10 #include <Atoms/BehaviourModule.h>
11 #include <Atoms/BehaviourTree/BehaviourTree.h>
12 #include <Atoms/BehaviourTree/BehaviourTreeContext.h>
14 #include <AtomsModules/Globals.h>
16 namespace AtomsModules
39 void tickTree(
const std::vector<Atoms::Agent*>& agents,
Atoms::AgentGroup* agentGroup =
nullptr);
47 void getContextIndexes(std::vector<int> &indexes)
const;
55 std::map<int, Atoms::BehaviourTreeContext> contexts;
57 std::vector<Atoms::BlackboardEntryPosition> cachedMetadata;
Agent group.
Definition: AgentGroup.h:36
Behaviour module.
Definition: BehaviourModule.h:32
Definition: BehaviourTreeContext.h:24
Definition: BehaviourTree.h:27
Definition: Blackboard.h:35
Definition: Blackboard.h:76
Definition: BehaviourTreeModule.h:19
void initSimulation(Atoms::AgentGroup *agentGroup=nullptr)
Init simulation.
void prePhysics(const std::vector< Atoms::Agent * > &agents, Atoms::AgentGroup *agentGroup=nullptr)
Pre Physics.
void agentsCreated(const std::vector< Atoms::Agent * > &agents, Atoms::AgentGroup *agentGroup=nullptr)
Agents Created.
void refreshAttributes()
Refresh the attribute map metadata.
void initFrame(const std::vector< Atoms::Agent * > &agents, Atoms::AgentGroup *agentGroup=nullptr)
Init frame.
void postPhysics(const std::vector< Atoms::Agent * > &agents, Atoms::AgentGroup *agentGroup=nullptr)
Post Physics.
void agentsKilled(const std::vector< Atoms::Agent * > &agents, Atoms::AgentGroup *agentGroup=nullptr)
Post frame.
bool hasDynamicAttributes() const
Check if this module can generate attribute dynamically.
void endFrame(const std::vector< Atoms::Agent * > &agents, Atoms::AgentGroup *agentGroup=nullptr)
End frame.