accum (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
accumulateForce(Vector2D runningTotal, Vector2D forceToAdd, double maxForce) | game2dai.steering.AutoPilot | private |
AGENT0 (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
AGENT1 (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
AGENT_TO_EVADE (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
AGENT_TO_PURSUE (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
agents | game2dai.steering.AutoPilot | private |
ALIGNMENT (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
alignment() | game2dai.steering.AutoPilot | private |
alignment(MovingEntity me) (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | protected |
alignmentOff() | game2dai.steering.AutoPilot | |
alignmentOn() | game2dai.steering.AutoPilot | |
alignmentWeight(double weight) | game2dai.steering.AutoPilot | |
alignmentWeight() | game2dai.steering.AutoPilot | |
ALL_SB_MASK (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
allOff() | game2dai.steering.AutoPilot | |
arrive() | game2dai.steering.AutoPilot | private |
arrive(MovingEntity me, Vector2D target, int rate) (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | protected |
ARRIVE (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
arriveDist (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
arriveDistance() | game2dai.steering.AutoPilot | |
arriveOff() | game2dai.steering.AutoPilot | |
arriveOn() | game2dai.steering.AutoPilot | |
arriveOn(Vector2D target) | game2dai.steering.AutoPilot | |
arriveOn(Vector2D target, int speed) | game2dai.steering.AutoPilot | |
arriveOn(double x, double y) | game2dai.steering.AutoPilot | |
arriveOn(double x, double y, int speed) | game2dai.steering.AutoPilot | |
arriveRate (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
arriveWeight(double weight) | game2dai.steering.AutoPilot | |
arriveWeight() | game2dai.steering.AutoPilot | |
BIT_ALIGNMENT (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
BIT_ARRIVE (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
BIT_COHESION (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
BIT_EVADE (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
BIT_FLEE (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
BIT_FLOCK (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
BIT_HIDE (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
BIT_INTERPOSE (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
BIT_OBSTACLE_AVOID (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
BIT_OFFSET_PURSUIT (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
BIT_PATH (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
BIT_PURSUIT (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
BIT_SEEK (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
BIT_SEPARATION (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
BIT_WALL_AVOID (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
BIT_WANDER (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
bitPos(int flag) | game2dai.steering.AutoPilot | privatestatic |
bnames (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | privatestatic |
calculateForce(double deltaTime, World world) | game2dai.steering.AutoPilot | |
calculateMethod(int method) | game2dai.steering.AutoPilot | |
calculateMethod() | game2dai.steering.AutoPilot | |
calculatePrioritised() | game2dai.steering.AutoPilot | private |
calculatePrioritised_LogForces() | game2dai.steering.AutoPilot | private |
calculateWeightedAverage() | game2dai.steering.AutoPilot | private |
calculateWeightedAverage_LogForces() | game2dai.steering.AutoPilot | private |
clone() | game2dai.steering.AutoPilot | |
cohesion() | game2dai.steering.AutoPilot | private |
cohesion(MovingEntity me) (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | protected |
COHESION (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
cohesionOff() | game2dai.steering.AutoPilot | |
cohesionOn() | game2dai.steering.AutoPilot | |
cohesionWeight(double weight) | game2dai.steering.AutoPilot | |
cohesionWeight() | game2dai.steering.AutoPilot | |
createWhiskers(final int nbrWhiskers, final double whiskerLength, final double fov, final Vector2D facing, final Vector2D origin) | game2dai.steering.AutoPilot | private |
DECEL_TWEEK (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
deltaTime (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
detectBoxLength (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
evade() | game2dai.steering.AutoPilot | private |
