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DoomRTX/neo/doom3/game/ai/NAVCallback_AvoidLocation.cpp
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2026-05-22 22:26:19 -07:00

127 lines
2.7 KiB
C++

// Copyright (C) 2007 Id Software, Inc.
//
#pragma hdrstop
#include "precompiled.h"
#include "NAV_local.h"
#include "../Game_local.h" // for print and error
#include "NAVCallback_AvoidLocation.h"
/*
============
idNAVCallback_AvoidLocation::idNAVCallback_AvoidLocation
============
*/
idNAVCallback_AvoidLocation::idNAVCallback_AvoidLocation()
{
avoidLocation.Zero();
avoidDist = 0.0f;
obstacles = NULL;
numObstacles = 0;
}
/*
============
idNAVCallback_AvoidLocation::~idNAVCallback_AvoidLocation
============
*/
idNAVCallback_AvoidLocation::~idNAVCallback_AvoidLocation()
{
}
/*
============
idNAVCallback_AvoidLocation::SetAvoidLocation
============
*/
void idNAVCallback_AvoidLocation::SetAvoidLocation( const idVec3& start, const idVec3& avoidLocation )
{
this->avoidLocation = avoidLocation;
this->avoidDist = ( avoidLocation - start ).Length();
}
/*
============
idNAVCallback_AvoidLocation::SetObstacles
============
*/
void idNAVCallback_AvoidLocation::SetObstacles( const idNAV* aas, const idNAVObstacle* 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()->boundingBoxes[0][1];
obstacles[i].expAbsBounds[1] = obstacles[i].absBounds[1] - aas->GetSettings()->boundingBoxes[0][0];
}
}
/*
============
idNAVCallback_AvoidLocation::PathValid
============
*/
bool idNAVCallback_AvoidLocation::PathValid( const idNAV* 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;
}
/*
============
idNAVCallback_AvoidLocation::AdditionalTravelTimeForPath
============
*/
int idNAVCallback_AvoidLocation::AdditionalTravelTimeForPath( const idNAV* 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;
}