#include <aiBehaviors.h>
Public Types | |
enum | _behavior_type { _none = 0x00000, _seek = 0x00002, _flee = 0x00004, _flee_activate = 0x00100, _arrival = 0x00008, _arrival_activate = 0x01000, _wander = 0x00010, _pursue = 0x00040, _evade = 0x00080, _evade_activate = 0x00800, _flock = 0x00200, _flock_activate = 0x00400 } |
Public Member Functions | |
AIBehaviors () | |
~AIBehaviors () | |
bool | On (_behavior_type bt) |
bool | Off (_behavior_type bt) |
void | seek_on () |
void | flee_on () |
void | flee_activate_on () |
void | arrival_on () |
void | arrival_activate_on () |
void | pursue_on () |
void | evade_on () |
void | evade_activate_on () |
void | flock_on () |
void | flock_activate_on () |
void | wander_on () |
void | seek_off () |
void | flee_off () |
void | flee_activate_off () |
void | arrival_off () |
void | arrival_activate_off () |
void | pursue_off () |
void | evade_off () |
void | evade_activate_off () |
void | flock_off () |
void | flock_activate_off () |
void | wander_off () |
bool | is_off () |
bool | is_seek_on () |
bool | is_flee_on () |
bool | is_flee_activate_on () |
bool | is_arrival_on () |
bool | is_arrival_activate_on () |
bool | is_pursue_on () |
bool | is_evade_on () |
bool | is_evade_activate_on () |
bool | is_flock_on () |
bool | is_flock_activate_on () |
bool | is_wander_on () |
bool | is_conflict () |
void | accumulate_force (string force_type, LVecBase3f force) |
LVecBase3f | calculate_prioritized () |
void | flock_activate () |
LVecBase3f | do_flock () |
int | char_to_int (string ai_type) |
void | seek (LVecBase3f pos, float seek_wt=1.0) |
bool | seek_status () |
void | flee (NodePath target_object, double panic_distance=10.0, double relax_distance=10.0, float flee_wt=1.0) |
void | flee (LVecBase3f pos, double panic_distance=10.0, double relax_distance=10.0, float flee_wt=1.0) |
bool | flee_status () |
void | pursue (NodePath target_object, float pursue_wt=1.0) |
bool | pursue_status () |
void | evade (NodePath target_object, double panic_distance=10.0, double relax_distance=10.0, float evade_wt=1.0) |
bool | evade_status () |
void | arrival (NodePath target_object, double distance=10.0) |
bool | arrival_status () |
void | flock (float flock_wt) |
bool | flock_status () |
void | wander (double wander_radius=5.0, bool flag_3D=false, double aoe=0.0, float wander_weight=1.0) |
bool | wander_status () |
void | remove_ai (string ai_type) |
void | pause_ai (string ai_type) |
void | resume_ai (string ai_type) |
Public Attributes | |
AICharacter * | _ai_char |
Flock * | _flock_group |
int | _behaviors_flags |
LVecBase3f | _steering_force |
Seek * | _seek_obj |
LVecBase3f | _seek_force |
Flee * | _flee_obj |
LVecBase3f | _flee_force |
ListFlee | _flee_list |
This list is used if the ai character needs to flee from multiple onjects. | |
ListFlee::iterator | _flee_itr |
Pursue * | _pursue_obj |
LVecBase3f | _pursue_force |
Evade * | _evade_obj |
LVecBase3f | _evade_force |
ListEvade | _evade_list |
This list is used if the ai character needs to evade from multiple onjects. | |
ListEvade::iterator | _evade_itr |
Arrival * | _arrival_obj |
LVecBase3f | _arrival_force |
float | _flock_weight |
Since Flock is a collective behavior the variables are declared within the AIBehaviors class. | |
LVecBase3f | _flock_force |
bool | _flock_done |
Wander * | _wander_obj |
LVecBase3f | _wander_force |
bool | _conflict |
bool | _previous_conflict |
PUBLISHED | __pad0__: void seek(NodePath target_object |
PUBLISHED float | seek_wt = 1.0) |
Definition at line 58 of file aiBehaviors.h.
_none | |
_seek | |
_flee | |
_flee_activate | |
_arrival | |
_arrival_activate | |
_wander | |
_pursue | |
_evade | |
_evade_activate | |
_flock | |
_flock_activate |
Definition at line 61 of file aiBehaviors.h.
