Class | Description |
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AbstractSteeringBehavior |
Base class for all steering behaviors.
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AbstractStrengthSteeringBehavior |
With this class it will be possible to increase or decrease the steering
behavior force.
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AbstractWanderBehavior |
Wander behavior is steering behavior where agent moves randomly on terrain.
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AlignmentBehavior |
Craig W.
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ArriveBehavior |
Arrival behavior is identical to seek while the character is far from its
target.
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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".
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CohesionBehavior |
Move toward center of neighbors.
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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."
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EvadeBehavior |
Evasion is analogous to pursuit, except that flee is used to steer away from
the predicted future position of the target character.
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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.
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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.
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LeaderFollowingBehavior |
This is similar to pursuit behavior, but pursuiers must stay away from the
pursued path.
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MoveBehavior |
Simple move behavior: Agent moves in the "moveDirection" direction.
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ObstacleAvoidanceBehavior |
Returns a steering force to avoid a given obstacle.
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PathFollowBehavior |
"Path following behavior enables a character to steer along a predetermined
path, such as a roadway, corridor or tunnel.
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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.
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SteeringExceptions |
Class container for exceptions related to steering behavior.
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UnalignedCollisionAvoidanceBehavior |
This behavior is similar to ObstacleAvoidanceBehavior wich the difference
that the obstacles can be other agents in movement.
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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.
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Exception | Description |
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SteeringExceptions.IllegalIntervalException |
This exception is thrown when value is not set in the [0, 1] interval.
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SteeringExceptions.InvalidAreaException | |
SteeringExceptions.NegativeValueException |
This exception is thrown when negative value is given to steering
behaviour.
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SteeringExceptions.PathFollowInsufficientPointsException | |
SteeringExceptions.SteeringBehaviorException |
Main generic exception related for all illegal arguments for steering
behaviors.
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SteeringExceptions.WallApproachWithoutWallException |