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803 lines
22 KiB
803 lines
22 KiB
![]()
4 years ago
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// NextBotVisionInterface.cpp
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// Implementation of common vision system
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// Author: Michael Booth, May 2006
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#include "cbase.h"
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#include "nav.h"
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#include "functorutils.h"
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#include "NextBot.h"
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#include "NextBotVisionInterface.h"
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#include "NextBotBodyInterface.h"
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#include "NextBotUtil.h"
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#ifdef TERROR
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#include "querycache.h"
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#endif
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#include "tier0/vprof.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar nb_blind( "nb_blind", "0", FCVAR_CHEAT, "Disable vision" );
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ConVar nb_debug_known_entities( "nb_debug_known_entities", "0", FCVAR_CHEAT, "Show the 'known entities' for the bot that is the current spectator target" );
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//------------------------------------------------------------------------------------------
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IVision::IVision( INextBot *bot ) : INextBotComponent( bot )
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{
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Reset();
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}
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//------------------------------------------------------------------------------------------
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/**
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* Reset to initial state
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*/
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void IVision::Reset( void )
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{
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INextBotComponent::Reset();
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m_knownEntityVector.RemoveAll();
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m_lastVisionUpdateTimestamp = 0.0f;
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m_primaryThreat = NULL;
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m_FOV = GetDefaultFieldOfView();
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m_cosHalfFOV = cos( 0.5f * m_FOV * M_PI / 180.0f );
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for( int i=0; i<MAX_TEAMS; ++i )
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{
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m_notVisibleTimer[i].Invalidate();
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}
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}
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//------------------------------------------------------------------------------------------
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/**
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* Ask the current behavior to select the most dangerous threat from
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* our set of currently known entities
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* TODO: Find a semantically better place for this to live.
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*/
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const CKnownEntity *IVision::GetPrimaryKnownThreat( bool onlyVisibleThreats ) const
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{
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if ( m_knownEntityVector.Count() == 0 )
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return NULL;
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const CKnownEntity *threat = NULL;
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int i;
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// find the first valid entity
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for( i=0; i<m_knownEntityVector.Count(); ++i )
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{
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const CKnownEntity &firstThreat = m_knownEntityVector[i];
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// check in case status changes between updates
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if ( IsAwareOf( firstThreat ) && !firstThreat.IsObsolete() && !IsIgnored( firstThreat.GetEntity() ) && GetBot()->IsEnemy( firstThreat.GetEntity() ) )
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{
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if ( !onlyVisibleThreats || firstThreat.IsVisibleRecently() )
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{
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threat = &firstThreat;
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break;
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}
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}
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}
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if ( threat == NULL )
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{
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m_primaryThreat = NULL;
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return NULL;
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}
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for( ++i; i<m_knownEntityVector.Count(); ++i )
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{
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const CKnownEntity &newThreat = m_knownEntityVector[i];
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// check in case status changes between updates
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if ( IsAwareOf( newThreat ) && !newThreat.IsObsolete() && !IsIgnored( newThreat.GetEntity() ) && GetBot()->IsEnemy( newThreat.GetEntity() ) )
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{
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if ( !onlyVisibleThreats || newThreat.IsVisibleRecently() )
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{
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threat = GetBot()->GetIntentionInterface()->SelectMoreDangerousThreat( GetBot(), GetBot()->GetEntity(), threat, &newThreat );
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}
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}
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}
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// cache off threat
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m_primaryThreat = threat ? threat->GetEntity() : NULL;
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return threat;
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}
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//------------------------------------------------------------------------------------------
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/**
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* Return the closest recognized entity
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*/
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const CKnownEntity *IVision::GetClosestKnown( int team ) const
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{
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const Vector &myPos = GetBot()->GetPosition();
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const CKnownEntity *close = NULL;
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float closeRange = 999999999.9f;
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for( int i=0; i < m_knownEntityVector.Count(); ++i )
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{
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const CKnownEntity &known = m_knownEntityVector[i];
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if ( !known.IsObsolete() && IsAwareOf( known ) )
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{
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if ( team == TEAM_ANY || known.GetEntity()->GetTeamNumber() == team )
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{
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Vector to = known.GetLastKnownPosition() - myPos;
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float rangeSq = to.LengthSqr();
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if ( rangeSq < closeRange )
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{
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close = &known;
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closeRange = rangeSq;
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}
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}
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}
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}
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return close;
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}
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//------------------------------------------------------------------------------------------
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/**
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* Return the closest recognized entity that passes the given filter
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*/
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const CKnownEntity *IVision::GetClosestKnown( const INextBotEntityFilter &filter ) const
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{
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const Vector &myPos = GetBot()->GetPosition();
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const CKnownEntity *close = NULL;
