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- //-----------------------------------------------------------------------------
- // 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 "platform/platform.h"
- #include "T3D/aiPlayer.h"
- #include "console/consoleInternal.h"
- #include "math/mMatrix.h"
- #include "T3D/gameBase/moveManager.h"
- #include "console/engineAPI.h"
- static U32 sAIPlayerLoSMask = TerrainObjectType | StaticShapeObjectType | StaticObjectType;
- IMPLEMENT_CO_NETOBJECT_V1(AIPlayer);
- ConsoleDocClass( AIPlayer,
- "@brief A Player object not controlled by conventional input, but by an AI engine.\n\n"
- "The AIPlayer provides a Player object that may be controlled from script. You control "
- "where the player moves and how fast. You may also set where the AIPlayer is aiming at "
- "-- either a location or another game object.\n\n"
- "The AIPlayer class does not have a datablock of its own. It makes use of the PlayerData "
- "datablock to define how it looks, etc. As the AIPlayer is an extension of the Player class "
- "it can mount objects and fire weapons, or mount vehicles and drive them.\n\n"
- "While the PlayerData datablock is used, there are a number of additional callbacks that are "
- "implemented by AIPlayer on the datablock. These are listed here:\n\n"
- "void onReachDestination(AIPlayer obj) \n"
- "Called when the player has reached its set destination using the setMoveDestination() method. "
- "The actual point at which this callback is called is when the AIPlayer is within the mMoveTolerance "
- "of the defined destination.\n\n"
- "void onMoveStuck(AIPlayer obj) \n"
- "While in motion, if an AIPlayer has moved less than moveStuckTolerance within a single tick, this "
- "callback is called. From here you could choose an alternate destination to get the AIPlayer moving "
- "again.\n\n"
- "void onTargetEnterLOS(AIPlayer obj) \n"
- "When an object is being aimed at (following a call to setAimObject()) and the targeted object enters "
- "the AIPlayer's line of sight, this callback is called. The LOS test is a ray from the AIPlayer's eye "
- "position to the center of the target's bounding box. The LOS ray test only checks against interiors, "
- "statis shapes, and terrain.\n\n"
- "void onTargetExitLOS(AIPlayer obj) \n"
- "When an object is being aimed at (following a call to setAimObject()) and the targeted object leaves "
- "the AIPlayer's line of sight, this callback is called. The LOS test is a ray from the AIPlayer's eye "
- "position to the center of the target's bounding box. The LOS ray test only checks against interiors, "
- "statis shapes, and terrain.\n\n"
- "@tsexample\n"
- "// Create the demo player object\n"
- "%player = new AiPlayer()\n"
- "{\n"
- " dataBlock = DemoPlayer;\n"
- " path = \"\";\n"
- "};\n"
- "@endtsexample\n\n"
- "@see Player for a list of all inherited functions, variables, and base description\n"
- "@ingroup AI\n"
- "@ingroup gameObjects\n");
- /**
- * Constructor
- */
- AIPlayer::AIPlayer()
- {
- mMoveDestination.set( 0.0f, 0.0f, 0.0f );
- mMoveSpeed = 1.0f;
- mMoveTolerance = 0.25f;
- mMoveStuckTolerance = 0.01f;
- mMoveStuckTestDelay = 30;
- mMoveStuckTestCountdown = 0;
- mMoveSlowdown = true;
- mMoveState = ModeStop;
- mAimObject = 0;
- mAimLocationSet = false;
- mTargetInLOS = false;
- mAimOffset = Point3F(0.0f, 0.0f, 0.0f);
- mIsAiControlled = true;
- }
- /**
- * Destructor
- */
- AIPlayer::~AIPlayer()
- {
- }
- void AIPlayer::initPersistFields()
- {
- addGroup( "AI" );
- addField( "mMoveTolerance", TypeF32, Offset( mMoveTolerance, AIPlayer ),
- "@brief Distance from destination before stopping.\n\n"
- "When the AIPlayer is moving to a given destination it will move to within "
- "this distance of the destination and then stop. By providing this tolerance "
