Skip to main content

Module steering

Module steering 

Source

Structs§

AgentController
An agent controller that manages mode switching and behavior execution.
Arrive
Like Seek but decelerates smoothly inside the slowing radius.
BehaviorWeight
A weighted steering behavior entry.
BlendedSteering
Blended steering: combine multiple behaviors with priority or weighted sum.
CircleObstacle
A circular obstacle in the world.
ContextMap
Context map for context steering: interest and danger slots around a circle.
Evade
Predicts where the threat will be and steers away.
Flee
Steers away from a threat position.
Flock
Computes flocking steering forces.
FlockingAgent
A flocking agent (separate from SteeringAgent to hold flock-specific data).
FlockingConfig
Configuration for Reynolds flocking behaviors.
FormationMovement
Formation definitions: wedge, line, column, circle.
FormationSlot
One slot in a formation (offset from leader).
NeighborhoodGrid
Efficient neighbor lookup for flocking using a simple spatial bucket.
ObstacleAvoidance
Steers around circular obstacles using a forward feeler.
PathFollower
Follows a sequence of waypoints with lookahead.
Pursuit
Predicts where the target will be and steers toward that position.
Seek
Steers toward a target position at full speed.
SteeringAgent
A moving agent with position, velocity, and physical limits.
SteeringOutput
Output from a steering behavior (linear force, optional torque).
Vec2
WallFollowing
Steers along a wall at a desired offset distance.
WallSegment
A wall segment (line) for wall-following behavior.
Wander
Random-looking wandering using a wander circle in front of the agent.

Enums§

SteeringMode
Steering state machine mode.