Package | Description |
---|---|
com.jme3.ai.agents.behaviors.npc.steering |
Steer behaviors.
|
Modifier and Type | Class and Description |
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class |
AbstractWanderBehavior
Wander behavior is steering behavior where agent moves randomly on terrain.
|
class |
AlignmentBehavior
Craig W.
|
class |
ArriveBehavior
Arrival behavior is identical to seek while the character is far from its
target.
|
class |
BalancedCompoundSteeringBehavior
Each force generated inside this container is reduced in relation with a
proportion factor.
|
class |
BoxExploreBehavior
"Explore goal is to exhaustively cover a region of space".
|
class |
CohesionBehavior
Move toward center of neighbors.
|
class |
CompoundSteeringBehavior
A steer compound behavior contains one or more steer behaviors.
|
class |
ContainmentBehavior
"Containment refers to motion which is restricted to remain within a certain
region."
|
class |
EvadeBehavior
Evasion is analogous to pursuit, except that flee is used to steer away from
the predicted future position of the target character.
|
class |
FleeBehavior
Flee is simply the inverse of seek and acts to steer the agent so that its
velocity is radially aligned away from the target.
|
class |
HideBehavior
Hide behavior involves identifying a target location which is on the opposite
side of an obstacle from the opponent, and steering toward it using seek.
|
class |
LeaderFollowingBehavior
This is similar to pursuit behavior, but pursuiers must stay away from the
pursued path.
|
class |
MoveBehavior
Simple move behavior: Agent moves in the "moveDirection" direction.
|
class |
ObstacleAvoidanceBehavior
Returns a steering force to avoid a given obstacle.
|
class |
PathFollowBehavior
"Path following behavior enables a character to steer along a predetermined
path, such as a roadway, corridor or tunnel.
|
class |
PursuitBehavior
Pursuit is similar to seek except that the quarry (target) is another moving
character.
|
class |
QueuingBehavior
The queuing results from a steering behavior which produces braking
(deceleration) when the vehicle detects other vehicles which are: nearby, in
front of, and moving slower than itself.
|
class |
RelativeWanderBehavior
Wander is a type of random steering.
|
class |
SeekBehavior
Purpose of seek behavior is to steer agent towards a specified position or
object.
|
class |
SeparationBehavior
Separation steering behavior gives a character the ability to maintain a
certain separation distance from others nearby.
|
class |
SimpleWanderBehavior
This behavior is based on a easy implementation that "generates random
steering force each frame, but this produces rather uninteresting motion.
|
class |
SphereWanderBehavior
Wander is a type of random steering.
|
class |
UnalignedCollisionAvoidanceBehavior
This behavior is similar to ObstacleAvoidanceBehavior wich the difference
that the obstacles can be other agents in movement.
|
class |
WallApproachBehavior
"Approach a 'wall' (or other surface or path) and then maintain a certain
offset from it"
Keep in mind that this relates to wall approach not necessarily to collision detection. |
class |
WanderAreaBehavior
This behavior is based on a easy implementation that "generates random
steering force inside an area each frame, but this produces rather
uninteresting motion.
|