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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 "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);
- }
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