- "it helps the AIPlayer from never reaching its destination due to minor obstacles, "
- "rounding errors on its position calculation, etc. By default it is set to 0.25.\n");
- addField( "moveStuckTolerance", TypeF32, Offset( mMoveStuckTolerance, AIPlayer ),
- "@brief Distance tolerance on stuck check.\n\n"
- "When the AIPlayer is moving to a given destination, if it ever moves less than "
- "this tolerance during a single tick, the AIPlayer is considered stuck. At this point "
- "the onMoveStuck() callback is called on the datablock.\n");
- addField( "moveStuckTestDelay", TypeS32, Offset( mMoveStuckTestDelay, AIPlayer ),
- "@brief The number of ticks to wait before testing if the AIPlayer is stuck.\n\n"
- "When the AIPlayer is asked to move, this property is the number of ticks to wait "
- "before the AIPlayer starts to check if it is stuck. This delay allows the AIPlayer "
- "to accelerate to full speed without its initial slow start being considered as stuck.\n"
- "@note Set to zero to have the stuck test start immediately.\n");
- endGroup( "AI" );
- Parent::initPersistFields();
- }
- bool AIPlayer::onAdd()
- {
- if (!Parent::onAdd())
- return false;
- // Use the eye as the current position (see getAIMove)
- MatrixF eye;
- getEyeTransform(&eye);
- mLastLocation = eye.getPosition();
- return true;
- }
- /**
- * Sets the speed at which this AI moves
- *
- * @param speed Speed to move, default player was 10
- */
- void AIPlayer::setMoveSpeed( F32 speed )
- {
- mMoveSpeed = getMax(0.0f, getMin( 1.0f, speed ));
- }
- /**
- * Stops movement for this AI
- */
- void AIPlayer::stopMove()
- {
- mMoveState = ModeStop;
- }
- /**
- * Sets how far away from the move location is considered
- * "on target"
- *
- * @param tolerance Movement tolerance for error
- */
- void AIPlayer::setMoveTolerance( const F32 tolerance )
- {
- mMoveTolerance = getMax( 0.1f, tolerance );
- }
- /**
- * Sets the location for the bot to run to
- *
- * @param location Point to run to
- */
- void AIPlayer::setMoveDestination( const Point3F &location, bool slowdown )
- {
- mMoveDestination = location;
- mMoveState = ModeMove;
- mMoveSlowdown = slowdown;
- mMoveStuckTestCountdown = mMoveStuckTestDelay;
- }
- /**
- * Sets the object the bot is targeting
- *
- * @param targetObject The object to target
- */
- void AIPlayer::setAimObject( GameBase *targetObject )
- {
- mAimObject = targetObject;
- mTargetInLOS = false;
- mAimOffset = Point3F(0.0f, 0.0f, 0.0f);
- }
- /**
- * Sets the object the bot is targeting and an offset to add to target location
- *
- * @param targetObject The object to target
- * @param offset The offest from the target location to aim at
- */
- void AIPlayer::setAimObject( GameBase *targetObject, Point3F offset )
- {
- mAimObject = targetObject;
- mTargetInLOS = false;
- mAimOffset = offset;
- }
- /**
- * Sets the location for the bot to aim at
- *
- * @param location Point to aim at
- */
- void AIPlayer::setAimLocation( const Point3F &location )
- {
- mAimObject = 0;
- mAimLocationSet = true;
- mAimLocation = location;
- mAimOffset = Point3F(0.0f, 0.0f, 0.0f);
- }
- /**
- * Clears the aim location and sets it to the bot's
- * current destination so he looks where he's going
- */
- void AIPlayer::clearAim()
- {
- mAimObject = 0;
- mAimLocationSet = false;
- mAimOffset = Point3F(0.0f, 0.0f, 0.0f);
- }
- /**
- * This method calculates the moves for the AI player
- *
- * @param movePtr Pointer to move the move list into
- */
- bool AIPlayer::getAIMove(Move *movePtr)
- {
- *movePtr = NullMove;
- // Use the eye as the current position.
- MatrixF eye;
- getEyeTransform(&eye);
- Point3F location = eye.getPosition();
- Point3F rotation = getRotation();
- // Orient towards the aim point, aim object, or towards
- // our destination.
