Метод | Описание | |
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Alignment ( Vector3 entityForward, List |
Creates a force that tends to align the current agent with a list of other agents
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Arrive ( Vector3 position, Vector3 destination, float deceleration, Vector3 velocity, float maxSpeed, Vector3 forceInfluence, Vector3 &steeringForce ) : void |
Creates a force that tends to move towards a position and decelerate when getting close to it
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Cohesion ( Vector3 entityPosition, Vector3 entityVelocity, float entityMaxSpeed, List |
Creates a force that tends to move closer to a list of agents
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Evade ( Vector3 evaderPosition, Vector3 evaderVelocity, float evaderMaxSpeed, Vector3 pursuerPosition, Vector3 pursuerVelocity, float pursuerMaxSpeed, float panicDistance, Vector3 forceInfluence, Vector3 &steeringForce ) : void |
Creates a force that tends to move away from a given agent using prediction
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Flee ( Vector3 position, Vector3 target, float panicDistance, Vector3 velocity, float maxSpeed, Vector3 forceInfluence, Vector3 &steeringForce ) : void |
Creates a force that tends to move away from a given position
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Interpose ( Vector3 entityPosition, Vector3 entityVelocity, Vector3 agentAPosition, Vector3 agentAVelocity, Vector3 agentBPosition, Vector3 agentBVelocity, float entityMaxSpeed, float entityDeceleration, Vector3 forceInfluence, Vector3 &steeringForce ) : void |
Creates a force that tends to place the agent in between two targets
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ObstacleAvoidance ( Vector3 obstacleLocalPosition, float obstacleBoundsRadius, float detectionBoxLength, Vector3 forceInfluence, Vector3 &steeringForce ) : void |
Creates a force that tends to move away from a given obstacle
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ObstacleAvoidanceNew ( Vector3 entityPosition, Vector3 obstaclePosition, Vector3 obstacleForward, Vector3 forceInfluence, Vector3 &steeringForce ) : void | ||
OffsetPursuit ( Vector3 entityPosition, Vector3 entityVelocity, float entityMaxSpeed, float entityDeceleration, Vector3 leaderVelocity, float leaderMaxSpeed, Vector3 worldOffsetPosition, Vector3 forceInfluence, Vector3 &steeringForce ) : void |
Creates a force that tends to move towards an agent predicted position with an offset
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Pursuit ( Vector3 pursuerPosition, Vector3 pursuerForward, Vector3 pursuerVelocity, float pursuerMaxSpeed, Vector3 evaderPosition, Vector3 evaderForward, Vector3 evaderVelocity, float evaderSpeed, Vector3 forceInfluence, Vector3 &steeringForce ) : void |
Creates a force that tends to move behind a given agent using prediction
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Seek ( Vector3 position, Vector3 target, Vector3 velocity, float maxSpeed, Vector3 forceInfluence, Vector3 &steeringForce ) : void |
Creates a force that tends to move towards a destination
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Separation ( Vector3 entityPosition, List |
Creates a force that tends to move away from a list of other agents
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Wander ( |
Creates a force that randomly moves a given agent
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public static Alignment ( Vector3 entityForward, List |
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entityForward | Vector3 | Current agent forward vector |
agentForwards | List |
Considered agent forward vectors |
forceInfluence | Vector3 | Limits for each axis |
steeringForce | Vector3 | The resulting force |
Результат | void |
public static Arrive ( Vector3 position, Vector3 destination, float deceleration, Vector3 velocity, float maxSpeed, Vector3 forceInfluence, Vector3 &steeringForce ) : void | ||
position | Vector3 | Current position of the agent |
destination | Vector3 | Current position of the destination |
deceleration | float | Deceleration factor applied when reaching close to destination |
velocity | Vector3 | Current velocity of the agent |
maxSpeed | float | Current maximum speed of the agent |
forceInfluence | Vector3 | Limits for each axis |
steeringForce | Vector3 | The resulting force |
Результат | void |
public static Cohesion ( Vector3 entityPosition, Vector3 entityVelocity, float entityMaxSpeed, List |
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entityPosition | Vector3 | Current agent position |
entityVelocity | Vector3 | Current agent velocity |
entityMaxSpeed | float | Current agent maximum speed |
agentPositions | List |
Considered agent positions |
forceInfluence | Vector3 | Limits for each axis |
steeringForce | Vector3 | The resulting force |
Результат | void |
public static Evade ( Vector3 evaderPosition, Vector3 evaderVelocity, float evaderMaxSpeed, Vector3 pursuerPosition, Vector3 pursuerVelocity, float pursuerMaxSpeed, float panicDistance, Vector3 forceInfluence, Vector3 &steeringForce ) : void | ||
evaderPosition | Vector3 | Current agent position |
evaderVelocity | Vector3 | Current agent velocity |
evaderMaxSpeed | float | Current agent maximum speed |
pursuerPosition | Vector3 | Threatening agent position |
pursuerVelocity | Vector3 | Threatening agent velocity |
pursuerMaxSpeed | float | Threatening agent maximum speed |
