Torque3D/Engine/source/T3D/AI/AIAimTarget.cpp
2025-04-15 15:12:27 -05:00

78 lines
2.6 KiB
C++

//-----------------------------------------------------------------------------
// 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<ShapeBase*>(getCtrl()->getAIInfo()->mObj.getPointer());
if (!target)
{
target = dynamic_cast<ShapeBase*>(mObj.getPointer());
if (!target)
return false;
}
if (_checkEnabled)
{
if (target->getTypeMask() & ShapeBaseObjectType)
{
ShapeBase* shapeBaseCheck = static_cast<ShapeBase*>(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;
}