Contains everything for creating moving agents utilizing multi-criteria optimized context steering.
Classes | |
class | Adjust |
Adjust fits an agent's orientation with those of its neighbours (back-end class). More... | |
class | AIMAdjust |
AIMAdjust fits an agent's orientation with those of its neighbours (front-end component). More... | |
class | AIMAlign |
AIMAlign fits an agent's orientation to the orientation of one target percept (front-end component). More... | |
class | AIMArrive |
AIMArrive is used in order to modify the velocity of an agent if it reaches a target (front-end component). More... | |
class | AIMAvoid |
Active avoidance behaviour (front-end component). More... | |
class | AIMAvoidBounds |
Active avoidance behaviour that utilizes percept bounding box information (front-end component). More... | |
class | AIMBehaviour |
AIMBehaviour is the abstract base class for all the behaviours in the Move module of Polarith AI (front-end component). More... | |
class | AIMContext |
AIMContext builds the foundation of the AI system by providing access to all important modules (front-end component). More... | |
class | AIMContextEvaluation |
Abstract base class for implementing a custom AIMContext update loop like its done by AIMPerformance (Pro only). More... | |
class | AIMContextIndicator |
The purpose of AIMContextIndicator is to display the objective values during runtime. More... | |
class | AIMEnvironment |
An AIMEnvironment component serves as container holding GameObject instances which belong to the movement AI world, and thus, can be perceived by (multiple) agents. More... | |
class | AIMEvade |
AIMEvade anticipates where the percept will be in the future and flees from this position (front-end component). More... | |
class | AIMFilter |
AIMFilter<T> forwards the data of the percepts, holding by an AIMPerceiver<T>, to the behaviours of an agent. More... | |
class | AIMFlee |
Flee uses the opposing direction to the percept as target direction (front-end component). More... | |
class | AIMFleeBounds |
AIMFleeBounds uses the opposite direction to the bounding box of the percept as target direction (front-end component). More... | |
class | AIMFleeNavMesh |
Uses the NavMesh.Raycast(Vector3, Vector3, out NavMeshHit, int) to detect edges near to the agent (front-end component). More... | |
class | AIMFollow |
By using AIMFollow the agent follows one target independent on its distance to the agent (front-end component). More... | |
class | AIMFollowPath |
As the name implies, AIMFollowPath is intended to create complex movement behaviours by following a sequence of points. More... | |
class | AIMFollowWaypoints |
This is a concrete implementation of AIMFollowPath. More... | |
class | AIMFormation |
AIMFormation provides general information of a formation to compute an agent's position in derived formations based on its position in the formation, the formation size, and the reference object or position. More... | |
class | AIMFormationArrow |
AIMFormationArrow computes an agent's position based on its order inside an arrow-shaped formation and the reference position or -object of the formation. More... | |
class | AIMFormationBox |
AIMFormationBox computes an agent's position based on its order inside a box-shaped formation and the reference position or -object of the formation. More... | |
class | AIMFormationCircle |
AIMFormationCircle computes an agent's position based on its order inside a circle-shaped formation and the reference position or -object of the formation. More... | |
class | AIMFormationConfiguration |
Assigns the agents to their position inside the formation. More... | |
class | AIMFormationCross |
AIMFormationCross computes an agent's position based on its order inside a cross-shaped formation and the reference position or -object of the formation. More... | |
class | AIMFormationLine |
AIMFormationLine computes an agent's position based on its order inside a line-shaped formation and the reference position or -object of the formation. More... | |
class | AIMFormationV |
AIMFormationV computes an agent's position based on its order inside a V-shaped formation and the reference position or -object of the formation. More... | |
class | AIMLinearPath |
Intended for creating and representing linear paths. More... | |
class | AIMLodGroup |
Manages the AIMSensor instance which is currently attached to the game object's AIMContext component. More... | |
class | AIMOrbit |
By using AIMOrbit the agent will move along the orbit of one target percept (front-end component). More... | |
class | AIMPathConnector |
Used for providing path points to behaviours derived from AIMFollowPath by using the method GetPoints. More... | |
class | AIMPathfinding |
This class is intended as a connector in order to integrate a custom pathfinding algorithm properly into Polarith AI so that it can cooperate with AIMFollowWaypoints In addition, we provided some useful heuristics in order to check whether the path has to be recalculated automatically. More... | |
class | AIMPerceiver |