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float closeRange = 999999999.9f;
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for( int i=0; i < m_knownEntityVector.Count(); ++i )
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{
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const CKnownEntity &known = m_knownEntityVector[i];
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if ( !known.IsObsolete() && IsAwareOf( known ) )
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{
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if ( filter.IsAllowed( known.GetEntity() ) )
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{
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Vector to = known.GetLastKnownPosition() - myPos;
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float rangeSq = to.LengthSqr();
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if ( rangeSq < closeRange )
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{
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close = &known;
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closeRange = rangeSq;
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}
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}
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}
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}
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return close;
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}
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//------------------------------------------------------------------------------------------
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/**
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* Given an entity, return our known version of it (or NULL if we don't know of it)
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*/
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const CKnownEntity *IVision::GetKnown( const CBaseEntity *entity ) const
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{
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if ( entity == NULL )
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return NULL;
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for( int i=0; i < m_knownEntityVector.Count(); ++i )
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{
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const CKnownEntity &known = m_knownEntityVector[i];
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if ( known.GetEntity() && known.GetEntity()->entindex() == entity->entindex() && !known.IsObsolete() )
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{
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return &known;
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}
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}
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return NULL;
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}
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//------------------------------------------------------------------------------------------
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/**
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* Introduce a known entity into the system. Its position is assumed to be known
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* and will be updated, and it is assumed to not yet have been seen by us, allowing for learning
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* of known entities by being told about them, hearing them, etc.
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*/
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void IVision::AddKnownEntity( CBaseEntity *entity )
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{
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if ( entity == NULL || entity->IsWorld() )
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{
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// the world is not an entity we can deal with
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return;
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}
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CKnownEntity known( entity );
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// only add it if we don't already know of it
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if ( m_knownEntityVector.Find( known ) == m_knownEntityVector.InvalidIndex() )
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{
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m_knownEntityVector.AddToTail( known );
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}
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}
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//------------------------------------------------------------------------------------------
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// Remove the given entity from our awareness (whether we know if it or not)
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// Useful if we've moved to where we last saw the entity, but it's not there any longer.
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void IVision::ForgetEntity( CBaseEntity *forgetMe )
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{
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if ( !forgetMe )
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return;
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FOR_EACH_VEC( m_knownEntityVector, it )
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{
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const CKnownEntity &known = m_knownEntityVector[ it ];
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if ( known.GetEntity() && known.GetEntity()->entindex() == forgetMe->entindex() )
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{
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m_knownEntityVector.FastRemove( it );
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return;
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}
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}
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}
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//------------------------------------------------------------------------------------------
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void IVision::ForgetAllKnownEntities( void )
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{
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m_knownEntityVector.RemoveAll();
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}
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//------------------------------------------------------------------------------------------
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/**
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* Return the number of entity on the given team known to us closer than rangeLimit
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*/
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int IVision::GetKnownCount( int team, bool onlyVisible, float rangeLimit ) const
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{
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int count = 0;
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FOR_EACH_VEC( m_knownEntityVector, it )
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{
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const CKnownEntity &known = m_knownEntityVector[ it ];
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if ( !known.IsObsolete() && IsAwareOf( known ) )
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{
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if ( team == TEAM_ANY || known.GetEntity()->GetTeamNumber() == team )
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{
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if ( !onlyVisible || known.IsVisibleRecently() )
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{
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if ( rangeLimit < 0.0f || GetBot()->IsRangeLessThan( known.GetLastKnownPosition(), rangeLimit ) )
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{
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++count;
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}
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}
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}
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}
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}
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return count;
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}
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//------------------------------------------------------------------------------------------
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class PopulateVisibleVector
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{
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public:
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PopulateVisibleVector( CUtlVector< CBaseEntity * > *potentiallyVisible )
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{
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m_potentiallyVisible = potentiallyVisible;
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}
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bool operator() ( CBaseEntity *actor )
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{
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m_potentiallyVisible->AddToTail( actor );
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return true;
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}
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CUtlVector< CBaseEntity * > *m_potentiallyVisible;
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};
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//------------------------------------------------------------------------------------------
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/**
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* Populate "potentiallyVisible" with the set of all entities we could potentially see.
