| Class | Description |
|---|---|
| AbstractSteeringBehavior |
Base class for all steering behaviors.
|
| AbstractStrengthSteeringBehavior |
With this class it will be possible to increase or decrease the steering
behavior force.
|
| AbstractWanderBehavior |
Wander behavior is steering behavior where agent moves randomly on terrain.
|
| AlignmentBehavior |
Craig W.
|
| ArriveBehavior |
Arrival behavior is identical to seek while the character is far from its
target.
|
| BalancedCompoundSteeringBehavior |
Each force generated inside this container is reduced in relation with a
proportion factor.
|
| BoxExploreBehavior |
"Explore goal is to exhaustively cover a region of space".
|
| CohesionBehavior |
Move toward center of neighbors.
|
| CompoundSteeringBehavior |
A steer compound behavior contains one or more steer behaviors.
|
| ContainmentBehavior |
"Containment refers to motion which is restricted to remain within a certain
region."
|
| EvadeBehavior |
Evasion is analogous to pursuit, except that flee is used to steer away from
the predicted future position of the target character.
|
| 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.
|
| 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.
|
| LeaderFollowingBehavior |
This is similar to pursuit behavior, but pursuiers must stay away from the
pursued path.
|
| MoveBehavior |
Simple move behavior: Agent moves in the "moveDirection" direction.
|
| ObstacleAvoidanceBehavior |
Returns a steering force to avoid a given obstacle.
|
| PathFollowBehavior |
"Path following behavior enables a character to steer along a predetermined
path, such as a roadway, corridor or tunnel.
|
| PursuitBehavior |
Pursuit is similar to seek except that the quarry (target) is another moving
character.
|
| 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.
|
| RelativeWanderBehavior |
Wander is a type of random steering.
|
| SeekBehavior |
Purpose of seek behavior is to steer agent towards a specified position or
object.
|
| SeparationBehavior |
Separation steering behavior gives a character the ability to maintain a
certain separation distance from others nearby.
|
| SimpleWanderBehavior |
This behavior is based on a easy implementation that "generates random
steering force each frame, but this produces rather uninteresting motion.
|
| SlowBehavior |
Slows down the velocity produced by a behavior container (g.e.
|
| SphereWanderBehavior |
Wander is a type of random steering.
|
| SteeringExceptions |
Class container for exceptions related to steering behavior.
|
| UnalignedCollisionAvoidanceBehavior |
This behavior is similar to ObstacleAvoidanceBehavior wich the difference
that the obstacles can be other agents in movement.
|
| 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. |
| 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.
|
| Exception | Description |
|---|---|
| SteeringExceptions.IllegalIntervalException |
This exception is thrown when value is not set in the [0, 1] interval.
|
| SteeringExceptions.InvalidAreaException | |
| SteeringExceptions.NegativeValueException |
This exception is thrown when negative value is given to steering
behaviour.
|
| SteeringExceptions.PathFollowInsufficientPointsException | |
| SteeringExceptions.SteeringBehaviorException |
Main generic exception related for all illegal arguments for steering
behaviors.
|
| SteeringExceptions.WallApproachWithoutWallException |