Class Agent Extends IAgent
Internal agent for the RVO system.
Usually you will interface with the IAgent interface instead.
See
Inner Types
Public Methods
Reads public properties and stores them in internal fields.
Populate the neighbours and neighbourDists lists with the closest agents to this agent.
Set the current velocity of the agent.
Set the normal of a wall (or something else) the agent is currently colliding with.
Point towards which the agent should move.
Public Variables
Max number of estimated seconds to look into the future for collisions with agents.
Optimal speed of the agent to avoid collisions.
Optimal point to move towards to avoid collisions.
Layer mask specifying which layers this agent will avoid.
Draw debug information.
Coordinate which separates characters in the height direction.
Determines how strongly this agent just follows the flow instead of making other agents avoid it.
Height of the agent in world units.
Specifies the avoidance layer for this agent.
Locked agents will be assumed not to move.
Max number of agents to take into account.
Number of neighbours that the agent took into account during the last simulation step.
Max number of estimated seconds to look into the future for collisions with obstacles.
Position of the agent.
Callback which will be called right before avoidance calculations are started.
How strongly other agents will avoid this agent.
Radius of the agent in world units.
Private/Protected Members
Bias towards the right side of agents.
Inspired by StarCraft 2's avoidance of locked units.
Desired target point - position.
Evaluate gradient and value of the cost function at velocity p.
Required to avoid allocations on Mono.
(x, 0, y)
Used by the Quadtree.
Used internally for a linked list.
Square a number.
Converts a 3D vector to a 2D vector in the movement plane.
(x, z)
Traces the vector field constructed out of the velocity obstacles.
Extra weight that walls will have.