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* Entities in this set will be tested for visibility/recognition in IVision::Update()
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*/
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void IVision::CollectPotentiallyVisibleEntities( CUtlVector< CBaseEntity * > *potentiallyVisible )
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{
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potentiallyVisible->RemoveAll();
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// by default, only consider players and other bots as potentially visible
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PopulateVisibleVector populate( potentiallyVisible );
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ForEachActor( populate );
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}
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//------------------------------------------------------------------------------------------
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class CollectVisible
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{
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public:
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CollectVisible( IVision *vision )
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{
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m_vision = vision;
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}
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bool operator() ( CBaseEntity *entity )
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{
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if ( entity &&
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!m_vision->IsIgnored( entity ) &&
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entity->IsAlive() &&
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entity != m_vision->GetBot()->GetEntity() &&
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m_vision->IsAbleToSee( entity, IVision::USE_FOV ) )
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{
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m_recognized.AddToTail( entity );
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}
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return true;
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}
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bool Contains( CBaseEntity *entity ) const
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{
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for( int i=0; i < m_recognized.Count(); ++i )
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{
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if ( entity->entindex() == m_recognized[ i ]->entindex() )
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{
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return true;
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}
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}
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return false;
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}
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IVision *m_vision;
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CUtlVector< CBaseEntity * > m_recognized;
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};
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//------------------------------------------------------------------------------------------
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void IVision::UpdateKnownEntities( void )
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{
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VPROF_BUDGET( "IVision::UpdateKnownEntities", "NextBot" );
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// construct set of potentially visible objects
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CUtlVector< CBaseEntity * > potentiallyVisible;
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CollectPotentiallyVisibleEntities( &potentiallyVisible );
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// collect set of visible and recognized entities at this moment
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CollectVisible visibleNow( this );
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FOR_EACH_VEC( potentiallyVisible, pit )
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{
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VPROF_BUDGET( "IVision::UpdateKnownEntities( collect visible )", "NextBot" );
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if ( visibleNow( potentiallyVisible[ pit ] ) == false )
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break;
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}
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// update known set with new data
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{ VPROF_BUDGET( "IVision::UpdateKnownEntities( update status )", "NextBot" );
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int i;
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for( i=0; i < m_knownEntityVector.Count(); ++i )
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{
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CKnownEntity &known = m_knownEntityVector[i];
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// clear out obsolete knowledge
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if ( known.GetEntity() == NULL || known.IsObsolete() )
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{
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m_knownEntityVector.Remove( i );
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--i;
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continue;
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}
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if ( visibleNow.Contains( known.GetEntity() ) )
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{
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// this visible entity was already known (but perhaps not visible until now)
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known.UpdatePosition();
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known.UpdateVisibilityStatus( true );
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// has our reaction time just elapsed?