AIBehaviors::AIBehaviors | ( | ) |
AIBehaviors::~AIBehaviors | ( | ) | [inline] |
Definition at line 116 of file aiBehaviors.h.
void AIBehaviors::accumulate_force | ( | string | force_type, | |
LVecBase3f | force | |||
) |
Function : accumulate_force Description : This function updates the individual steering forces for each of the ai characters. These accumulated forces are eventually what comprise the resultant steering force of the character.
Definition at line 107 of file aiBehaviors.cxx.
void AIBehaviors::arrival | ( | NodePath | target_object, | |
double | distance = 10.0 | |||
) |
Function : arrival Description : This function activates arrival. This is the function we want the user to call for arrival to be done.
Definition at line 667 of file aiBehaviors.cxx.
void AIBehaviors::arrival_activate_off | ( | ) | [inline] |
Definition at line 166 of file aiBehaviors.h.
void AIBehaviors::arrival_activate_on | ( | ) | [inline] |
void AIBehaviors::arrival_off | ( | ) |
Definition at line 871 of file aiBehaviors.cxx.
void AIBehaviors::arrival_on | ( | ) | [inline] |
bool AIBehaviors::arrival_status | ( | ) |
Function : arrival_status Description : This function returns the current status of arrival.
Definition at line 680 of file aiBehaviors.cxx.
LVecBase3f AIBehaviors::calculate_prioritized | ( | ) |
Function : calculate_prioritized Description : This function updates the main steering force for the ai character using the accumulate function and checks for max force and arrival force. It finally returns this steering force which is accessed by the update function in the AICharacter class.
Definition at line 160 of file aiBehaviors.cxx.
int AIBehaviors::char_to_int | ( | string | ai_type | ) |
Function : char_to_int Description : This function is used to derive int values from the ai types strings. Returns -1 if an invalid string is passed.
Definition at line 900 of file aiBehaviors.cxx.
LVecBase3f AIBehaviors::do_flock | ( | ) |
Function : do_flock Description : This function contains the logic for flocking behavior. This is an emergent behavior and is obtained by combining three other behaviors which are separation, cohesion and alignment based on Craig Reynold's algorithm. Also, this behavior does not work by itself. It works only when combined with other steering behaviors such as wander, pursue, evade, seek and flee.
Initialize variables required to compute the flocking force on the ai char.
Loop through all the other AI units in the flock to check if they are neigbours.
Using visibilty cone to detect neighbors.
Check if the current unit is a neighbor.
Separation force calculation.
Calculating the total heading and center of mass of all the neighbors.
Update the neighbor count.
Alignment force calculation
Cohesion force calculation
Calculate the resultant force on the ai character by taking into account the separation, alignment and cohesion forces along with their corresponding weights.
Definition at line 737 of file aiBehaviors.cxx.
void AIBehaviors::evade | ( | NodePath | target_object, | |
double | panic_distance = 10.0 , |
|||
double | relax_distance = 10.0 , |
|||
float | evade_wt = 1.0 | |||
) |
Function : evade Description : This function activates evade_activate.
Definition at line 629 of file aiBehaviors.cxx.
void AIBehaviors::evade_activate_off | ( | ) | [inline] |
Definition at line 171 of file aiBehaviors.h.
void AIBehaviors::evade_activate_on | ( | ) | [inline] |
void AIBehaviors::evade_off | ( | ) |
Definition at line 864 of file aiBehaviors.cxx.
void AIBehaviors::evade_on | ( | ) | [inline] |
bool AIBehaviors::evade_status | ( | ) |
Function : evade_status Description : This function returns the current status of evade.
Definition at line 644 of file aiBehaviors.cxx.
void AIBehaviors::flee | ( | LVecBase3f | pos, | |
double | panic_distance = 10.0 , |
|||
double | relax_distance = 10.0 , |
|||
float | flee_wt = 1.0 | |||
) |
void AIBehaviors::flee | ( | NodePath | target_object, | |
double | panic_distance = 10.0 , |
|||
double | relax_distance = 10.0 , |
|||
float | flee_wt = 1.0 | |||
) |
Function : flee Description : This function activates flee_activate and creates an object of the Flee class. This function is overloaded to accept a NodePath or an LVecBase3f.
