mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
227 lines
7.6 KiB
C++
227 lines
7.6 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "AIAimTarget.h"
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#include "AIController.h"
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static U32 sAILoSMask = TerrainObjectType | StaticShapeObjectType | StaticObjectType;
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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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{
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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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RayInfo ri;
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sbo->disableCollision();
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S32 mountCount = target->getMountedObjectCount();
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for (S32 i = 0; i < mountCount; i++)
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{
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target->getMountedObject(i)->disableCollision();
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}
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Point3F checkPoint;
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if (_useMuzzle)
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sbo->getMuzzlePoint(0, &checkPoint);
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else
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{
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MatrixF eyeMat;
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sbo->getEyeTransform(&eyeMat);
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eyeMat.getColumn(3, &checkPoint);
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}
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bool hit = !gServerContainer.castRay(checkPoint, target->getBoxCenter(), sAILoSMask, &ri);
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sbo->enableCollision();
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for (S32 i = 0; i < mountCount; i++)
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{
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target->getMountedObject(i)->enableCollision();
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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, clearAim, void, (), , "clears the bot's target.")
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{
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object->clearAim();
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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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