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if ( gpGlobals->curtime - known.GetTimeWhenBecameVisible() >= GetMinRecognizeTime() &&
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m_lastVisionUpdateTimestamp - known.GetTimeWhenBecameVisible() < GetMinRecognizeTime() )
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{
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if ( GetBot()->IsDebugging( NEXTBOT_VISION ) )
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{
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ConColorMsg( Color( 0, 255, 0, 255 ), "%3.2f: %s caught sight of %s(#%d)\n",
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gpGlobals->curtime,
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GetBot()->GetDebugIdentifier(),
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known.GetEntity()->GetClassname(),
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known.GetEntity()->entindex() );
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NDebugOverlay::Line( GetBot()->GetBodyInterface()->GetEyePosition(), known.GetLastKnownPosition(), 255, 255, 0, false, 0.2f );
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}
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GetBot()->OnSight( known.GetEntity() );
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}
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// restart 'not seen' timer
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m_notVisibleTimer[ known.GetEntity()->GetTeamNumber() ].Start();
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}
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else // known entity is not currently visible
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{
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if ( known.IsVisibleInFOVNow() )
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{
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// previously known and visible entity is now no longer visible
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known.UpdateVisibilityStatus( false );
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// lost sight of this entity
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if ( GetBot()->IsDebugging( NEXTBOT_VISION ) )
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{
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ConColorMsg( Color( 255, 0, 0, 255 ), "%3.2f: %s Lost sight of %s(#%d)\n",
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gpGlobals->curtime,
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GetBot()->GetDebugIdentifier(),
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known.GetEntity()->GetClassname(),
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known.GetEntity()->entindex() );
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}
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GetBot()->OnLostSight( known.GetEntity() );
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}
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if ( !known.HasLastKnownPositionBeenSeen() )
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{
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// can we see the entity's last know position?
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if ( IsAbleToSee( known.GetLastKnownPosition(), IVision::USE_FOV ) )
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{
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known.MarkLastKnownPositionAsSeen();
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}
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}
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}
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}
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}
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// check for new recognizes that were not in the known set
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{ VPROF_BUDGET( "IVision::UpdateKnownEntities( new recognizes )", "NextBot" );