Definition at line 561 of file aiBehaviors.cxx.
void AIBehaviors::flee_activate_off | ( | ) | [inline] |
Definition at line 162 of file aiBehaviors.h.
void AIBehaviors::flee_activate_on | ( | ) | [inline] |
void AIBehaviors::flee_off | ( | ) |
Definition at line 850 of file aiBehaviors.cxx.
void AIBehaviors::flee_on | ( | ) | [inline] |
bool AIBehaviors::flee_status | ( | ) |
Function : flee_status Description : This function returns the current status of flee.
Definition at line 582 of file aiBehaviors.cxx.
void AIBehaviors::flock | ( | float | flock_wt | ) |
Function : flock Description : This function activates flock. This is the function we want the user to call for flock to be done.
Definition at line 692 of file aiBehaviors.cxx.
void AIBehaviors::flock_activate | ( | ) |
Function : flock_activate Description : This function checks whether any other behavior exists to work with flock. When this is true, it calls the do_flock function.
Definition at line 718 of file aiBehaviors.cxx.
void AIBehaviors::flock_activate_off | ( | ) | [inline] |
Definition at line 175 of file aiBehaviors.h.
void AIBehaviors::flock_activate_on | ( | ) | [inline] |
void AIBehaviors::flock_off | ( | ) |
Definition at line 878 of file aiBehaviors.cxx.
void AIBehaviors::flock_on | ( | ) | [inline] |
bool AIBehaviors::flock_status | ( | ) |
Function : flock_status Description : This function returns the current status of flock.
Definition at line 706 of file aiBehaviors.cxx.
bool AIBehaviors::is_arrival_activate_on | ( | ) | [inline] |
Definition at line 195 of file aiBehaviors.h.
bool AIBehaviors::is_arrival_on | ( | ) | [inline] |
Definition at line 192 of file aiBehaviors.h.
bool AIBehaviors::is_conflict | ( | ) |
Function : is_conflict Description : Checks for conflict between steering forces. If there is a conflict it returns 'true' and sets _conflict to 'true'. If there is no conflict it returns 'false' and sets _conflict to 'false'.
Definition at line 52 of file aiBehaviors.cxx.
bool AIBehaviors::is_evade_activate_on | ( | ) | [inline] |
Definition at line 204 of file aiBehaviors.h.
bool AIBehaviors::is_evade_on | ( | ) | [inline] |
Definition at line 201 of file aiBehaviors.h.
bool AIBehaviors::is_flee_activate_on | ( | ) | [inline] |
Definition at line 189 of file aiBehaviors.h.
bool AIBehaviors::is_flee_on | ( | ) | [inline] |
Definition at line 186 of file aiBehaviors.h.
bool AIBehaviors::is_flock_activate_on | ( | ) | [inline] |
Definition at line 210 of file aiBehaviors.h.
bool AIBehaviors::is_flock_on | ( | ) | [inline] |
Definition at line 207 of file aiBehaviors.h.
bool AIBehaviors::is_off | ( | ) | [inline] |
bool AIBehaviors::is_pursue_on | ( | ) | [inline] |
Definition at line 198 of file aiBehaviors.h.
bool AIBehaviors::is_seek_on | ( | ) | [inline] |
Definition at line 183 of file aiBehaviors.h.
bool AIBehaviors::is_wander_on | ( | ) | [inline] |
Definition at line 213 of file aiBehaviors.h.
bool AIBehaviors::Off | ( | _behavior_type | bt | ) | [inline] |
bool AIBehaviors::On | ( | _behavior_type | bt | ) | [inline] |
void AIBehaviors::pause_ai | ( | string | ai_type | ) |
Function : pause_ai Description : This function pauses individual or all the AIs.
Definition at line 380 of file aiBehaviors.cxx.
void AIBehaviors::pursue | ( | NodePath | target_object, | |
float | pursue_wt = 1.0 | |||
) |
Function : pursue Description : This function activates pursue. This is the function we want the user to call for pursue to be done.
