pub struct SteeringBehaviors;Implementations§
Source§impl SteeringBehaviors
impl SteeringBehaviors
pub fn seek(agent: &SteeringAgent, target: Vec3) -> Vec3
pub fn flee(agent: &SteeringAgent, threat: Vec3) -> Vec3
pub fn arrive(agent: &SteeringAgent, target: Vec3, deceleration: f32) -> Vec3
pub fn pursue(agent: &SteeringAgent, target_pos: Vec3, target_vel: Vec3) -> Vec3
pub fn evade(agent: &SteeringAgent, threat_pos: Vec3, threat_vel: Vec3) -> Vec3
pub fn wander(agent: &mut SteeringAgent, rng_seed: &mut u64, dt: f32) -> Vec3
pub fn obstacle_avoidance(agent: &SteeringAgent, obstacles: &[Aabb]) -> Vec3
pub fn wall_following(agent: &SteeringAgent, walls: &[(Vec3, Vec3)]) -> Vec3
pub fn path_following( agent: &SteeringAgent, waypoints: &[Vec3], path_index: &mut usize, ) -> Vec3
pub fn flow_field_following( agent: &SteeringAgent, flow_field: &HashMap<(i32, i32), Vec3>, cell_size: f32, ) -> Vec3
pub fn alignment(agent: &SteeringAgent, neighbors: &[&SteeringAgent]) -> Vec3
pub fn cohesion(agent: &SteeringAgent, neighbors: &[&SteeringAgent]) -> Vec3
pub fn separation( agent: &SteeringAgent, neighbors: &[&SteeringAgent], desired_separation: f32, ) -> Vec3
pub fn leader_following( agent: &SteeringAgent, leader: &SteeringAgent, slot_offset: Vec3, ) -> Vec3
pub fn queue_behavior( agent: &SteeringAgent, neighbors: &[&SteeringAgent], target: Vec3, ) -> Vec3
pub fn collision_avoidance( agent: &SteeringAgent, others: &[&SteeringAgent], ) -> Vec3
pub fn hide(agent: &SteeringAgent, threat: Vec3, obstacles: &[Aabb]) -> Vec3
pub fn interpose( agent: &SteeringAgent, agent_a: &SteeringAgent, agent_b: &SteeringAgent, ) -> Vec3
Sourcepub 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
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
Auto Trait Implementations§
impl Freeze for SteeringBehaviors
impl RefUnwindSafe for SteeringBehaviors
impl Send for SteeringBehaviors
impl Sync for SteeringBehaviors
impl Unpin for SteeringBehaviors
impl UnsafeUnpin for SteeringBehaviors
impl UnwindSafe for SteeringBehaviors
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