//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "AIAimTarget.h" #include "AIController.h" static U32 sAILoSMask = TerrainObjectType | StaticShapeObjectType | StaticObjectType; bool AIAimTarget::checkInLos(GameBase* target, bool _useMuzzle, bool _checkEnabled) { ShapeBase* sbo = dynamic_cast(getCtrl()->getAIInfo()->mObj.getPointer()); if (!target) { target = dynamic_cast(mObj.getPointer()); if (!target) return false; } if (_checkEnabled) { if (target->getTypeMask() & ShapeBaseObjectType) { ShapeBase* shapeBaseCheck = static_cast(target); if (shapeBaseCheck) if (shapeBaseCheck->getDamageState() != ShapeBase::Enabled) return false; } else return false; } RayInfo ri; sbo->disableCollision(); S32 mountCount = target->getMountedObjectCount(); for (S32 i = 0; i < mountCount; i++) { target->getMountedObject(i)->disableCollision(); } Point3F checkPoint; if (_useMuzzle) sbo->getMuzzlePoint(0, &checkPoint); else { MatrixF eyeMat; sbo->getEyeTransform(&eyeMat); eyeMat.getColumn(3, &checkPoint); } bool hit = !gServerContainer.castRay(checkPoint, target->getBoxCenter(), sAILoSMask, &ri); sbo->enableCollision(); for (S32 i = 0; i < mountCount; i++) { target->getMountedObject(i)->enableCollision(); } return hit; }