- if (mAimObject || mAimLocationSet || mMoveState != ModeStop)
- {
- // Update the aim position if we're aiming for an object
- if (mAimObject)
- mAimLocation = mAimObject->getPosition() + mAimOffset;
- else
- if (!mAimLocationSet)
- mAimLocation = mMoveDestination;
- F32 xDiff = mAimLocation.x - location.x;
- F32 yDiff = mAimLocation.y - location.y;
- if (!mIsZero(xDiff) || !mIsZero(yDiff))
- {
- // First do Yaw
- // use the cur yaw between -Pi and Pi
- F32 curYaw = rotation.z;
- while (curYaw > M_2PI_F)
- curYaw -= M_2PI_F;
- while (curYaw < -M_2PI_F)
- curYaw += M_2PI_F;
- // find the yaw offset
- F32 newYaw = mAtan2( xDiff, yDiff );
- F32 yawDiff = newYaw - curYaw;
- // make it between 0 and 2PI
- if( yawDiff < 0.0f )
- yawDiff += M_2PI_F;
- else if( yawDiff >= M_2PI_F )
- yawDiff -= M_2PI_F;
- // now make sure we take the short way around the circle
- if( yawDiff > M_PI_F )
- yawDiff -= M_2PI_F;
- else if( yawDiff < -M_PI_F )
- yawDiff += M_2PI_F;
- movePtr->yaw = yawDiff;
- // Next do pitch.
- if (!mAimObject && !mAimLocationSet)
- {
- // Level out if were just looking at our next way point.
- Point3F headRotation = getHeadRotation();
- movePtr->pitch = -headRotation.x;
- }
- else
- {
- // This should be adjusted to run from the
- // eye point to the object's center position. Though this
- // works well enough for now.
- F32 vertDist = mAimLocation.z - location.z;
- F32 horzDist = mSqrt(xDiff * xDiff + yDiff * yDiff);
- F32 newPitch = mAtan2( horzDist, vertDist ) - ( M_PI_F / 2.0f );
- if (mFabs(newPitch) > 0.01f)
- {
- Point3F headRotation = getHeadRotation();
- movePtr->pitch = newPitch - headRotation.x;
- }
- }
- }
- }
- else
- {
- // Level out if we're not doing anything else
- Point3F headRotation = getHeadRotation();
- movePtr->pitch = -headRotation.x;
- }
- // Move towards the destination
- if (mMoveState != ModeStop)
- {
- F32 xDiff = mMoveDestination.x - location.x;
- F32 yDiff = mMoveDestination.y - location.y;
- // Check if we should mMove, or if we are 'close enough'
- if (mFabs(xDiff) < mMoveTolerance && mFabs(yDiff) < mMoveTolerance)
- {
- mMoveState = ModeStop;
- throwCallback("onReachDestination");
- }
- else
- {
- // Build move direction in world space
- if (mIsZero(xDiff))
- movePtr->y = (location.y > mMoveDestination.y) ? -1.0f : 1.0f;
- else
- if (mIsZero(yDiff))
- movePtr->x = (location.x > mMoveDestination.x) ? -1.0f : 1.0f;
- else
- if (mFabs(xDiff) > mFabs(yDiff))
- {
- F32 value = mFabs(yDiff / xDiff);
- movePtr->y = (location.y > mMoveDestination.y) ? -value : value;
- movePtr->x = (location.x > mMoveDestination.x) ? -1.0f : 1.0f;
- }
- else
- {
- F32 value = mFabs(xDiff / yDiff);
- movePtr->x = (location.x > mMoveDestination.x) ? -value : value;
- movePtr->y = (location.y > mMoveDestination.y) ? -1.0f : 1.0f;
- }
- // Rotate the move into object space (this really only needs
- // a 2D matrix)
- Point3F newMove;
- MatrixF moveMatrix;
- moveMatrix.set(EulerF(0.0f, 0.0f, -(rotation.z + movePtr->yaw)));
- moveMatrix.mulV( Point3F( movePtr->x, movePtr->y, 0.0f ), &newMove );
- movePtr->x = newMove.x;
- movePtr->y = newMove.y;
- // Set movement speed. We'll slow down once we get close
- // to try and stop on the spot...
