Polarith AI
1.8
Pursue Class Reference

Description

Pursue anticipates where the percept will be in the future and takes this position as a target (back-end class).

It functions analogously to the usual steering behaviour 'Pursue'. A predicted position of the percept is used to obtain the SteeringBehaviour.ResultDirection. In addition, the movement directions of the agent itself and the processed percept are considered. The less the movement directions match, the further away the future point is calculated.

Note, if there is no (= zero) velocity of PerceptBehaviour<T>.Self and PerceptBehaviour<T>.Percepts, Pursue works like Seek. Furthermore, the prediction is based on the assumption of a uniform rectilinear motion. If you want to use a uniformly accelerated motion, you must implement a new behaviour.

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

Inheritance diagram for Pursue:
RadiusSteeringBehaviour SteeringBehaviour PerceptBehaviour< SteeringPercept > Evade

Public Fields

float MaxPredictionTime = 2f
 Threshold for the maximum prediction time of the computed point. More...
 
bool ForEachReceptor
 If set to true, the algorithm is applied for each receptor instead for each percept. More...
 
float InnerRadius = 0.0f
 The minimum radius for considering percepts. More...
 
float OuterRadius = 20f
 The maximum radius for considering percepts. More...
 
MappingType RadiusMapping = MappingType.InverseLinear
 Determines how the startMagnitude is mapped according to the InnerRadius and OuterRadius. 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

Vector3 startDirection
 Direction from the self position to the percept position (including distance magnitude). More...
 
float startMagnitude
 Magnitude obtained from mapping the percept position relative to InnerRadius and OuterRadius. More...
 
float sqrInnerRadius
 Squared InnerRadius. More...
 
float sqrOuterRadius
 Squared OuterRadius. More...
 
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

Vector3 TargetPosition [get]
 The predicted point of the percept (read only). More...
 
override bool forEachPercept [get]
 Determines if PerceptSteering is called within SteeringBehaviour.Behave (read only). More...
 
override bool forEachReceptor [get]
 Determines if ReceptorSteering is called within SteeringBehaviour.Behave (read only). More...
 
override SteeringPercept Self [get, set]
 The data of the associated agent itself. More...
 

Public Methods

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 ()
 In addition to the filter process which is applied for each percept in RadiusSteeringBehaviour.StartSteering, a multiplier is computed which determines how well the velocity directions of the PerceptBehaviour<T>.Percepts and PerceptBehaviour<T>.Self match. More...
 
override void PerceptSteering ()
 Computes the TargetPosition for the currently processed percept based on its velocity and position relative to the agent under the assumption of an uniform rectilinear motion. More...
 
override void ReceptorSteering ()
 Computes the TargetPosition for the currently processed percept based on its velocity and position relative to the agent under the assumption of an uniform rectilinear motion. More...
 
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