Torque3D/Engine/source/T3D/AI/AIAimTarget.cpp

227 lines
7.6 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;
F32 AIAimTarget::getTargetDistance(SceneObject* target, bool _checkEnabled)
{
if (!target)
{
target = mObj.getPointer();
if (!target)
return F32_MAX;
}
if (_checkEnabled)
{
if (target->getTypeMask() & ShapeBaseObjectType)
{
ShapeBase* shapeBaseCheck = static_cast<ShapeBase*>(target);
if (shapeBaseCheck)
if (shapeBaseCheck->getDamageState() != ShapeBase::Enabled) return false;
}
else
return F32_MAX;
}
return (getPosition() - target->getPosition()).len();
}
bool AIAimTarget::checkInLos(SceneObject* 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;
}
bool AIAimTarget::checkInFoV(SceneObject* target, F32 camFov, 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;
}
MatrixF cam = sbo->getTransform();
Point3F camPos;
VectorF camDir;
cam.getColumn(3, &camPos);
cam.getColumn(1, &camDir);
camFov = mDegToRad(camFov) / 2;
Point3F shapePos = target->getBoxCenter();
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 > mCos(camFov));
}
DefineEngineMethod(AIController, setAimLocation, void, (Point3F target), ,
"@brief Tells the AIPlayer to aim at the location provided.\n\n"
"@param target An \"x y z\" position in the game world to target.\n\n"
"@see getAimLocation()\n")
{
object->setAim(target);
}
DefineEngineMethod(AIController, getAimLocation, Point3F, (), ,
"@brief Returns the point the AIPlayer is aiming at.\n\n"
"This will reflect the position set by setAimLocation(), "
"or the position of the object that the bot is now aiming at. "
"If the bot is not aiming at anything, this value will "
"change to whatever point the bot's current line-of-sight intercepts."
"@return World space coordinates of the object AI is aiming at. Formatted as \"X Y Z\".\n\n"
"@see setAimLocation()\n"
"@see setAimObject()\n")
{
return object->getAim()->getPosition();
}
DefineEngineMethod(AIController, setAimObject, void, (const char* objName, Point3F offset), (Point3F::Zero), "( GameBase obj, [Point3F offset] )"
"Sets the bot's target object. Optionally set an offset from target location."
"@hide")
{
// Find the target
SceneObject* targetObject;
if (Sim::findObject(objName, targetObject))
{
object->setAim(targetObject, 0.0f, offset);
}
else
object->setAim(0, 0.0f, offset);
}
DefineEngineMethod(AIController, clearAim, void, (), , "clears the bot's target.")
{
object->clearAim();
}
DefineEngineMethod(AIController, getAimObject, S32, (), ,
"@brief Gets the object the AIPlayer is targeting.\n\n"
"@return Returns -1 if no object is being aimed at, "
"or the SimObjectID of the object the AIPlayer is aiming at.\n\n"
"@see setAimObject()\n")
{
SceneObject* obj = dynamic_cast<GameBase*>(object->getAim()->mObj.getPointer());
return obj ? obj->getId() : -1;
}
DefineEngineMethod(AIController, getTargetDistance, F32, (SceneObject* obj, bool checkEnabled), (nullAsType<SceneObject*>(), false),
"@brief The distance to a given target.\n"
"@obj Object to check. (If blank, it will check the current target).\n"
"@checkEnabled check whether the object can take damage and if so is still alive.(Defaults to false)\n")
{
return object->getAim()->getTargetDistance(obj, checkEnabled);
}
DefineEngineMethod(AIController, checkInLos, bool, (SceneObject* obj, bool useMuzzle, bool checkEnabled), (nullAsType<ShapeBase*>(), false, false),
"@brief Check whether an object is 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. (defaults to false).\n"
"@checkEnabled check whether the object can take damage and if so is still alive.(Defaults to false)\n")
{
return object->getAim()->checkInLos(obj, useMuzzle, checkEnabled);
}
DefineEngineMethod(AIController, checkInFoV, bool, (SceneObject* obj, F32 fov, bool checkEnabled), (nullAsType<ShapeBase*>(), 45.0f, false),
"@brief Check whether an object is within a specified veiw cone.\n"
"@obj Object to check. (If blank, it will check the current target).\n"
"@fov view angle in degrees.(Defaults to 45)\n"
"@checkEnabled check whether the object can take damage and if so is still alive.(Defaults to false)\n")
{
return object->getAim()->checkInFoV(obj, fov, checkEnabled);
}