evade(MovingEntity me, MovingEntity evadeAgent) (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | protected |
EVADE (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
evadeDistance() | game2dai.steering.AutoPilot | |
evadeFactors(double fleeDistance) | game2dai.steering.AutoPilot | |
evadeOff() | game2dai.steering.AutoPilot | |
evadeOn() | game2dai.steering.AutoPilot | |
evadeOn(MovingEntity me) | game2dai.steering.AutoPilot | |
evadeWeight(double weight) | game2dai.steering.AutoPilot | |
evadeWeight() | game2dai.steering.AutoPilot | |
f (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
FAST (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
flags (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
flee() | game2dai.steering.AutoPilot | private |
flee(MovingEntity me, Vector2D target) (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | protected |
FLEE (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
fleeDistance() | game2dai.steering.AutoPilot | |
fleeFactors(double fleeDistance) | game2dai.steering.AutoPilot | |
fleeOff() | game2dai.steering.AutoPilot | |
fleeOn() | game2dai.steering.AutoPilot | |
fleeOn(Vector2D location) | game2dai.steering.AutoPilot | |
fleeOn(double x, double y) | game2dai.steering.AutoPilot | |
fleeRadius (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
fleeRadius(double fleeRadius) | game2dai.steering.AutoPilot | |
fleeRadius() | game2dai.steering.AutoPilot | |
fleeTarget (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
fleeWeight(double weight) | game2dai.steering.AutoPilot | |
fleeWeight() | game2dai.steering.AutoPilot | |
flock() | game2dai.steering.AutoPilot | private |
flock(MovingEntity me) (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | protected |
FLOCK (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
flockFactors(double neighbourhoodRadius) | game2dai.steering.AutoPilot | |
flockOff() | game2dai.steering.AutoPilot | |
flockOn() | game2dai.steering.AutoPilot | |
flockWeight(double weight) | game2dai.steering.AutoPilot | |
flockWeight() | game2dai.steering.AutoPilot | |
forceCalcMethod (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
getFeelers() | game2dai.steering.AutoPilot | |
getFeelers(MovingEntity me) | game2dai.steering.AutoPilot | |
getFeelers(final Vector2D facing, final Vector2D origin) | game2dai.steering.AutoPilot | |
getHidingPosition(MovingEntity me, Obstacle ob, BaseEntity target) | game2dai.steering.AutoPilot | private |
getWeight(int behaviour) | game2dai.steering.AutoPilot | |
gotoTarget (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
hasOwner() | game2dai.steering.AutoPilot | |
HIDE (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
hide() | game2dai.steering.AutoPilot | private |
hide(MovingEntity me, MovingEntity from) (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | protected |
hideDistance() | game2dai.steering.AutoPilot | |
hideOff() | game2dai.steering.AutoPilot | |
hideOn() | game2dai.steering.AutoPilot | |
hideOn(MovingEntity me) (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | |
hideWeight(double weight) | game2dai.steering.AutoPilot | |
hideWeight() | game2dai.steering.AutoPilot | |
INTERPOSE (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
interpose() | game2dai.steering.AutoPilot | private |
interpose(MovingEntity me, MovingEntity m0, MovingEntity m1) (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | protected |
interpose(MovingEntity me, MovingEntity m0, Vector2D fixedPos) (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | protected |
interposeOff() | game2dai.steering.AutoPilot | |
interposeOn() | game2dai.steering.AutoPilot | |
interposeOn(MovingEntity me0, MovingEntity me1) | game2dai.steering.AutoPilot | |
interposeOn(MovingEntity me0, Vector2D fixedPos1) | game2dai.steering.AutoPilot | |
interposeOn(Vector2D fixedPos0, Vector2D fixedPos1) | game2dai.steering.AutoPilot | |
interposeWeight(double weight) | game2dai.steering.AutoPilot | |
interposeWeight() | game2dai.steering.AutoPilot | |
isAlignmentOn() | game2dai.steering.AutoPilot | |
isArriveOn() | game2dai.steering.AutoPilot | |
isCohesionOn() | game2dai.steering.AutoPilot | |
isEvadeOn() | game2dai.steering.AutoPilot | |
isFleeOn() | game2dai.steering.AutoPilot | |
isFlockOn() | game2dai.steering.AutoPilot | |
isHideOn() | game2dai.steering.AutoPilot | |
isInterposeOn() | game2dai.steering.AutoPilot | |
isObstacleAvoidOn() | game2dai.steering.AutoPilot | |
isOffsetPursuitOn() | game2dai.steering.AutoPilot | |