This class and AIMFilter<T> are working together in order to provide the percept data collected by an AIMEnvironment to the agent behaviours. More... | |
class | AIMPerceptBehaviour |
This class extends the AIMBehaviour so that it is able to work with IPercept<T> instances which are relevant for the associated agent (front-end component). More... | |
class | AIMPerformance |
This component dramatically improves the performance in scenes by optimizing the update calls of agents (Pro only). More... | |
class | AIMPhysicsController |
A very simple and basic physics-based controller component suitable for the use in 3D projects where the agent has a clear orientation to a ground plane. More... | |
class | AIMPhysicsController2D |
A very simple and basic physics-based controller component suitable for the use in 2D projects. More... | |
class | AIMPlanarAvoid |
Obsolete, use AIMAvoid instead. More... | |
class | AIMPlanarAvoidBounds |
Implements an avoidance behaviour which uses a percept's bounding box information (front-end component). More... | |
class | AIMPlanarConvolution |
AIMPlanarConvolution modifies an objective value based on its neighbours (front-end component). More... | |
class | AIMPlanarFleeBounds |
AIMPlanarFleeBounds uses the opposite direction to the bounding box of the percept as target direction (front-end component). More... | |
class | AIMPlanarInterpolation |
AIMPlanarInterpolation finds the interpolation parameter for a possible better solution located between two receptors (front-end component). More... | |
class | AIMPlanarSeekBounds |
AIMPlanarSeekBounds uses the bounding box of the percept as a possible target (front-end component). More... | |
class | AIMPlanarSensor |
The AIMPlanarSensor is a special type of AIMSensor with the assumption that there is a (virtual) ground in the world (front-end component). More... | |
class | AIMPlanarShaper |
AIMPlanarShaper is useful for creating a custom AIMPlanarSensor asset. More... | |
class | AIMPursue |
AIMPursue anticipates where the percept will be in the future and takes this position as a target (front-end component). More... | |
class | AIMRadiusSteeringBehaviour |
This class extends the AIMSteeringBehaviour through adding a kind of local perception model based on an RadiusSteeringBehaviour.InnerRadius and RadiusSteeringBehaviour.OuterRadius (front-end component). More... | |
class | AIMReduction |
AIMReduction is intended to reduce the magnitudes of the Reduction.TargetObjective under certain conditions (front-end component). More... | |
class | AIMRetention |
AIMRetention is used to remember objective values for multiple frames (front-end component). More... | |
class | AIMSeek |
AIMSeek uses the percept's position as the target (front-end component). More... | |
class | AIMSeekBounds |
AIMSeekBounds uses the bounding box of the percept as a possible target (front-end component). More... | |
class | AIMSeekNavMesh |
Uses the NavMesh.Raycast(Vector3, Vector3, out NavMeshHit, int) to detect edges near to the agent (front-end component). More... | |
class | AIMSensor |
This asset defines how an agent, having an AIMContext, component samples its environment (front-end component). More... | |
class | AIMSimpleController |
A very simple and basic character controller component suitable for the use in 3D projects. More... | |
class | AIMSimpleController2D |
A very simple and basic character controller component suitable for the use in 2D projects. More... | |
class | AIMSpatialSensor |
The AIMSpatialSensor is a special type of AIMSensor that is applicable for general 3D scenes (front-end component). More... | |
class | AIMStabilization |
AIMStabilization increases the objective values along the movement direction of the agent (front-end component). More... | |
class | AIMSteeringBehaviour |
AIMSteeringBehaviour provides the base functionality for writing and mapping objective values (front-end component). More... | |
class | AIMSteeringFilter |
Derived AIMFilter<T> component using SteeringPercept as type for the extracted percept data. More... | |
class | AIMSteeringPerceiver |
Derived AIMPerceiver<T> component using SteeringPercept as type for extracting percept data. More... | |
class | AIMSteeringTag |
This component might be used to complete extracted SteeringPercept data with customizable information. More... | |
class | AIMUnityPathfinding |
As a concrete implementation of AIMPathfinding, this class is used for calculating a path based on Unity's NavMesh. More... | |
class | AIMWander |
A simple SteeringBehaviour which is intended to let the agent wander around randomly (front-end component). More... | |
class | Align |
Align fits an agent's orientation to the orientation of one target percept (back-end class). More... | |
class | Arrive |
Arrive is used in order to modify the velocity of an agent if it reaches a target (back-end class). More... | |
class | Avoid |
Active avoidance behaviour (back-end class). More... | |
class | AvoidBounds |
Active avoidance behaviour that utilizes percept bounding box information (back-end class). More... | |
class | ConstraintSolver |
This solver is used for solving MCO problems in Context. More... | |
