public class UnalignedCollisionAvoidanceBehavior extends ObstacleAvoidanceBehavior
ObstacleAvoidanceBehavior
timePerFrame, velocity
Constructor and Description |
---|
UnalignedCollisionAvoidanceBehavior(Agent agent,
java.util.List<GameEntity> obstacles,
float minTimeToCollision) |
UnalignedCollisionAvoidanceBehavior(Agent agent,
java.util.List<GameEntity> obstacles,
float minTimeToCollision,
float minDistance) |
UnalignedCollisionAvoidanceBehavior(Agent agent,
java.util.List<GameEntity> obstacles,
float minTimeToCollision,
float minDistance,
float distanceMultiplier) |
UnalignedCollisionAvoidanceBehavior(Agent agent,
java.util.List<GameEntity> obstacles,
float minTimeToCollision,
float minDistance,
float distanceMultiplier,
com.jme3.scene.Spatial spatial) |
UnalignedCollisionAvoidanceBehavior(Agent agent,
java.util.List<GameEntity> obstacles,
float minTimeToCollision,
float minDistance,
com.jme3.scene.Spatial spatial) |
UnalignedCollisionAvoidanceBehavior(Agent agent,
java.util.List<GameEntity> obstacles,
float minTimeToCollision,
com.jme3.scene.Spatial spatial) |
Modifier and Type | Method and Description |
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protected com.jme3.math.Vector3f |
calculateRawSteering()
If a behavior class extend from CompoundSteeringBehaviour instead of
AbstractSteeringBehavior, it must implement this method instead of
calculateSteering().
|
getMinDistance, getMinTimeToCollision, getObstacles, randomVectInPlane, setObstacles
calculateSteering, setupStrengthControl, setupStrengthControl, setupStrengthControl, setupStrengthControl, setupStrengthControl, turnOffStrengthControl
agentTotalMass, calculateNewVelocity, controlUpdate, convertToGameEntities, getBrakingFactor, getTimePerFrame, getVelocity, rotateAgent, setBrakingFactor, setTimePerFrame, setVelocity
controlRender
public UnalignedCollisionAvoidanceBehavior(Agent agent, java.util.List<GameEntity> obstacles, float minTimeToCollision)
public UnalignedCollisionAvoidanceBehavior(Agent agent, java.util.List<GameEntity> obstacles, float minTimeToCollision, com.jme3.scene.Spatial spatial)
ObstacleAvoidanceBehavior#ObstacleAvoidanceBehavior(com.jme3.ai.agents.Agent,
com.jme3.scene.Spatial, java.util.List, float)
public UnalignedCollisionAvoidanceBehavior(Agent agent, java.util.List<GameEntity> obstacles, float minTimeToCollision, float minDistance)
public UnalignedCollisionAvoidanceBehavior(Agent agent, java.util.List<GameEntity> obstacles, float minTimeToCollision, float minDistance, com.jme3.scene.Spatial spatial)
ObstacleAvoidanceBehavior#ObstacleAvoidanceBehavior(com.jme3.ai.agents.Agent,
com.jme3.scene.Spatial, java.util.List, float, float)
public UnalignedCollisionAvoidanceBehavior(Agent agent, java.util.List<GameEntity> obstacles, float minTimeToCollision, float minDistance, float distanceMultiplier)
distanceMultiplier
- Multiplies the distance required to evade an
obstacle, A higher value means that will evade far obstaclesObstacleAvoidanceBehavior.ObstacleAvoidanceBehavior(com.jme3.ai.agents.Agent,
java.util.List, float, float)
public UnalignedCollisionAvoidanceBehavior(Agent agent, java.util.List<GameEntity> obstacles, float minTimeToCollision, float minDistance, float distanceMultiplier, com.jme3.scene.Spatial spatial)
distanceMultiplier
- Multiplies the distance required to evade an
obstacle, A higher value means that will evade far obstaclesObstacleAvoidanceBehavior#ObstacleAvoidanceBehavior(com.jme3.ai.agents.Agent,
com.jme3.scene.Spatial, java.util.List, float, float)
protected com.jme3.math.Vector3f calculateRawSteering()
AbstractStrengthSteeringBehavior
calculateRawSteering
in class ObstacleAvoidanceBehavior
ObstacleAvoidanceBehavior.calculateRawSteering()