Merge pull request #649 from Azaezel/aiPlayer_utility

AIPlayer utility methods
This commit is contained in:
Daniel Buckmaster 2014-09-05 11:14:09 +10:00
commit 1b06b0d92e
2 changed files with 126 additions and 20 deletions

View file

@ -28,6 +28,8 @@
#include "T3D/gameBase/moveManager.h"
#include "console/engineAPI.h"
static U32 sAIPlayerLoSMask = TerrainObjectType | StaticShapeObjectType | StaticObjectType;
IMPLEMENT_CO_NETOBJECT_V1(AIPlayer);
ConsoleDocClass( AIPlayer,
@ -417,28 +419,21 @@ bool AIPlayer::getAIMove(Move *movePtr)
// Test for target location in sight if it's an object. The LOS is
// run from the eye position to the center of the object's bounding,
// which is not very accurate.
if (mAimObject) {
MatrixF eyeMat;
getEyeTransform(&eyeMat);
eyeMat.getColumn(3,&location);
Point3F targetLoc = mAimObject->getBoxCenter();
// This ray ignores non-static shapes. Cast Ray returns true
// if it hit something.
RayInfo dummy;
if (getContainer()->castRay( location, targetLoc,
StaticShapeObjectType | StaticObjectType |
TerrainObjectType, &dummy)) {
if (mTargetInLOS) {
throwCallback( "onTargetExitLOS" );
mTargetInLOS = false;
}
}
else
if (!mTargetInLOS) {
throwCallback( "onTargetEnterLOS" );
if (mAimObject)
{
if (checkInLos(mAimObject.getPointer()))
{
if (!mTargetInLOS)
{
throwCallback("onTargetEnterLOS");
mTargetInLOS = true;
}
}
else if (mTargetInLOS)
{
throwCallback("onTargetExitLOS");
mTargetInLOS = false;
}
}
// Replicate the trigger state into the move so that
@ -610,3 +605,112 @@ DefineEngineMethod( AIPlayer, getAimObject, S32, (),,
GameBase* obj = object->getAimObject();
return obj? obj->getId(): -1;
}
bool AIPlayer::checkInLos(GameBase* target, bool _useMuzzle, bool _checkEnabled)
{
if (!isServerObject()) return false;
if (!target)
{
target = mAimObject.getPointer();
if (!target)
return false;
}
if (_checkEnabled)
{
if (target->getTypeMask() & ShapeBaseObjectType)
{
ShapeBase *shapeBaseCheck = static_cast<ShapeBase *>(target);
if (shapeBaseCheck)
if (shapeBaseCheck->getDamageState() != Enabled) return false;
}
else
return false;
}
RayInfo ri;
disableCollision();
S32 mountCount = target->getMountedObjectCount();
for (S32 i = 0; i < mountCount; i++)
{
target->getMountedObject(i)->disableCollision();
}
Point3F checkPoint ;
if (_useMuzzle)
getMuzzlePointAI(0, &checkPoint );
else
{
MatrixF eyeMat;
getEyeTransform(&eyeMat);
eyeMat.getColumn(3, &checkPoint );
}
bool hit = !gServerContainer.castRay(checkPoint, target->getBoxCenter(), sAIPlayerLoSMask, &ri);
enableCollision();
for (S32 i = 0; i < mountCount; i++)
{
target->getMountedObject(i)->enableCollision();
}
return hit;
}
DefineEngineMethod(AIPlayer, checkInLos, bool, (ShapeBase* obj, bool useMuzzle, bool checkEnabled),(NULL, false, false),
"@brief Check whether an object is in line of sight.\n"
"@obj Object to check. (If blank, it will check the current target).\n"
"@useMuzzle Use muzzle position. Otherwise use eye position. (defaults to false).\n"
"@checkEnabled check whether the object can take damage and if so is still alive.(Defaults to false)\n")
{
return object->checkInLos(obj, useMuzzle, checkEnabled);
}
bool AIPlayer::checkInFoV(GameBase* target, F32 camFov, bool _checkEnabled)
{
if (!isServerObject()) return false;
if (!target)
{
target = mAimObject.getPointer();
if (!target)
return false;
}
if (_checkEnabled)
{
if (target->getTypeMask() & ShapeBaseObjectType)
{
ShapeBase *shapeBaseCheck = static_cast<ShapeBase *>(target);
if (shapeBaseCheck)
if (shapeBaseCheck->getDamageState() != Enabled) return false;
}
else
return false;
}
MatrixF cam = getTransform();
Point3F camPos;
VectorF camDir;
cam.getColumn(3, &camPos);
cam.getColumn(1, &camDir);
camFov = mDegToRad(camFov) / 2;
Point3F shapePos = target->getBoxCenter();
VectorF shapeDir = shapePos - camPos;
// Test to see if it's within our viewcone, this test doesn't
// actually match the viewport very well, should consider
// projection and box test.
shapeDir.normalize();
F32 dot = mDot(shapeDir, camDir);
return (dot > camFov);
}
DefineEngineMethod(AIPlayer, checkInFoV, bool, (ShapeBase* obj, F32 fov, bool checkEnabled), (NULL, 45.0f, false),
"@brief Check whether an object is within a specified veiw cone.\n"
"@obj Object to check. (If blank, it will check the current target).\n"
"@fov view angle in degrees.(Defaults to 45)\n"
"@checkEnabled check whether the object can take damage and if so is still alive.(Defaults to false)\n")
{
return object->checkInFoV(obj, fov, checkEnabled);
}

View file

@ -80,6 +80,8 @@ public:
void setAimLocation( const Point3F &location );
Point3F getAimLocation() const { return mAimLocation; }
void clearAim();
bool checkInLos(GameBase* target = NULL, bool _useMuzzle = false, bool _checkEnabled = false);
bool checkInFoV(GameBase* target = NULL, F32 camFov = 45.0f, bool _checkEnabled = false);
// Movement sets/gets
void setMoveSpeed( const F32 speed );