helper functions for AI: testing if an object is in line of sight (and optionally if it's enabled), if a point is clear, and if an object is within a given angular field of view (optionally specified beyond a stock 45 degrees, as well as optionally checking if the target is enabled)

This commit is contained in:
Azaezel 2014-05-13 19:53:00 -05:00
parent 7a517d3cb1
commit 9342115b1e
2 changed files with 118 additions and 20 deletions

View file

@ -28,6 +28,10 @@
#include "T3D/gameBase/moveManager.h"
#include "console/engineAPI.h"
static U32 AIPLAYER_LOSMASK = TerrainObjectType | WaterObjectType |
ShapeBaseObjectType | StaticShapeObjectType |
PlayerObjectType | ItemObjectType;
IMPLEMENT_CO_NETOBJECT_V1(AIPlayer);
ConsoleDocClass( AIPlayer,
@ -417,28 +421,19 @@ 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;
}
if (mAimObject)
{
mTargetInLOS = checkInLos(mAimObject.getPointer(), false);
if (mTargetInLOS)
{
throwCallback("onTargetEnterLOS");
mTargetInLOS = true;
}
else
if (!mTargetInLOS) {
throwCallback( "onTargetEnterLOS" );
mTargetInLOS = true;
}
{
throwCallback("onTargetExitLOS");
mTargetInLOS = false;
}
}
// Replicate the trigger state into the move so that
@ -610,3 +605,103 @@ DefineEngineMethod( AIPlayer, getAimObject, S32, (),,
GameBase* obj = object->getAimObject();
return obj? obj->getId(): -1;
}
bool AIPlayer::checkInLos(GameBase* target, bool _checkEnabled = false)
{
if (!isServerObject()) return false;
if (!(bool(target))) return false;
if (_checkEnabled)
{
ShapeBase *shapeBaseCheck = dynamic_cast<ShapeBase *>(target);
if (shapeBaseCheck)
if (shapeBaseCheck->getDamageState() != Enabled) return false;
}
RayInfo ri;
disableCollision();
S32 mountCount = target->getMountedObjectCount();
for (S32 i = 0; i < mountCount; i++)
{
target->getMountedObject(i)->disableCollision();
}
Point3F muzzlePoint;
getMuzzlePointAI(0, &muzzlePoint);
bool hit = gServerContainer.castRay(muzzlePoint, target->getBoxCenter(), AIPLAYER_LOSMASK, &ri);
enableCollision();
for (S32 i = 0; i < mountCount; i++)
{
target->getMountedObject(i)->enableCollision();
}
if (hit)
{
if (target != dynamic_cast<GameBase*>(ri.object)) hit = false;
}
return hit;
}
bool AIPlayer::checkLosClear(Point3F _pos)
{
if (!isServerObject()) return false;
RayInfo ri;
disableCollision();
Point3F muzzlePoint;
getMuzzlePointAI(0, &muzzlePoint);
gServerContainer.castRay(muzzlePoint, _pos, AIPLAYER_LOSMASK, &ri);
bool emptySpace = bool(ri.object == NULL);
enableCollision();
return emptySpace;
}
DefineEngineMethod(AIPlayer, checkInLos, bool, (ShapeBase* obj, bool checkEnabled), (0, false),
"@brief Check for an object in line of sight.\n")
{
return object->checkInLos(obj, checkEnabled);
}
bool AIPlayer::checkInFoV(GameBase* target, F32 camFov, bool _checkEnabled = false)
{
if (!isServerObject()) return false;
if (!(bool(target))) return false;
if (_checkEnabled)
{
ShapeBase *shapeBaseCheck = dynamic_cast<ShapeBase *>(target);
if (shapeBaseCheck)
if (shapeBaseCheck->getDamageState() != Enabled) return false;
}
MatrixF cam = getTransform();
Point3F camPos;
VectorF camDir;
cam.getColumn(3, &camPos);
cam.getColumn(1, &camDir);
camFov = mDegToRad(camFov) / 2;
Point3F shapePos;
// Use the render transform instead of the box center
// otherwise it'll jitter.
MatrixF srtMat = target->getTransform();
srtMat.getColumn(3, &shapePos);
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), (0, 45, false),
"@brief Check for an object within a specified veiw cone.\n")
{
return object->checkInFoV(obj, fov, checkEnabled);
}

View file

@ -80,6 +80,9 @@ public:
void setAimLocation( const Point3F &location );
Point3F getAimLocation() const { return mAimLocation; }
void clearAim();
bool checkInLos(GameBase* target, bool _checkEnabled);
bool checkLosClear(Point3F _pos);
bool checkInFoV(GameBase* target, F32 camFov, bool _checkEnabled);
// Movement sets/gets
void setMoveSpeed( const F32 speed );