class | Context |
Context builds the foundation of the AI system by providing access to all important modules (back-end class). More... | |
class | Decision |
Class holding the results from Context.Evaluate. More... | |
class | DistanceValidator |
DistanceValidator can be useful in order to recalculate the path if the agent is too far away from it. More... | |
class | Evade |
Evade anticipates where the percept will be in the future and flees from this position (back-end class). More... | |
class | FilteredEnvironmentAttribute |
An attribute for string fields that represent an AIMEnvironment.Label. More... | |
class | Flee |
Flee uses the opposing direction to the percept as target direction (back-end class). More... | |
class | FleeBounds |
FleeBounds uses the opposite direction to the bounding box of the percept as target direction (back-end class). More... | |
class | FleeNavMesh |
Flees from navmesh edges near to the agent (back-end class). More... | |
class | Follow |
By using Follow the agent follows one target independent on its distance to the agent (back-end class). More... | |
class | FollowPathTargetIndexAttribute |
An attribute intended to be used for AIMFollowWaypoints.TargetIndex. More... | |
class | Formation |
This class extends the SteeringBehaviour through adding general local information about an agent's position inside of a formation. More... | |
class | FormationArrow |
Builds an arrow-shaped formation, by computing the position for a specific individual (back-end class). More... | |
class | FormationBox |
Builds a box-shaped formation, by computing the position for a specific individual (back-end class). More... | |
class | FormationCircle |
Builds a circle-shaped formation, by computing the position for a specific individual (back-end class). More... | |
class | FormationCross |
Builds a cross-shaped formation, by computing the position for a specific individual (back-end class). More... | |
class | FormationLine |
Builds a line-shaped formation, by computing the position for a specific individual (back-end class). More... | |
class | FormationV |
Builds a V-shaped formation, by computing the position for a specific individual (back-end class). More... | |
interface | IEvaluationPreparer |
Classes implementing this interface are responsible for executing processes in order to prepare the (parallel) update of AI agents. More... | |
interface | IPercept |
Classes implementing this interface serve as container for perceived data. More... | |
struct | LodElement |
A tuple containing references to an AIMSensor and a corresponding distance. More... | |
class | LodList |
A container that stores LodElement instances, whereby a LodElement is an AIMSensor-distance pair. More... | |
class | MoveBehaviour |
MoveBehaviour is the abstract base class for all the behaviours in the Move module of Polarith AI (back-end class). More... | |
class | NavMeshAgentValidator |
Checks the path of the given navmesh Agent. More... | |
class | NavMeshFeeler |
class | Orbit |
By using Orbit the agent will move along the orbit of one target percept (back-end class). More... | |
class | PerceptBehaviour |
This class extends the MoveBehaviour so that it is able to work with IPercept<T> instances which are relevant for the associated agent (back-end class). More... | |
class | PlanarAvoid |
PlanarAvoid is intended to simply avoid obstacles based on their center positions (back-end class). More... | |
class | PlanarAvoidBounds |
PlanarAvoidBounds implements an avoidance behaviour which uses a percept's bounding box information (back-end class). More... | |
class | PlanarConvolution |
PlanarConvolution modifies an objective value based on its neighbours (back-end class). More... | |
class | PlanarFleeBounds |
PlanarFleeBounds uses the opposite direction to the bounding box of the percept as target direction (back-end class). More... | |
class | PlanarInterpolation |
PlanarInterpolation finds the interpolation parameter for a possible better solution located between two receptors (back-end class). More... | |
class | PlanarSeekBounds |
PlanarSeekBounds uses the bounding box of the percept as a possible target (back-end class). More... | |
class | PlanarSensor |
The PlanarSensor is a special type of Sensor with the assumption that there is a (virtual) ground in the world (back-end class). More... | |
class | Problem |
Represents the multicriteria optimization (MCO) problem to be solved by the AI system, for instance by a ConstraintSolver. More... | |
class | Pursue |
Pursue anticipates where the percept will be in the future and takes this position as a target (back-end class). More... | |
class | RadiusSteeringBehaviour |
This class extends the SteeringBehaviour through adding a kind of local perception model based on an InnerRadius and OuterRadius (back-end class). More... | |
class | Receptor |
Represents one sensorial element used to form an AIMSensor. More... | |
class | Reduction |
Reduction is intended to reduce the magnitudes of the TargetObjective under certain conditions (back-end class). More... | |
class | RegularGrid |
