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SteeringBehaviors

Struct SteeringBehaviors 

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pub struct SteeringBehaviors;

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impl SteeringBehaviors

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pub fn seek(agent: &SteeringAgent, target: Vec3) -> Vec3

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pub fn flee(agent: &SteeringAgent, threat: Vec3) -> Vec3

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pub fn arrive(agent: &SteeringAgent, target: Vec3, deceleration: f32) -> Vec3

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pub fn pursue(agent: &SteeringAgent, target_pos: Vec3, target_vel: Vec3) -> Vec3

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pub fn evade(agent: &SteeringAgent, threat_pos: Vec3, threat_vel: Vec3) -> Vec3

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pub fn wander(agent: &mut SteeringAgent, rng_seed: &mut u64, dt: f32) -> Vec3

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pub fn obstacle_avoidance(agent: &SteeringAgent, obstacles: &[Aabb]) -> Vec3

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pub fn wall_following(agent: &SteeringAgent, walls: &[(Vec3, Vec3)]) -> Vec3

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pub fn path_following( agent: &SteeringAgent, waypoints: &[Vec3], path_index: &mut usize, ) -> Vec3

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pub fn flow_field_following( agent: &SteeringAgent, flow_field: &HashMap<(i32, i32), Vec3>, cell_size: f32, ) -> Vec3

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pub fn alignment(agent: &SteeringAgent, neighbors: &[&SteeringAgent]) -> Vec3

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pub fn cohesion(agent: &SteeringAgent, neighbors: &[&SteeringAgent]) -> Vec3

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pub fn separation( agent: &SteeringAgent, neighbors: &[&SteeringAgent], desired_separation: f32, ) -> Vec3

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pub fn leader_following( agent: &SteeringAgent, leader: &SteeringAgent, slot_offset: Vec3, ) -> Vec3

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pub fn queue_behavior( agent: &SteeringAgent, neighbors: &[&SteeringAgent], target: Vec3, ) -> Vec3

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pub fn collision_avoidance( agent: &SteeringAgent, others: &[&SteeringAgent], ) -> Vec3

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pub fn hide(agent: &SteeringAgent, threat: Vec3, obstacles: &[Aabb]) -> Vec3

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pub fn interpose( agent: &SteeringAgent, agent_a: &SteeringAgent, agent_b: &SteeringAgent, ) -> Vec3

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pub fn compute_weighted( agent: &mut SteeringAgent, seek_target: Option<Vec3>, flee_target: Option<Vec3>, arrive_target: Option<Vec3>, pursue_target: Option<(Vec3, Vec3)>, evade_threat: Option<(Vec3, Vec3)>, do_wander: bool, rng_seed: &mut u64, dt: f32, obstacles: &[Aabb], walls: &[(Vec3, Vec3)], neighbors: &[&SteeringAgent], waypoints: Option<&[Vec3]>, flow_field: Option<&HashMap<(i32, i32), Vec3>>, leader: Option<&SteeringAgent>, hide_from: Option<Vec3>, interpose_ab: Option<(&SteeringAgent, &SteeringAgent)>, ) -> Vec3

Weighted sum of all applicable behaviors

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