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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 06:34:36 +00:00
getmovedestination, set/get speed, targetting script commands
todo: need to see why getAIController().setAimLocation("10 10 0"); seems to get into an onreachdestination+stuck callback loop
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f00b8e1ae0
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f3ef698e89
6 changed files with 187 additions and 3 deletions
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@ -25,7 +25,31 @@
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static U32 sAILoSMask = TerrainObjectType | StaticShapeObjectType | StaticObjectType;
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bool AIAimTarget::checkInLos(GameBase* target, bool _useMuzzle, bool _checkEnabled)
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F32 AIAimTarget::getTargetDistance(SceneObject* target, bool _checkEnabled)
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{
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if (!target)
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{
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target = mObj.getPointer();
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if (!target)
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return F32_MAX;
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}
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if (_checkEnabled)
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{
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if (target->getTypeMask() & ShapeBaseObjectType)
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{
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ShapeBase* shapeBaseCheck = static_cast<ShapeBase*>(target);
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if (shapeBaseCheck)
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if (shapeBaseCheck->getDamageState() != ShapeBase::Enabled) return false;
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}
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else
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return F32_MAX;
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}
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return (getPosition() - target->getPosition()).len();
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}
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bool AIAimTarget::checkInLos(SceneObject* target, bool _useMuzzle, bool _checkEnabled)
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{
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ShapeBase* sbo = dynamic_cast<ShapeBase*>(getCtrl()->getAIInfo()->mObj.getPointer());
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if (!target)
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@ -75,3 +99,123 @@ bool AIAimTarget::checkInLos(GameBase* target, bool _useMuzzle, bool _checkEnabl
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}
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return hit;
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}
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bool AIAimTarget::checkInFoV(SceneObject* target, F32 camFov, bool _checkEnabled)
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{
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ShapeBase* sbo = dynamic_cast<ShapeBase*>(getCtrl()->getAIInfo()->mObj.getPointer());
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if (!target)
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{
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target = dynamic_cast<ShapeBase*>(mObj.getPointer());
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if (!target)
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return false;
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}
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if (_checkEnabled)
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{
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if (target->getTypeMask() & ShapeBaseObjectType)
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{
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ShapeBase* shapeBaseCheck = static_cast<ShapeBase*>(target);
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if (shapeBaseCheck)
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if (shapeBaseCheck->getDamageState() != ShapeBase::Enabled) return false;
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}
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else
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return false;
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}
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MatrixF cam = sbo->getTransform();
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Point3F camPos;
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VectorF camDir;
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cam.getColumn(3, &camPos);
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cam.getColumn(1, &camDir);
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camFov = mDegToRad(camFov) / 2;
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Point3F shapePos = target->getBoxCenter();
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VectorF shapeDir = shapePos - camPos;
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// Test to see if it's within our viewcone, this test doesn't
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// actually match the viewport very well, should consider
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// projection and box test.
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shapeDir.normalize();
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F32 dot = mDot(shapeDir, camDir);
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return (dot > mCos(camFov));
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}
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DefineEngineMethod(AIController, setAimLocation, void, (Point3F target), ,
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"@brief Tells the AIPlayer to aim at the location provided.\n\n"
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"@param target An \"x y z\" position in the game world to target.\n\n"
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"@see getAimLocation()\n")
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{
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object->setAim(target);
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}
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DefineEngineMethod(AIController, getAimLocation, Point3F, (), ,
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"@brief Returns the point the AIPlayer is aiming at.\n\n"
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"This will reflect the position set by setAimLocation(), "
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"or the position of the object that the bot is now aiming at. "
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"If the bot is not aiming at anything, this value will "
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"change to whatever point the bot's current line-of-sight intercepts."
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"@return World space coordinates of the object AI is aiming at. Formatted as \"X Y Z\".\n\n"
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"@see setAimLocation()\n"
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"@see setAimObject()\n")
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{
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return object->getAim()->getPosition();
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}
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DefineEngineMethod(AIController, setAimObject, void, (const char* objName, Point3F offset), (Point3F::Zero), "( GameBase obj, [Point3F offset] )"
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"Sets the bot's target object. Optionally set an offset from target location."
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"@hide")
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{
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// Find the target
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SceneObject* targetObject;
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if (Sim::findObject(objName, targetObject))
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{
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object->setAim(targetObject, 0.0f, offset);
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}
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else
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object->setAim(0, 0.0f, offset);
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}
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DefineEngineMethod(AIController, getAimObject, S32, (), ,
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"@brief Gets the object the AIPlayer is targeting.\n\n"
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"@return Returns -1 if no object is being aimed at, "
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"or the SimObjectID of the object the AIPlayer is aiming at.\n\n"
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"@see setAimObject()\n")
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{
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SceneObject* obj = dynamic_cast<GameBase*>(object->getAim()->mObj.getPointer());
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return obj ? obj->getId() : -1;
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}
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DefineEngineMethod(AIController, getTargetDistance, F32, (SceneObject* obj, bool checkEnabled), (nullAsType<SceneObject*>(), false),
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"@brief The distance to a given target.\n"
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"@obj Object to check. (If blank, it will check the current target).\n"
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"@checkEnabled check whether the object can take damage and if so is still alive.(Defaults to false)\n")
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{
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return object->getAim()->getTargetDistance(obj, checkEnabled);
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}
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DefineEngineMethod(AIController, checkInLos, bool, (SceneObject* obj, bool useMuzzle, bool checkEnabled), (nullAsType<ShapeBase*>(), false, false),
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"@brief Check whether an object is in line of sight.\n"
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"@obj Object to check. (If blank, it will check the current target).\n"
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"@useMuzzle Use muzzle position. Otherwise use eye position. (defaults to false).\n"
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"@checkEnabled check whether the object can take damage and if so is still alive.(Defaults to false)\n")
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{
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return object->getAim()->checkInLos(obj, useMuzzle, checkEnabled);
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}
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DefineEngineMethod(AIController, checkInFoV, bool, (SceneObject* obj, F32 fov, bool checkEnabled), (nullAsType<ShapeBase*>(), 45.0f, false),
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"@brief Check whether an object is within a specified veiw cone.\n"
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"@obj Object to check. (If blank, it will check the current target).\n"
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"@fov view angle in degrees.(Defaults to 45)\n"
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"@checkEnabled check whether the object can take damage and if so is still alive.(Defaults to false)\n")
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{
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return object->getAim()->checkInFoV(obj, fov, checkEnabled);
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}
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