I am considering how to implement a field of vision system for my AI entities, but am not sure on the order of steps to take. The thought process that I had was to use a combination of radial distance and dot product.
Keeping in mind that this is a 3D environment (meaning that all vectors have 3 components), and I will be using quaternions for the orientation of all entities.
What order should I do these in? and is my logic accurate?
Dot product: Taking the position of the playerObject, and the position of the AIEntity create a vector, and then take the orientation quaternion, and convert that to a vector of fixed length, and perform the dot product between them (testing for a specific range of values) to see if it is within a given arc.
Radius test: Simple 3D radius to determine distance.
I know for sure that a dot product test should be quite simple (3 subtractions, 3 multiplications, 2 additions, and however many operation to turn a quaternion into a vector), but arriving at the orientation vector I have no direct idea (if this process could be explained it would be of great help, I know I would have to multiply by the needed magnitude after normalizing), and radius test is also simple (3 subtractions, 3 additions, and 4 multiplications) both of these would still include a boolean tests, but which order would reduce faster?
My first guess would be to be the dot product, and then the radius test; As the dot product would be outside of bounds if the player is outside of the arc or to far away, and the radius test would only fail if the object is to far away. I understand that both tests can give false positives, but for some reason I feel that the dot product test would give fewer.
pointbe at the object center, and then I wasn't planning to use cover systems with this AI build, but if this is to be later used for a cover based shooter then ray tracing along vector to player would be the next inclusion into the system. – gardian06 Apr 30 '12 at 19:28