panicDistance | float | Agent's distance from which the threat should be considered |
forceInfluence | Vector3 | Limits for each axis |
steeringForce | Vector3 | The resulting force |
Результат | void |
public static Flee ( Vector3 position, Vector3 target, float panicDistance, Vector3 velocity, float maxSpeed, Vector3 forceInfluence, Vector3 &steeringForce ) : void | ||
position | Vector3 | Current position of the agent |
target | Vector3 | Current position of the threat |
panicDistance | float | Agent's distance from which the threat should be considered |
velocity | Vector3 | Current velocity of the agent |
maxSpeed | float | Current maximum speed of the agent |
forceInfluence | Vector3 | Limits for each axis |
steeringForce | Vector3 | The resulting force |
Результат | void |
public static Interpose ( Vector3 entityPosition, Vector3 entityVelocity, Vector3 agentAPosition, Vector3 agentAVelocity, Vector3 agentBPosition, Vector3 agentBVelocity, float entityMaxSpeed, float entityDeceleration, Vector3 forceInfluence, Vector3 &steeringForce ) : void | ||
entityPosition | Vector3 | Current agent position |
entityVelocity | Vector3 | Current agent velocity |
agentAPosition | Vector3 | First agent position |
agentAVelocity | Vector3 | First agent velocity |
agentBPosition | Vector3 | Second agent position |
agentBVelocity | Vector3 | Second agent velocity |
entityMaxSpeed | float | Current agent maximum speed |
entityDeceleration | float | Deceleration used when getting close to interpose |
forceInfluence | Vector3 | Limits for each axis |
steeringForce | Vector3 | The resulting force |
Результат | void |
public static ObstacleAvoidance ( Vector3 obstacleLocalPosition, float obstacleBoundsRadius, float detectionBoxLength, Vector3 forceInfluence, Vector3 &steeringForce ) : void | ||
obstacleLocalPosition | Vector3 | Obstacle local space position |
obstacleBoundsRadius | float | Obstacle bounding radius |
detectionBoxLength | float | Length of detection sensor |
forceInfluence | Vector3 | Limits for each axis |
steeringForce | Vector3 | The resulting force |
Результат | void |
public static ObstacleAvoidanceNew ( Vector3 entityPosition, Vector3 obstaclePosition, Vector3 obstacleForward, Vector3 forceInfluence, Vector3 &steeringForce ) : void | ||
entityPosition | Vector3 | |
obstaclePosition | Vector3 | |
obstacleForward | Vector3 | |
forceInfluence | Vector3 | |
steeringForce | Vector3 | |
Результат | void |
public static OffsetPursuit ( Vector3 entityPosition, Vector3 entityVelocity, float entityMaxSpeed, float entityDeceleration, Vector3 leaderVelocity, float leaderMaxSpeed, Vector3 worldOffsetPosition, Vector3 forceInfluence, Vector3 &steeringForce ) : void | ||
entityPosition | Vector3 | Current agent position |
entityVelocity | Vector3 | Current agent velocity |
entityMaxSpeed | float | Current agent maximum speed |
entityDeceleration | float | Deceleration used when getting closer to target |
leaderVelocity | Vector3 | Target velocity |
leaderMaxSpeed | float | Target maximum speed |
worldOffsetPosition | Vector3 | Offset position |
forceInfluence | Vector3 | Limits for each axis |
steeringForce | Vector3 | The resulting force |
Результат | void |
public static Pursuit ( Vector3 pursuerPosition, Vector3 pursuerForward, Vector3 pursuerVelocity, float pursuerMaxSpeed, Vector3 evaderPosition, Vector3 evaderForward, Vector3 evaderVelocity, float evaderSpeed, Vector3 forceInfluence, Vector3 &steeringForce ) : void | ||
pursuerPosition | Vector3 | Current agent position |
pursuerForward | Vector3 | Current agent forward vector |
pursuerVelocity | Vector3 | Curret agent velocity |
pursuerMaxSpeed | float | Current agent maximum speed |
evaderPosition | Vector3 | Target agent position |
evaderForward | Vector3 | Target agent forward vector |
evaderVelocity | Vector3 | Target agent velocity |
evaderSpeed | float | Target agent current speed |
forceInfluence | Vector3 | Limits for each axis |
steeringForce | Vector3 | The resulting force |
Результат | void |
public static Seek ( Vector3 position, Vector3 target, Vector3 velocity, float maxSpeed, Vector3 forceInfluence, Vector3 &steeringForce ) : void | ||
position | Vector3 | Current position of the agent |
target | Vector3 | Current position of the destination |
velocity | Vector3 | Current velocity of the agent |
maxSpeed | float | Current maximum speed of the agent |
forceInfluence | Vector3 | Limits for each axis |
steeringForce | Vector3 | The resulting force |
Результат | void |
public static Separation ( Vector3 entityPosition, List |
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entityPosition | Vector3 | Current agent position |
agentPositions | List |
Considered agent positions |
forceInfluence | Vector3 | Limits for each axis |
steeringForce | Vector3 | The resulting force |
Результат | void |
public static Wander ( |
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dice | A Random instance | |
position | Vector3 | Current agent position |
velocity | Vector3 | Current agent velocity |
entityForward | Vector3 | Current agent forward vector |
wanderTarget | Vector3 | Current wander position |
wanderRadius | float | Radius of the circle used to compute wander positions |
wanderDistance | float | Distance of the circle center used to compute wander positions |
wanderJitter | float | Factor applied to the new wander position |
maxSpeed | float | Current agent maximum speed |
forceInfluence | Vector3 | Limits for each axis |
steeringForce | Vector3 | The resulting force |
Результат | void |