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int i, j;
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for( i=0; i < visibleNow.m_recognized.Count(); ++i )
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{
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for( j=0; j < m_knownEntityVector.Count(); ++j )
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{
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if ( visibleNow.m_recognized[i] == m_knownEntityVector[j].GetEntity() )
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{
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break;
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}
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}
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if ( j == m_knownEntityVector.Count() )
|
||
|
{
|
||
|
// recognized a previously unknown entity (emit OnSight() event after reaction time has passed)
|
||
|
CKnownEntity known( visibleNow.m_recognized[i] );
|
||
|
known.UpdatePosition();
|
||
|
known.UpdateVisibilityStatus( true );
|
||
|
m_knownEntityVector.AddToTail( known );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// debugging
|
||
|
if ( nb_debug_known_entities.GetBool() )
|
||
|
{
|
||
|
CBasePlayer *watcher = UTIL_GetListenServerHost();
|
||
|
if ( watcher )
|
||
|
{
|
||
|
CBaseEntity *subject = watcher->GetObserverTarget();
|
||
|
|
||
|
if ( subject && GetBot()->IsSelf( subject ) )
|
||
|
{
|
||
|
CUtlVector< CKnownEntity > knownVector;
|
||
|
CollectKnownEntities( &knownVector );
|
||
|
|
||
|
for( int i=0; i < knownVector.Count(); ++i )
|
||
|
{
|
||
|
CKnownEntity &known = knownVector[i];
|
||
|
|
||
|
if ( GetBot()->IsFriend( known.GetEntity() ) )
|
||
|
{
|
||
|
if ( IsAwareOf( known ) )
|
||
|
{
|
||
|
if ( known.IsVisibleInFOVNow() )
|
||
|
NDebugOverlay::HorzArrow( GetBot()->GetEntity()->GetAbsOrigin(), known.GetLastKnownPosition(), 5.0f, 0, 255, 0, 255, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
|
||
|
else
|
||
|
NDebugOverlay::HorzArrow( GetBot()->GetEntity()->GetAbsOrigin(), known.GetLastKnownPosition(), 2.0f, 0, 100, 0, 255, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
NDebugOverlay::HorzArrow( GetBot()->GetEntity()->GetAbsOrigin(), known.GetLastKnownPosition(), 1.0f, 0, 100, 0, 128, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( IsAwareOf( known ) )
|
||
|
{
|
||
|
if ( known.IsVisibleInFOVNow() )
|
||
|
NDebugOverlay::HorzArrow( GetBot()->GetEntity()->GetAbsOrigin(), known.GetLastKnownPosition(), 5.0f, 255, 0, 0, 255, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
|
||
|
else
|
||
|
NDebugOverlay::HorzArrow( GetBot()->GetEntity()->GetAbsOrigin(), known.GetLastKnownPosition(), 2.0f, 100, 0, 0, 255, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
NDebugOverlay::HorzArrow( GetBot()->GetEntity()->GetAbsOrigin(), known.GetLastKnownPosition(), 1.0f, 100, 0, 0, 128, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Update internal state
|
||
|
*/
|
||
|
void IVision::Update( void )
|
||
|
{
|
||
|
VPROF_BUDGET( "IVision::Update", "NextBotExpensive" );
|
||
|
|
||
|
/* This adds significantly to bot's reaction times
|
||
|
// throttle update rate
|
||
|
if ( !m_scanTimer.IsElapsed() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
m_scanTimer.Start( 0.5f * GetMinRecognizeTime() );
|
||
|
*/
|
||
|
|
||
|
if ( nb_blind.GetBool() )
|
||
|
{
|
||
|
m_knownEntityVector.RemoveAll();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
UpdateKnownEntities();
|
||
|
|
||
|
m_lastVisionUpdateTimestamp = gpGlobals->curtime;
|
||
|
}
|
||
|
|
||
|
|
||
|
//------------------------------------------------------------------------------------------
|
||
|
bool IVision::IsAbleToSee( CBaseEntity *subject, FieldOfViewCheckType checkFOV, Vector *visibleSpot ) const
|
||
|
{
|
||
|
VPROF_BUDGET( "IVision::IsAbleToSee", "NextBotExpensive" );
|
||
|
|
||
|
if ( GetBot()->IsRangeGreaterThan( subject, GetMaxVisionRange() ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( GetBot()->GetEntity()->IsHiddenByFog( subject ) )