- if (mMoveSlowdown)
- {
- F32 speed = mMoveSpeed;
- F32 dist = mSqrt(xDiff*xDiff + yDiff*yDiff);
- F32 maxDist = 5.0f;
- if (dist < maxDist)
- speed *= dist / maxDist;
- movePtr->x *= speed;
- movePtr->y *= speed;
- mMoveState = ModeSlowing;
- }
- else
- {
- movePtr->x *= mMoveSpeed;
- movePtr->y *= mMoveSpeed;
- mMoveState = ModeMove;
- }
- if (mMoveStuckTestCountdown > 0)
- --mMoveStuckTestCountdown;
- else
- {
- // We should check to see if we are stuck...
- F32 locationDelta = (location - mLastLocation).len();
- if (locationDelta < mMoveStuckTolerance && mDamageState == Enabled)
- {
- // If we are slowing down, then it's likely that our location delta will be less than
- // our move stuck tolerance. Because we can be both slowing and stuck
- // we should TRY to check if we've moved. This could use better detection.
- if ( mMoveState != ModeSlowing || locationDelta == 0 )
- {
- mMoveState = ModeStuck;
- throwCallback("onMoveStuck");
- }
- }
- }
- }
- }
- // Test for target location in sight if it's an object. The LOS is
- // run from the eye position to the center of the object's bounding,
- // which is not very accurate.
- if (mAimObject)
- {
- if (checkInLos(mAimObject.getPointer()))
- {
- if (!mTargetInLOS)
- {
- throwCallback("onTargetEnterLOS");
- mTargetInLOS = true;
- }
- }
- else if (mTargetInLOS)
- {
- throwCallback("onTargetExitLOS");
- mTargetInLOS = false;
- }
- }
- // Replicate the trigger state into the move so that
- // triggers can be controlled from scripts.
- for( U32 i = 0; i < MaxMountedImages; i++ )
- movePtr->trigger[i] = getImageTriggerState(i);
- mLastLocation = location;
- return true;
- }
- /**
- * Utility function to throw callbacks. Callbacks always occure
- * on the datablock class.
- *
- * @param name Name of script function to call
- */
- void AIPlayer::throwCallback( const char *name )
- {
- Con::executef(getDataBlock(), name, getIdString());
- }
- // --------------------------------------------------------------------------------------------
- // Console Functions
- // --------------------------------------------------------------------------------------------
- DefineEngineMethod( AIPlayer, stop, void, ( ),,
- "@brief Tells the AIPlayer to stop moving.\n\n")
- {
- object->stopMove();
- }
- DefineEngineMethod( AIPlayer, clearAim, void, ( ),,
- "@brief Use this to stop aiming at an object or a point.\n\n"
-
- "@see setAimLocation()\n"
- "@see setAimObject()\n")
- {
- object->clearAim();
- }
- DefineEngineMethod( AIPlayer, setMoveSpeed, void, ( F32 speed ),,
- "@brief Sets the move speed for an AI object.\n\n"
- "@param speed A speed multiplier between 0.0 and 1.0. "
- "This is multiplied by the AIPlayer's base movement rates (as defined in "
- "its PlayerData datablock)\n\n"
-
- "@see getMoveDestination()\n")
- {
- object->setMoveSpeed(speed);
- }
- DefineEngineMethod( AIPlayer, getMoveSpeed, F32, ( ),,
- "@brief Gets the move speed of an AI object.\n\n"
- "@return A speed multiplier between 0.0 and 1.0.\n\n"
- "@see setMoveSpeed()\n")
- {
- return object->getMoveSpeed();
- }
- DefineEngineMethod( AIPlayer, setMoveDestination, void, ( Point3F goal, bool slowDown ), ( true ),
- "@brief Tells the AI to move to the location provided\n\n"
- "@param goal Coordinates in world space representing location to move to.\n"
- "@param slowDown A boolean value. If set to true, the bot will slow down "
- "when it gets within 5-meters of its move destination. If false, the bot "
- "will stop abruptly when it reaches the move destination. By default, this is true.\n\n"
- "@note Upon reaching a move destination, the bot will clear its move destination and "
- "calls to getMoveDestination will return \"0 0 0\"."
