- partialForceCalculated() - Method in class com.jme3.ai.agents.behaviors.npc.steering.BalancedCompoundSteeringBehavior
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Reset the forces if we have finished with all the forces.
- PathFollowBehavior - Class in com.jme3.ai.agents.behaviors.npc.steering
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"Path following behavior enables a character to steer along a predetermined
path, such as a roadway, corridor or tunnel.
- PathFollowBehavior(Agent, ArrayList<Vector3f>, float) - Constructor for class com.jme3.ai.agents.behaviors.npc.steering.PathFollowBehavior
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- PathFollowBehavior(Agent, ArrayList<Vector3f>, float, Spatial) - Constructor for class com.jme3.ai.agents.behaviors.npc.steering.PathFollowBehavior
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- PathFollowBehavior(Agent, ArrayList<Vector3f>, float, float) - Constructor for class com.jme3.ai.agents.behaviors.npc.steering.PathFollowBehavior
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- PathFollowBehavior(Agent, ArrayList<Vector3f>, float, float, Spatial) - Constructor for class com.jme3.ai.agents.behaviors.npc.steering.PathFollowBehavior
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- predictNearestApproachTime(GameEntity) - Method in class com.jme3.ai.agents.Agent
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Given two vehicles, based on their current positions and velocities,
determine the time until nearest approach.
- processExitSurface() - Method in class com.jme3.ai.agents.behaviors.npc.steering.ContainmentBehavior
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- PursuitBehavior - Class in com.jme3.ai.agents.behaviors.npc.steering
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Pursuit is similar to seek except that the quarry (target) is another moving
character.
- PursuitBehavior(Agent, Agent) - Constructor for class com.jme3.ai.agents.behaviors.npc.steering.PursuitBehavior
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- PursuitBehavior(Agent, Agent, Spatial) - Constructor for class com.jme3.ai.agents.behaviors.npc.steering.PursuitBehavior
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