|
||
|
{
|
||
|
// lost in the fog
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( checkFOV == USE_FOV && !IsInFieldOfView( subject ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
CBaseCombatCharacter *combat = subject->MyCombatCharacterPointer();
|
||
|
if ( combat )
|
||
|
{
|
||
|
CNavArea *subjectArea = combat->GetLastKnownArea();
|
||
|
CNavArea *myArea = GetBot()->GetEntity()->GetLastKnownArea();
|
||
|
if ( myArea && subjectArea )
|
||
|
{
|
||
|
if ( !myArea->IsPotentiallyVisible( subjectArea ) )
|
||
|
{
|
||
|
// subject is not potentially visible, skip the expensive raycast
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// do actual line-of-sight trace
|
||
|
if ( !IsLineOfSightClearToEntity( subject ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return IsVisibleEntityNoticed( subject );
|
||
|
}
|
||
|
|
||
|
|
||
|
//------------------------------------------------------------------------------------------
|
||
|
bool IVision::IsAbleToSee( const Vector &pos, FieldOfViewCheckType checkFOV ) const
|
||
|
{
|
||
|
VPROF_BUDGET( "IVision::IsAbleToSee", "NextBotExpensive" );
|
||
|
|
||
|
|
||
|
if ( GetBot()->IsRangeGreaterThan( pos, GetMaxVisionRange() ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( GetBot()->GetEntity()->IsHiddenByFog( pos ) )
|
||
|
{
|
||
|
// lost in the fog
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( checkFOV == USE_FOV && !IsInFieldOfView( pos ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// do actual line-of-sight trace
|
||
|
return IsLineOfSightClear( pos );
|
||
|
}
|
||
|
|
||
|
|
||
|
//------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Angle given in degrees
|
||
|
*/
|
||
|
void IVision::SetFieldOfView( float horizAngle )
|
||
|
{
|
||
|
m_FOV = horizAngle;
|
||
|
m_cosHalfFOV = cos( 0.5f * m_FOV * M_PI / 180.0f );
|
||
|
}
|
||
|
|
||
|
|
||
|
//------------------------------------------------------------------------------------------
|
||
|
bool IVision::IsInFieldOfView( const Vector &pos ) const
|
||
|
{
|
||
|
#ifdef CHECK_OLD_CODE_AGAINST_NEW
|
||
|
bool bCheck = PointWithinViewAngle( GetBot()->GetBodyInterface()->GetEyePosition(), pos, GetBot()->GetBodyInterface()->GetViewVector(), m_cosHalfFOV );
|
||
|
Vector to = pos - GetBot()->GetBodyInterface()->GetEyePosition();
|
||
|
to.NormalizeInPlace();
|
||
|
|
||
|
float cosDiff = DotProduct( GetBot()->GetBodyInterface()->GetViewVector(), to );
|
||
|
|
||
|
if ( ( cosDiff > m_cosHalfFOV ) != bCheck )
|
||
|
{
|
||
|
Assert(0);
|
||
|
bool bCheck2 =
|
||
|
PointWithinViewAngle( GetBot()->GetBodyInterface()->GetEyePosition(), pos, GetBot()->GetBodyInterface()->GetViewVector(), m_cosHalfFOV );
|
||
|
|
||
|
}
|
||
|
|
||
|
return ( cosDiff > m_cosHalfFOV );
|
||
|
#else
|
||
|
return PointWithinViewAngle( GetBot()->GetBodyInterface()->GetEyePosition(), pos, GetBot()->GetBodyInterface()->GetViewVector(), m_cosHalfFOV );
|
||
|
#endif
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
//------------------------------------------------------------------------------------------
|
||
|
bool IVision::IsInFieldOfView( CBaseEntity *subject ) const
|
||
|
{
|
||
|
/// @todo check more points
|
||
|
if ( IsInFieldOfView( subject->WorldSpaceCenter() ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return IsInFieldOfView( subject->EyePosition() );
|
||
|
}
|
||
|
|
||
|
|
||
|
//------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Return true if the ray to the given point is unobstructed
|
||
|
*/
|
||
|
bool IVision::IsLineOfSightClear( const Vector &pos ) const
|
||
|
{
|
||
|
VPROF_BUDGET( "IVision::IsLineOfSightClear", "NextBot" );
|
||
|
VPROF_INCREMENT_COUNTER( "IVision::IsLineOfSightClear", 1 );
|
||
|
|
||
|
trace_t result;
|
||
|
NextBotVisionTraceFilter filter( GetBot()->GetEntity(), COLLISION_GROUP_NONE );
|
||
|
|
||
|
UTIL_TraceLine( GetBot()->GetBodyInterface()->GetEyePosition(), pos, MASK_BLOCKLOS_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE, &filter, &result );
|
||
|
|
||
|
