etqw-sdk/source/game/botai/aas/AASCallback_AvoidLocation.cpp

110 lines
2.7 KiB
C++

// 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;
}