A regular grid to speed up the access to relevant SteeringPercept instances, whereby it can be used for arbitrary scenarios, 2D and 3D as well, since it can be adapted as required. More... | |
class | Retention |
Retention is used to remember objective values for multiple frames (back-end class). More... | |
class | Seek |
Seek uses the percept's position as the target (back-end class). More... | |
class | SeekBounds |
SeekBounds uses the bounding box of each percept as a possible target (back-end class). More... | |
class | SeekNavMesh |
Utilizes the navmesh edges near to an agent as targets (back-end class). More... | |
class | Sensor |
This asset defines how an agent, having an AIMContext, component samples its environment (back-end class). More... | |
class | SpatialSensor |
The SpatialSensor is a special type of Sensor that is applicable for general 3D scenes (back-end class). More... | |
class | Stabilization |
Stabilization increases the objective values along the (local) Context.DecidedDirection (back-end class). More... | |
class | SteeringBehaviour |
SteeringBehaviour provides the base functionality for writing and mapping objective values (back-end class). More... | |
class | SteeringPercept |
Implements IPercept<T> and serves as container for perceived steering data used by all derived SteeringBehaviour instances. More... | |
class | Structure |
This is the structural element for all movement related classes. More... | |
class | TargetObjectiveAttribute |
An attribute for int fields that represent an objective index. More... | |
class | TargetValidator |
Verifies that the given Target has moved. More... | |
class | TimeValidator |
Checks if a specific time elapsed. More... | |
class | Validator |
A Validator is used for verifying something specific by calling the method Validate. More... | |
class | Wander |
A simple SteeringBehaviour which is intended to let the agent wander around randomly (back-end class). More... | |
Enumerations | |
enum | BoundsType { ColliderAABB, ColliderOBB, Visual } |
Intended to distinguish between the different types of bounding boxes, e.g., within the bounds behaviours (Pro only). More... | |
enum | LayerBlendingType { None, AssignGreater, AssignLesser, Addition, Subtraction, Multiplication, Division } |
Defines how objective values are blended into context maps for individual SteeringBehaviour instances. More... | |
enum | LayerNormalizationType { None, Intermediate, Everything } |
Defines whether objective values should be normalized while they are blended for individual SteeringBehaviour instances. More... | |
enum | MappingType { Constant, Linear, InverseLinear, Quadratic, InverseQuadratic, SquareRoot, InverseSquareRoot } |
Used within the MoveBehaviour.MapSpecialSqr(MappingType, float, float, float) and MoveBehaviour.MapSpecial(MappingType, float, float, float) methods in order to specify the desired type of the applied mapping function. More... | |
enum | NavMeshFeelerType { Circle, Fan } |
Defines how a set of feelers (made of raycast operations) is constructed around an agent. More... | |
enum | PatrolType { None, BackForth, Circular } |
Determines how a path is traversed after the agent has reached the end respectively the start of the path. More... | |
enum | PlanarMappingType { None, Automatic, PlaneXY, PlaneXZ } |
This type determines the mapping of results (e.g., behaviour result) to a plane. More... | |
enum | PredictionType { None, VelocityMagnitude, PredictionMagnitude } |
Primarily used within SteeringBehaviour instances to define which method is to be used for predicting the agent position. More... | |
enum | PresetVelocityType { None, Automatic, Up, Down, Forward, Back, Left, Right } |
Primarily used in AIMSteeringBehaviour to determine the default forward direction of an agent. More... | |
enum | ValueWritingType { AssignGreater, AssignLesser, Addition, Subtraction, Multiplication, Division } |
Sets the operation for writing objective values in MoveBehaviour.WriteValue. More... | |
enum | SpatialPartitionType { None, RegularGrid } |
Defines available spatial partitioning structures for the use in AIMPerceiver<T> implementations. More... | |
enum | VectorProjectionType { None, PlaneXY, PlaneXZ } |
Specifies how perceived vector data is projected. More... | |
enum | PlanarOrientationType { PlaneXY, PlaneXZ } |
Specifies how a Sensor is oriented with respect to a virtual axis-aligned plane. More... | |
enum | IndicatorType { Splat, Bar } |
Defines the available visualization types for the AIMContextIndicator. More... | |
enum | PerformanceType { Synchronous, Asynchronous, LoadBalanced } |
Determines the optimization method used by AIMPerformance for speeding up the AI application. More... | |
enum | SplatType { Circle, Pentagon, Ring } |
Defines the shape for the TriangleSplat shader and, thus, the texture used internally. More... | |
enum | NonInverseMappingType { Constant, Linear, Quadratic, SquareRoot } |
Used as constraint version of MappingType to avoid inverse mapping. More... | |
enum | ShapeType { Planar, Spatial } |
Defines the visual shape of the formation. More... | |