// Copyright (C) 2007 Id Software, Inc. // #include "../../precompiled.h" #pragma hdrstop #include "AAS.h" #include "AASCallback_AvoidLocation.h" /* ============ idAASCallback_AvoidLocation::idAASCallback_AvoidLocation ============ */ idAASCallback_AvoidLocation::idAASCallback_AvoidLocation() { avoidLocation.Zero(); avoidDist = 0.0f; obstacles = NULL; numObstacles = 0; } /* ============ idAASCallback_AvoidLocation::~idAASCallback_AvoidLocation ============ */ idAASCallback_AvoidLocation::~idAASCallback_AvoidLocation() { } /* ============ idAASCallback_AvoidLocation::SetAvoidLocation ============ */ void idAASCallback_AvoidLocation::SetAvoidLocation( const idVec3 &start, const idVec3 &avoidLocation ) { this->avoidLocation = avoidLocation; this->avoidDist = ( avoidLocation - start ).Length(); } /* ============ idAASCallback_AvoidLocation::SetObstacles ============ */ void idAASCallback_AvoidLocation::SetObstacles( const idAAS *aas, const idAASObstacle *obstacles, int numObstacles ) { this->obstacles = obstacles; this->numObstacles = numObstacles; for ( int i = 0; i < numObstacles; i++ ) { obstacles[i].expAbsBounds[0] = obstacles[i].absBounds[0] - aas->GetSettings()->boundingBox[1]; obstacles[i].expAbsBounds[1] = obstacles[i].absBounds[1] - aas->GetSettings()->boundingBox[0]; } } /* ============ idAASCallback_AvoidLocation::PathValid ============ */ bool idAASCallback_AvoidLocation::PathValid( const idAAS *aas, const idVec3 &start, const idVec3 &end ) { // path may not go through any obstacles for ( int i = 0; i < numObstacles; i++ ) { // if the movement vector intersects the expanded obstacle bounds if ( obstacles[i].expAbsBounds.LineIntersection( start, end ) ) { return false; } } return true; } /* ============ idAASCallback_AvoidLocation::AdditionalTravelTimeForPath ============ */ int idAASCallback_AvoidLocation::AdditionalTravelTimeForPath( const idAAS *aas, const idVec3 &start, const idVec3 &end ) { if ( avoidDist <= 0.0f ) { return 0; } // project avoidLocation origin onto movement vector idVec3 v1 = end - start; v1.Normalize(); idVec3 v2 = avoidLocation - start; idVec3 p = start + ( v2 * v1 ) * v1; // get the point on the path closest to the avoidLocation int i; for ( i = 0; i < 3; i++ ) { if ( ( p[i] > start[i] + 0.1f && p[i] > end[i] + 0.1f ) || ( p[i] < start[i] - 0.1f && p[i] < end[i] - 0.1f ) ) { break; } } float dist; if ( i >= 3 ) { dist = ( avoidLocation - p ).Length(); } else { dist = ( avoidLocation - end ).Length(); } // avoid moving closer to the avoidLocation if ( dist < avoidDist ) { return idMath::Ftoi( ( avoidDist - dist ) * 10.0f ); } return 0; }