pub struct NavAgent3D {
pub speed: f32,
pub radius: f32,
pub acceleration: f32,
pub destination: Option<Vec3>,
pub avoidance: bool,
pub avoidance_weight: f32,
pub neighbour_distance: f32,
/* private fields */
}Expand description
Agent component; its feet follow the surface, without gravity.
Enable avoidance to use DetourCrowd instead of the original path follower.
The original follower retains path storage and allocates only on replans.
Crowd mode retains slots/corridors but the backend allocates query scratch.
use ponko::*;
let mut agent = NavAgent3D::default();
agent.destination = Some(Vec3::X * 4.0);Fields§
§speed: f32Maximum speed in world units per second. Nonpositive/nonfinite stops.
assert!(NavAgent3D::default().speed > 0.0);radius: f32Agent radius, no larger than the bake radius. Defaults to 0.3.
assert_eq!(NavAgent3D::default().radius, 0.3);acceleration: f32Maximum acceleration per second. The original follower turns without inertia.
assert!(NavAgent3D::default().acceleration > 0.0);destination: Option<Vec3>Requested feet position; changing it triggers a replan. None stops desired motion (crowd overlap correction may still displace a stopped agent).
assert!(NavAgent3D::default().destination.is_none());avoidance: boolOpt into DetourCrowd. Disabled by default to preserve existing movement. Stopped opted-in agents remain neighbours; opted-out agents are ignored.
assert!(!NavAgent3D::default().avoidance);avoidance_weight: f32Nonnegative separation steering weight (not a right-of-way priority).
assert_eq!(NavAgent3D::default().avoidance_weight, 2.0);neighbour_distance: f32Neighbour and wall query distance, in world units; must be positive.
assert_eq!(NavAgent3D::default().neighbour_distance, 3.6);Trait Implementations§
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