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NavigationAgent

Struct NavigationAgent 

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pub struct NavigationAgent<V: NavVec> {
    pub path: Vec<V>,
    pub waypoint: usize,
    pub max_speed: f32,
    pub arrival_radius: f32,
    pub waypoint_advance: f32,
    pub desired_velocity: V,
    pub avoidance: AvoidanceConfig,
    pub avoidance_enabled: bool,
}
Expand description

Follows a path returned by NavMesh::find_path or NavMap::find_path.

desired_velocity seeks the current waypoint and slows into the final one by arrival_radius. avoidance_velocity then feeds that desired velocity through the reciprocal velocity obstacle resolver.

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§path: Vec<V>

Current path, first point nearest the agent.

§waypoint: usize

Index of the waypoint being sought.

§max_speed: f32

Desired speed toward a waypoint.

§arrival_radius: f32

Distance to the final waypoint within which the agent stops.

§waypoint_advance: f32

Distance within which an intermediate waypoint counts as reached.

§desired_velocity: V

Last velocity produced by NavigationAgent::desired_velocity.

§avoidance: AvoidanceConfig

Avoidance tuning.

§avoidance_enabled: bool

When false, avoidance is a pass-through.

Implementations§

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impl<V: NavVec> NavigationAgent<V>

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pub fn new(max_speed: f32) -> Self

New agent with no path.

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pub fn set_path(&mut self, path: Vec<V>)

Replace the path and reset following to its first point.

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pub fn clear_path(&mut self)

Drop the path.

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pub fn target(&self) -> Option<V>

The final waypoint, if any.

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pub fn is_finished(&self, position: V) -> bool

Whether the path is empty or the final waypoint is within NavigationAgent::arrival_radius.

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pub fn advance(&mut self, position: V)

Advance past every waypoint the agent has already reached.

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pub fn desired_velocity(&mut self, position: V) -> V

Seek the current waypoint, slowing into the final one. Caches the result in NavigationAgent::desired_velocity.

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pub fn avoidance_velocity( &self, position: V, neighbors: &[AgentNeighbor<V>], ) -> V

Apply avoidance to the cached desired velocity.

Avoidance runs in the navigation plane, so a 3D agent dodges on the ground plane while keeping the vertical component of its desired velocity (the slope). Deterministic for a given neighbour list.

Trait Implementations§

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impl<V: Clone + NavVec> Clone for NavigationAgent<V>

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl<V: Debug + NavVec> Debug for NavigationAgent<V>

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

Auto Trait Implementations§

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impl<V> Freeze for NavigationAgent<V>
where Vec<V>: Freeze, V: Freeze,

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impl<V> RefUnwindSafe for NavigationAgent<V>

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impl<V> Send for NavigationAgent<V>
where Vec<V>: Send,

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impl<V> Sync for NavigationAgent<V>
where Vec<V>: Sync,

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impl<V> Unpin for NavigationAgent<V>
where Vec<V>: Unpin, V: Unpin,

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impl<V> UnsafeUnpin for NavigationAgent<V>
where Vec<V>: UnsafeUnpin, V: UnsafeUnpin,

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impl<V> UnwindSafe for NavigationAgent<V>
where Vec<V>: UnwindSafe, V: UnwindSafe,

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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where T: Send,

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