#if MODULE_ENTITIES
using Unity.Entities;
using Unity.Mathematics;
namespace Pathfinding.ECS {
using Pathfinding;
using Pathfinding.Util;
///
/// Desired movement for an agent.
/// This data will be fed to the local avoidance system to calculate the final movement of the agent.
/// If no local avoidance is used, it will be directly copied to .
///
/// See:
///
public struct MovementControl : IComponentData {
/// The point the agent should move towards
public float3 targetPoint;
///
/// The end of the current path.
///
/// This informs the local avoidance system about the final desired destination for the agent.
/// This is used to make agents stop if the destination is crowded and it cannot reach its destination.
///
/// If this is not set, agents will often move forever around a crowded destination, always trying to find
/// some way to get closer, but never finding it.
///
public float3 endOfPath;
/// The speed at which the agent should move towards , in meters per second
public float speed;
///
/// The maximum speed at which the agent may move, in meters per second.
///
/// It is recommended to keep this slightly above , to allow the local avoidance system to move agents around more efficiently when necessary.
///
public float maxSpeed;
///
/// The index of the hierarchical node that the agent is currently in.
/// Will be -1 if the hierarchical node index is not known.
/// See:
///
public int hierarchicalNodeIndex;
///
/// The desired rotation of the agent, in radians, relative to the current movement plane.
/// See:
///
public float targetRotation;
///
/// The desired rotation of the agent, in radians, over a longer time horizon, relative to the current movement plane.
///
/// The is usually only over a very short time-horizon, usually a single simulation time step.
/// This variable is used to provide a hint of where the agent wants to rotate to over a slightly longer time scale (on the order of a second or so).
/// It is not used to control movement directly, but it may be used to guide animations, or rotation smoothing.
///
/// If no better hint is available, this should be set to the same value as .
///
/// See:
///
public float targetRotationHint;
///
/// Additive modifier to , in radians.
/// This is used by the local avoidance system to rotate the agent, without this causing a feedback loop.
/// This extra rotation will be ignored by the control system which decides how the agent *wants* to move.
/// It will instead be directly applied to the agent.
///
public float targetRotationOffset;
/// The speed at which the agent should rotate towards + , in radians per second
public float rotationSpeed;
///
/// If true, this agent will ignore other agents during local avoidance, but other agents will still avoid this one.
/// This is useful for example for a player character which should not avoid other agents, but other agents should avoid the player.
///
public bool overrideLocalAvoidance;
}
}
#endif