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Steering.cpp 文件参考
#include "math/Steering.h"
#include <algorithm>
#include <cmath>
#include <cstddef>

浏览源代码.

命名空间

namespace  eve
 Build metadata (engine git commit, build time, third-party version).
 
namespace  eve::math
 
namespace  eve::math::steering
 

函数

Vector2 eve::math::steering::seek (Vector2 position, Vector2 target, float maxSpeed)
 Returns a velocity of at most maxSpeed directed from position to target.
 
Vector3 eve::math::steering::seek (Vector3 position, Vector3 target, float maxSpeed)
 Returns a velocity of at most maxSpeed directed from position to target.
 
Vector2 eve::math::steering::flee (Vector2 position, Vector2 target, float maxSpeed)
 Returns a velocity of at most maxSpeed directed away from target.
 
Vector3 eve::math::steering::flee (Vector3 position, Vector3 target, float maxSpeed)
 Returns a velocity of at most maxSpeed directed away from target.
 
Vector2 eve::math::steering::arrive (Vector2 position, Vector2 target, float maxSpeed, float slowRadius, float stopRadius)
 Slows toward target inside slowRadius and stops inside stopRadius.
 
Vector3 eve::math::steering::arrive (Vector3 position, Vector3 target, float maxSpeed, float slowRadius, float stopRadius)
 Slows toward target inside slowRadius and stops inside stopRadius.
 
Vector2 eve::math::steering::separation (Vector2 position, std::span< const Vector2 > neighbors, float radius, float maxAcceleration)
 Computes bounded separation acceleration from a borrowed neighbor snapshot.
 
Vector3 eve::math::steering::separation (Vector3 position, std::span< const Vector3 > neighbors, float radius, float maxAcceleration)
 Computes bounded separation acceleration from a borrowed neighbor snapshot.
 
int eve::math::steering::pathTarget (Vector2 position, std::span< const Vector2 > points, int current, float tolerance)
 Selects the current path point, advancing across points within tolerance.
 
int eve::math::steering::pathTarget (Vector3 position, std::span< const Vector3 > points, int current, float tolerance)
 Selects the current path point, advancing across points within tolerance.
 
Vector2 eve::math::steering::avoid (Vector2 position, Vector2 velocity, Vector2 obstacle, float obstacleRadius, float lookAhead, float maxAcceleration)
 Computes avoidance acceleration away from a predicted obstacle overlap.
 
Vector3 eve::math::steering::avoid (Vector3 position, Vector3 velocity, Vector3 obstacle, float obstacleRadius, float lookAhead, float maxAcceleration)
 Computes avoidance acceleration away from a predicted obstacle overlap.