return ( result.fraction >= 1.0f && !result.startsolid );
|
||
|
}
|
||
|
|
||
|
|
||
|
//------------------------------------------------------------------------------------------
|
||
|
bool IVision::IsLineOfSightClearToEntity( const CBaseEntity *subject, Vector *visibleSpot ) const
|
||
|
{
|
||
|
#ifdef TERROR
|
||
|
// TODO: Integration querycache & its dependencies
|
||
|
|
||
|
VPROF_INCREMENT_COUNTER( "IVision::IsLineOfSightClearToEntity", 1 );
|
||
|
VPROF_BUDGET( "IVision::IsLineOfSightClearToEntity", "NextBotSpiky" );
|
||
|
|
||
|
bool bClear = IsLineOfSightBetweenTwoEntitiesClear( GetBot()->GetBodyInterface()->GetEntity(), EOFFSET_MODE_EYEPOSITION,
|
||
|
subject, EOFFSET_MODE_WORLDSPACE_CENTER,
|
||
|
subject, COLLISION_GROUP_NONE,
|
||
|
MASK_BLOCKLOS_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE, VisionTraceFilterFunction, 1.0 );
|
||
|
|
||
|
#ifdef USE_NON_CACHE_QUERY
|
||
|
trace_t result;
|
||
|
NextBotTraceFilterIgnoreActors filter( subject, COLLISION_GROUP_NONE );
|
||
|
|
||
|
UTIL_TraceLine( GetBot()->GetBodyInterface()->GetEyePosition(), subject->WorldSpaceCenter(), MASK_BLOCKLOS_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE, &filter, &result );
|
||
|
Assert( result.DidHit() != bClear );
|
||
|
if ( subject->IsPlayer() && ! bClear )
|
||
|
{
|
||
|
UTIL_TraceLine( GetBot()->GetBodyInterface()->GetEyePosition(), subject->EyePosition(), MASK_BLOCKLOS_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE, &filter, &result );
|
||
|
bClear = IsLineOfSightBetweenTwoEntitiesClear( GetBot()->GetEntity(),
|
||
|
EOFFSET_MODE_EYEPOSITION,
|
||
|
subject, EOFFSET_MODE_EYEPOSITION,
|
||
|
subject, COLLISION_GROUP_NONE,
|
||
|
MASK_BLOCKLOS_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE,
|
||
|
IgnoreActorsTraceFilterFunction, 1.0 );
|
||
|
|
||
|
// this WILL assert - the query interface happens at a different time, and has hysteresis.
|
||
|
Assert( result.DidHit() != bClear );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
return bClear;
|
||
|
|
||
|
#else
|
||
|
|
||
|
// TODO: Use plain-old traces until querycache/etc gets integrated
|
||
|
VPROF_BUDGET( "IVision::IsLineOfSightClearToEntity", "NextBot" );
|
||
|
|
||
|
trace_t result;
|
||
|
NextBotTraceFilterIgnoreActors filter( subject, COLLISION_GROUP_NONE );
|
||
|
|
||
|
UTIL_TraceLine( GetBot()->GetBodyInterface()->GetEyePosition(), subject->WorldSpaceCenter(), MASK_BLOCKLOS_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE, &filter, &result );
|
||
|
if ( result.DidHit() )
|
||
|
{
|
||
|
UTIL_TraceLine( GetBot()->GetBodyInterface()->GetEyePosition(), subject->EyePosition(), MASK_BLOCKLOS_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE, &filter, &result );
|
||
|
|
||
|
if ( result.DidHit() )
|
||
|
{
|
||
|
UTIL_TraceLine( GetBot()->GetBodyInterface()->GetEyePosition(), subject->GetAbsOrigin(), MASK_BLOCKLOS_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE, &filter, &result );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( visibleSpot )
|
||
|
{
|
||
|
*visibleSpot = result.endpos;
|
||
|
}
|
||
|
|
||
|
return ( result.fraction >= 1.0f && !result.startsolid );
|
||
|
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
//------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Are we looking directly at the given position
|
||
|
*/
|
||
|
bool IVision::IsLookingAt( const Vector &pos, float cosTolerance ) const
|
||
|
{
|
||
|
Vector to = pos - GetBot()->GetBodyInterface()->GetEyePosition();
|
||
|
to.NormalizeInPlace();
|
||
|
|
||
|
Vector forward;
|
||
|
AngleVectors( GetBot()->GetEntity()->EyeAngles(), &forward );
|
||
|
|
||
|
return DotProduct( to, forward ) > cosTolerance;
|
||
|
}
|
||
|
|
||
|
|
||
|
//------------------------------------------------------------------------------------------
|
||
|
/**
|
||
|
* Are we looking directly at the given actor
|
||
|
*/
|
||
|
bool IVision::IsLookingAt( const CBaseCombatCharacter *actor, float cosTolerance ) const
|
||
|
{
|
||
|
return IsLookingAt( actor->EyePosition(), cosTolerance );
|
||
|
}
|
||
|
|
||
|
|