-
- "@see getMoveDestination()\n")
- {
- object->setMoveDestination( goal, slowDown);
- }
- DefineEngineMethod( AIPlayer, getMoveDestination, Point3F, (),,
- "@brief Get the AIPlayer's current destination.\n\n"
- "@return Returns a point containing the \"x y z\" position "
- "of the AIPlayer's current move destination. If no move destination "
- "has yet been set, this returns \"0 0 0\"."
-
- "@see setMoveDestination()\n")
- {
- return object->getMoveDestination();
- }
- DefineEngineMethod( AIPlayer, 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->setAimLocation(target);
- }
- DefineEngineMethod( AIPlayer, 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->getAimLocation();
- }
- ConsoleDocFragment _setAimObject(
- "@brief Sets the AIPlayer's target object. May optionally set an offset from target location\n\n"
- "@param targetObject The object to target\n"
- "@param offset Optional three-element offset vector which will be added to the position of the aim object.\n\n"
- "@tsexample\n"
- "// Without an offset\n"
- "%ai.setAimObject(%target);\n\n"
- "// With an offset\n"
- "// Cause our AI object to aim at the target\n"
- "// offset (0, 0, 1) so you don't aim at the target's feet\n"
- "%ai.setAimObject(%target, \"0 0 1\");\n"
- "@endtsexample\n\n"
-
- "@see getAimLocation()\n"
- "@see getAimObject()\n"
- "@see clearAim()\n",
- "AIPlayer",
- "void setAimObject(GameBase targetObject, Point3F offset);"
- );
- DefineConsoleMethod( AIPlayer, 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
- GameBase *targetObject;
- if( Sim::findObject( objName, targetObject ) )
- {
- object->setAimObject( targetObject, offset );
- }
- else
- object->setAimObject( 0, offset );
- }
- DefineEngineMethod( AIPlayer, 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")
- {
- GameBase* obj = object->getAimObject();
- return obj? obj->getId(): -1;
- }
- bool AIPlayer::checkInLos(GameBase* target, bool _useMuzzle, bool _checkEnabled)
- {
- if (!isServerObject()) return false;
- if (!target)
- {
- target = mAimObject.getPointer();
- if (!target)
- return false;
- }
- if (_checkEnabled)
- {
- if (target->getTypeMask() & ShapeBaseObjectType)
- {
- ShapeBase *shapeBaseCheck = static_cast<ShapeBase *>(target);
- if (shapeBaseCheck)
- if (shapeBaseCheck->getDamageState() != Enabled) return false;
- }
- else
- return false;
- }
- RayInfo ri;
- disableCollision();
- S32 mountCount = target->getMountedObjectCount();
- for (S32 i = 0; i < mountCount; i++)
- {
- target->getMountedObject(i)->disableCollision();
- }
- Point3F checkPoint ;
- if (_useMuzzle)
- getMuzzlePointAI(0, &checkPoint );
- else
- {
- MatrixF eyeMat;
- getEyeTransform(&eyeMat);
- eyeMat.getColumn(3, &checkPoint );
- }
- bool hit = !gServerContainer.castRay(checkPoint, target->getBoxCenter(), sAIPlayerLoSMask, &ri);
- enableCollision();
- for (S32 i = 0; i < mountCount; i++)
- {
- target->getMountedObject(i)->enableCollision();
- }
- return hit;
- }
- DefineEngineMethod(AIPlayer, checkInLos, bool, (ShapeBase* obj, bool useMuzzle, bool checkEnabled),(NULL, 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->checkInLos(obj, useMuzzle, checkEnabled);
- }
- bool AIPlayer::checkInFoV(GameBase* target, F32 camFov, bool _checkEnabled)
- {
- if (!isServerObject()) return false;
- if (!target)
- {
- target = mAimObject.getPointer();
- if (!target)
- return false;
- }
- if (_checkEnabled)
- {
- if (target->getTypeMask() & ShapeBaseObjectType)
- {
- ShapeBase *shapeBaseCheck = static_cast<ShapeBase *>(target);
- if (shapeBaseCheck)
- if (shapeBaseCheck->getDamageState() != Enabled) return false;
- }
- else
- return false;
- }
- MatrixF cam = 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(AIPlayer, checkInFoV, bool, (ShapeBase* obj, F32 fov, bool checkEnabled), (NULL, 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->checkInFoV(obj, fov, checkEnabled);
- }
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