revised checkInLos and CheckFoV. boith now take all parameters as optional as suggested, with a target value of NULL resulting in checking the present one.

cleaned up internal usage of checkInLos, tightened the typemask used, and provided further documentation.
This commit is contained in:
Azaezel 2014-07-11 06:58:19 -05:00
parent 8aebb67aa1
commit ae55ad2b50
2 changed files with 44 additions and 21 deletions

View file

@ -29,8 +29,7 @@
#include "console/engineAPI.h"
static U32 sAIPlayerLoSMask = TerrainObjectType | WaterObjectType |
ShapeBaseObjectType | StaticShapeObjectType |
PlayerObjectType | ItemObjectType;
ShapeBaseObjectType | StaticShapeObjectType;
IMPLEMENT_CO_NETOBJECT_V1(AIPlayer);
@ -423,13 +422,15 @@ bool AIPlayer::getAIMove(Move *movePtr)
// which is not very accurate.
if (mAimObject)
{
mTargetInLOS = checkInLos(mAimObject.getPointer(), false);
if (mTargetInLOS)
if (checkInLos(mAimObject.getPointer()))
{
throwCallback("onTargetEnterLOS");
mTargetInLOS = true;
if (!mTargetInLOS)
{
throwCallback("onTargetEnterLOS");
mTargetInLOS = true;
}
}
else
else if (mTargetInLOS)
{
throwCallback("onTargetExitLOS");
mTargetInLOS = false;
@ -605,11 +606,16 @@ DefineEngineMethod( AIPlayer, getAimObject, S32, (),,
GameBase* obj = object->getAimObject();
return obj? obj->getId(): -1;
}
bool AIPlayer::checkInLos(GameBase* target, bool _checkEnabled = false)
bool AIPlayer::checkInLos(GameBase* target, bool _useMuzzle, bool _checkEnabled)
{
if (!isServerObject()) return false;
if (!(bool(target))) return false;
if (!(bool(target)))
{
target = mAimObject.getPointer();
if (!(bool(target)))
return false;
}
if (_checkEnabled)
{
ShapeBase *shapeBaseCheck = dynamic_cast<ShapeBase *>(target);
@ -626,9 +632,18 @@ bool AIPlayer::checkInLos(GameBase* target, bool _checkEnabled = false)
{
target->getMountedObject(i)->disableCollision();
}
Point3F muzzlePoint;
getMuzzlePointAI(0, &muzzlePoint);
bool hit = gServerContainer.castRay(muzzlePoint, target->getBoxCenter(), sAIPlayerLoSMask, &ri);
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++)
@ -644,6 +659,7 @@ bool AIPlayer::checkInLos(GameBase* target, bool _checkEnabled = false)
return hit;
}
bool AIPlayer::checkLosClear(Point3F _pos)
{
if (!isServerObject()) return false;
@ -660,13 +676,17 @@ bool AIPlayer::checkLosClear(Point3F _pos)
return emptySpace;
}
DefineEngineMethod(AIPlayer, checkInLos, bool, (ShapeBase* obj, bool checkEnabled), (0, false),
"@brief Check for an object in line of sight.\n")
DefineEngineMethod(AIPlayer, checkInLos, bool, (ShapeBase* obj, bool useMuzzle, bool checkEnabled),(NULL, false, false),
"@brief Check for an object 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).\n"
"@checkEnabled check if the object is not disabled.\n")
{
return object->checkInLos(obj, checkEnabled);
return object->checkInLos(obj, useMuzzle, checkEnabled);
}
bool AIPlayer::checkInFoV(GameBase* target, F32 camFov, bool _checkEnabled = false)
bool AIPlayer::checkInFoV(GameBase* target, F32 camFov, bool _checkEnabled)
{
if (!isServerObject()) return false;
if (!(bool(target))) return false;
@ -700,8 +720,11 @@ bool AIPlayer::checkInFoV(GameBase* target, F32 camFov, bool _checkEnabled = fal
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")
DefineEngineMethod(AIPlayer, checkInFoV, bool, (ShapeBase* obj, F32 fov, bool checkEnabled), (NULL, 45.0f, false),
"@brief Check for an object within a specified veiw cone.\n"
"@obj Object to check. if blank it will check the current target.\n"
"@fov view angle (in degrees)\n"
"@checkEnabled check if the object is not disabled.\n")
{
return object->checkInFoV(obj, fov, checkEnabled);
}

View file

@ -80,9 +80,9 @@ public:
void setAimLocation( const Point3F &location );
Point3F getAimLocation() const { return mAimLocation; }
void clearAim();
bool checkInLos(GameBase* target, bool _checkEnabled);
bool checkInLos(GameBase* target = NULL, bool _useMuzzle = false, bool _checkEnabled = false);
bool checkLosClear(Point3F _pos);
bool checkInFoV(GameBase* target, F32 camFov, bool _checkEnabled);
bool checkInFoV(GameBase* target = NULL, F32 camFov = 45.0f, bool _checkEnabled = false);
// Movement sets/gets
void setMoveSpeed( const F32 speed );