Polarith AI
1.8
Wander Class Reference

Description

A simple SteeringBehaviour which is intended to let the agent wander around randomly (back-end class).

Using the AngleDeviationMax and TimeDeviationMax parameters, it can be controlled how the agent will move. A higher value for AngleDeviationMax results in more significant direction changes. TimeDeviationMax determines how often the behaviour will decide to change its direction. It can either choose to move steady, based on the Steadiness, or to generate a new random angle. Note, the behaviour sticks to the determined angle until it makes its next decision.

Back-end class of AIMWander. This behaviour is thread-safe.

Inheritance diagram for Wander:
SteeringBehaviour PerceptBehaviour< SteeringPercept >

Public Fields

Vector3 Up = Vector3.forward
 Obsolete, use PlanarMappingType instead. More...
 
float AngleDeviationMin
 The lower limit for randomly generated angles regarding new wander directions. More...
 
float AngleDeviationMax = 25
 The upper limit for randomly generated angles regarding new wander directions. More...
 
float TimeDeviationMin
 The lower limit for randomly determined values used as duration to generate new wander directions. More...
 
float TimeDeviationMax = 1
 The upper limit for randomly determined values used as duration to generate new wander directions. More...
 
float Steadiness
 Every time the behaviour makes a new random decision, it can either decide to go steady until the next decision or generate a random angle. More...
 
Vector3 ResultDirection
 The direction vector used for obtaining objective values. More...
 
float ResultMagnitude
 The magnitude value used for obtaining objective values. More...
 
int TargetObjective
 Defines the objective for writing values. More...
 
float MagnitudeMultiplier = 1f
 Is multiplied to the ResultMagnitude in order to weight between different behaviours. More...
 
float SensitivityOffset
 Is added to the Structure.Sensitivity as threshold for writing objective values. More...
 
ValueWritingType ValueWriting = ValueWritingType.AssignGreater
 Sets the type for writing objective values. More...
 
LayerBlendingType LayerBlending = LayerBlendingType.None
 Sets the operation for blending the behaviour results into the context. More...
 
LayerNormalizationType LayerNormalization = LayerNormalizationType.None
 Sets the method for normalizing intermediate objective values while they are blended into the context. More...
 
MappingType ValueMapping = MappingType.InverseLinear
 Sets the mapping type for obtaining objective values. More...
 
bool UseSignificance = true
 Determines if the SteeringPercept.Significance (if there is a AIMSteeringTag) is multiplied to the ResultMagnitude in order to weight between different percepts. More...
 
bool UseSensorProjection = true
 If true, Sensor.ProjectionMode is used as VectorProjection. More...
 
VectorProjectionType VectorProjection = VectorProjectionType.None
 Sets the type for projecting the perceived vector data into a plane. More...
 
PresetVelocityType PresetVelocity = PresetVelocityType.None
 If the value is anything other than PresetVelocityType.None, a game object's rotation and default forward direction is used to approximate its actual velocity. More...
 
PredictionType Prediction = PredictionType.None
 If set to anything other than PredictionType.None, the position of the Self percept is updated according to the given velocity. More...
 
float PredictionMagnitude = 0.0f
 Scales the velocity vector used for predicting the possible future position of an agent if Prediction is set to PredictionType.PredictionMagnitude. More...
 
readonly IList< T > Percepts
 All percepts which are relevant for an agent. More...
 

Protected Fields

readonly SteeringPercept self = new SteeringPercept()
 The data of the associated agent itself (read only). More...
 
readonly SteeringPercept percept = new SteeringPercept()
 The data of the currently processed percept (read only). More...
 
IList< float > objective
 Quick access to the currently processed objective. More...
 
ISensor< Structuresensor
 Quick access to the currently processed sensor. More...
 
IReceptor< Structurereceptor
 Quick access to the currently processed receptor. More...
 
Structure structure
 Quick access to the currently processed structure. More...
 
Vector3 velocity = Vector3.forward
 The forward direction the agent moves towards and/or looks at by default. More...
 

Properties

PlanarMappingType PlanarMappingType [get]
 Determines if the behaviour result gets mapped to either the XY-plane (2D mode), the XZ-plane (3D with ground), the plane is determined automatically via the attached sensor, or whether no mapping is used at all (general 3D) (read only). More...
 
override bool forEachPercept [get]
 Determines if SteeringBehaviour.PerceptSteering is called within SteeringBehaviour.Behave (read only). More...
 
override bool forEachReceptor [get]
 Determines if SteeringBehaviour.ReceptorSteering is called within SteeringBehaviour.Behave (read only). More...
 
override SteeringPercept Self [get, set]
 The data of the associated agent itself. More...
 

Public Methods

 Wander ()
 Constructs an instance of Wander. More...
 
void SetPlanarMappingType (PlanarMappingType mappingType, PlanarOrientationType orientation=PlanarOrientationType.PlaneXY)
 Sets the PlanarMappingType and adapts the internal up vector based on the mapping type and, in case of PlanarMappingType.Automatic, determines the best up vector based on both the mapping type and the given orientation. More...
 
override void Behave ()
 This method executes the main context steering algorithm and is called within Context.Evaluate in order to set/modify objective values for the associated Context.Problem. More...
 

Protected Methods

override bool StartSteering ()
 Since this behaviour is independent of other percepts, the whole algorithm is executed in this method. More...
 
virtual void PerceptSteering ()
 This method gets called once for each processed percept. More...
 
virtual void ReceptorSteering ()
 This method gets called for each active shape receptor for each processed percept. More...
 
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