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P

partialForceCalculated() - Method in class com.jme3.ai.agents.behaviors.npc.steering.BalancedCompoundSteeringBehavior
Reset the forces if we have finished with all the forces.
PathFollowBehavior - Class in com.jme3.ai.agents.behaviors.npc.steering
"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
 
PathFollowBehavior(Agent, ArrayList<Vector3f>, float, Spatial) - Constructor for class com.jme3.ai.agents.behaviors.npc.steering.PathFollowBehavior
 
PathFollowBehavior(Agent, ArrayList<Vector3f>, float, float) - Constructor for class com.jme3.ai.agents.behaviors.npc.steering.PathFollowBehavior
 
PathFollowBehavior(Agent, ArrayList<Vector3f>, float, float, Spatial) - Constructor for class com.jme3.ai.agents.behaviors.npc.steering.PathFollowBehavior
 
predictNearestApproachTime(GameEntity) - Method in class com.jme3.ai.agents.Agent
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
 
PursuitBehavior - Class in com.jme3.ai.agents.behaviors.npc.steering
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
 
PursuitBehavior(Agent, Agent, Spatial) - Constructor for class com.jme3.ai.agents.behaviors.npc.steering.PursuitBehavior
 
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