/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #pragma once #ifndef MovementUpdateContext_h #define MovementUpdateContext_h struct IMovementActor; struct IMovementSystem; class CPipeUser; class IPathFollower; struct SOBJECTSTATE; struct MovementRequest; namespace Movement { struct IPlanner; } // Contains information needed while updating the movement system. // Constructed every frame in the movement system update. struct MovementUpdateContext { MovementUpdateContext( IMovementActor& _actor, IMovementSystem& _movementSystem, IPathFollower& _pathFollower, Movement::IPlanner& _planner, const float _updateTime ) : actor(_actor) , movementSystem(_movementSystem) , pathFollower(_pathFollower) , planner(_planner) , updateTime(_updateTime) { } IMovementActor& actor; IMovementSystem& movementSystem; IPathFollower& pathFollower; Movement::IPlanner& planner; const float updateTime; }; #endif // MovementUpdateContext_h