base pos
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var const private{private} Matrix InitialReversedTransform;
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// whole transform from initial pos (as in array) into world pos
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var const private{private} Matrix IBS2WSTransform;
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// reverse
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var const private{private} Matrix WS2IBSTransform;
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};
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struct PathPoint
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{
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var Vector Location;
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var byte Flags;
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};
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// -- not to be changed from script! -- //
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var init const array<PathPoint> PathPoints;
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struct PolyArray_Mirror
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{
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var init array<int> Dummy;
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};
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var private const PolyArray_Mirror PolysUsed;
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/** Base on which this path is generated. Valid if bDynamic == true. */
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var const BaseTransform Base;
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/** Destination expressed in initial navmesh position. */
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var const vector LocalDestination;
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var private{private} const bool bDynamic;
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/** variable auto-incremented every new path is stored in this path object */
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var public{private} const int Version;
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/**
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* Returns indexed element's position offset and rotated if necessary
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*/
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final function vector GetElementPos(int index);
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final function SetRoute(array<PathPoint> Route);
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/** function used to translate given location to path's generation base's space */
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final function vector WorldToLocal(vector InLocation);
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// ----------------------------------------------------------------------- //
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// debug stuff
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// ----------------------------------------------------------------------- //
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final function DrawPath(Canvas Canvas, optional byte R=0, optional byte G=255, optional byte B=128, optional bool bPersistent);
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