Definition at line 605 of file aiBehaviors.cxx.
void AIBehaviors::pursue_off | ( | ) |
Definition at line 857 of file aiBehaviors.cxx.
void AIBehaviors::pursue_on | ( | ) | [inline] |
bool AIBehaviors::pursue_status | ( | ) |
Function : pursue_status Description : This function returns the current status of pursue.
Definition at line 618 of file aiBehaviors.cxx.
void AIBehaviors::remove_ai | ( | string | ai_type | ) |
Function : remove_ai Description : This function removes individual or all the AIs.
Definition at line 292 of file aiBehaviors.cxx.
void AIBehaviors::resume_ai | ( | string | ai_type | ) |
Function : resume_ai Description : This function resumes individual or all the AIs
Definition at line 457 of file aiBehaviors.cxx.
void AIBehaviors::seek | ( | LVecBase3f | pos, | |
float | seek_wt = 1.0 | |||
) |
void AIBehaviors::seek_off | ( | ) |
Function : (aitype)_off() Description : These functions are used to turn off the steering forces.
Definition at line 843 of file aiBehaviors.cxx.
void AIBehaviors::seek_on | ( | ) | [inline] |
bool AIBehaviors::seek_status | ( | ) |
Function : seek_status Description : This function returns the current status of seek.
Definition at line 549 of file aiBehaviors.cxx.
void AIBehaviors::wander | ( | double | wander_radius = 5.0 , |
|
bool | flag_3D = false , |
|||
double | aoe = 0.0 , |
|||
float | wander_weight = 1.0 | |||
) |
Function : wander Description : This function activates wander. This is the function we want the user to call for flock to be done.
Definition at line 815 of file aiBehaviors.cxx.
void AIBehaviors::wander_off | ( | ) |
Definition at line 885 of file aiBehaviors.cxx.
void AIBehaviors::wander_on | ( | ) | [inline] |
bool AIBehaviors::wander_status | ( | ) |
Function : wander_status Description : This function returns the current status of wander.
Definition at line 827 of file aiBehaviors.cxx.
PUBLISHED AIBehaviors::__pad0__ |
Definition at line 228 of file aiBehaviors.h.
Definition at line 76 of file aiBehaviors.h.
LVecBase3f AIBehaviors::_arrival_force |
Definition at line 103 of file aiBehaviors.h.
Definition at line 102 of file aiBehaviors.h.
Definition at line 79 of file aiBehaviors.h.
Definition at line 113 of file aiBehaviors.h.
LVecBase3f AIBehaviors::_evade_force |
Definition at line 96 of file aiBehaviors.h.
ListEvade::iterator AIBehaviors::_evade_itr |
Definition at line 100 of file aiBehaviors.h.
This list is used if the ai character needs to evade from multiple onjects.
Definition at line 99 of file aiBehaviors.h.
Definition at line 95 of file aiBehaviors.h.
LVecBase3f AIBehaviors::_flee_force |
Definition at line 86 of file aiBehaviors.h.
ListFlee::iterator AIBehaviors::_flee_itr |
Definition at line 90 of file aiBehaviors.h.
This list is used if the ai character needs to flee from multiple onjects.
Definition at line 89 of file aiBehaviors.h.
Definition at line 85 of file aiBehaviors.h.
Definition at line 108 of file aiBehaviors.h.
LVecBase3f AIBehaviors::_flock_force |
Definition at line 107 of file aiBehaviors.h.
Definition at line 77 of file aiBehaviors.h.
Since Flock is a collective behavior the variables are declared within the AIBehaviors class.
Definition at line 106 of file aiBehaviors.h.
Definition at line 113 of file aiBehaviors.h.
LVecBase3f AIBehaviors::_pursue_force |
Definition at line 93 of file aiBehaviors.h.
Definition at line 92 of file aiBehaviors.h.
LVecBase3f AIBehaviors::_seek_force |
Definition at line 83 of file aiBehaviors.h.
Definition at line 82 of file aiBehaviors.h.
LVecBase3f AIBehaviors::_steering_force |
Definition at line 80 of file aiBehaviors.h.
LVecBase3f AIBehaviors::_wander_force |
Definition at line 111 of file aiBehaviors.h.
Definition at line 110 of file aiBehaviors.h.
PUBLISHED float AIBehaviors::seek_wt = 1.0) |
Definition at line 228 of file aiBehaviors.h.