isPathOn() | game2dai.steering.AutoPilot | |
isPursuitOn() | game2dai.steering.AutoPilot | |
isSeekOn() | game2dai.steering.AutoPilot | |
isSeparationOn() | game2dai.steering.AutoPilot | |
isWallAvoidOn() | game2dai.steering.AutoPilot | |
isWallAvoidOvalEnvelopeOn() | game2dai.steering.AutoPilot | |
isWanderOn() | game2dai.steering.AutoPilot | |
movers (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
NBR_AGENT_ARRAY (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
nbrWhiskers (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
neighbourDist (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
NORMAL (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
OBSTACLE_AVOID (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
obstacleAvoidance() | game2dai.steering.AutoPilot | private |
obstacleAvoidance(MovingEntity me) (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | protected |
obstacleAvoidDetectBoxLength() | game2dai.steering.AutoPilot | |
obstacleAvoidDetectBoxLength(double boxLength) | game2dai.steering.AutoPilot | |
obstacleAvoidFactors(double detectBoxLength) | game2dai.steering.AutoPilot | |
obstacleAvoidOff() | game2dai.steering.AutoPilot | |
obstacleAvoidOn() | game2dai.steering.AutoPilot | |
obstacleAvoidWeight(double weight) | game2dai.steering.AutoPilot | |
obstacleAvoidWeight() | game2dai.steering.AutoPilot | |
obstacles (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
OFFSET_PURSUIT (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
offsetPursuit() | game2dai.steering.AutoPilot | private |
offsetPursuit(MovingEntity me, MovingEntity leader, Vector2D offset) (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | protected |
offsetPursuitOff() | game2dai.steering.AutoPilot | |
offsetPursuitOn() | game2dai.steering.AutoPilot | |
offsetPursuitOn(MovingEntity me, Vector2D offset) | game2dai.steering.AutoPilot | |
offsetPursuitWeight(double weight) | game2dai.steering.AutoPilot | |
offsetPursuitWeight() | game2dai.steering.AutoPilot | |
ovalEnvelope (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
owner (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
PASS_THROUGH (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
PATH (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
path (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
pathAddToRoute(Vector2D[] route) | game2dai.steering.AutoPilot | |
pathAddToRoute(Vector2D waypoint) | game2dai.steering.AutoPilot | |
pathAddToRoute(List< GraphNode > route) | game2dai.steering.AutoPilot | |
pathAddToRoute(Graph graph, GraphNode dest) | game2dai.steering.AutoPilot | |
pathArriveDist (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
pathFactors(Object seekDist, Object arriveDist) | game2dai.steering.AutoPilot | |
pathFollow() | game2dai.steering.AutoPilot | private |
pathNextNode() | game2dai.steering.AutoPilot | |
pathOff() | game2dai.steering.AutoPilot | |
pathOn() | game2dai.steering.AutoPilot | |
pathRoute() | game2dai.steering.AutoPilot | |
pathRouteLength() | game2dai.steering.AutoPilot | |
pathSeekDist (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
pathSetRoute(Vector2D[] route) | game2dai.steering.AutoPilot | |
pathSetRoute(List< GraphNode > route) | game2dai.steering.AutoPilot | |
pathWeight(double weight) | game2dai.steering.AutoPilot | |
pathWeight() | game2dai.steering.AutoPilot | |
pursueOffset (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
pursuit() | game2dai.steering.AutoPilot | private |
pursuit(MovingEntity me, MovingEntity toPursue) | game2dai.steering.AutoPilot | protected |
PURSUIT (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
pursuitDistance() | game2dai.steering.AutoPilot | |
pursuitOff() | game2dai.steering.AutoPilot | |
pursuitOn() | game2dai.steering.AutoPilot | |
pursuitOn(MovingEntity me) | game2dai.steering.AutoPilot | |
pursuitWeight(double weight) | game2dai.steering.AutoPilot | |
pursuitWeight() | game2dai.steering.AutoPilot | |
REBOUND (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
seek() | game2dai.steering.AutoPilot | private |
seek(MovingEntity me, Vector2D target) (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | protected |
SEEK (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
seekDistance() | game2dai.steering.AutoPilot | |
seekOff() | game2dai.steering.AutoPilot | |
seekOn() | game2dai.steering.AutoPilot | |
seekOn(Vector2D target) | game2dai.steering.AutoPilot | |
seekOn(double x, double y) | game2dai.steering.AutoPilot | |
seekWeight(double weight) | game2dai.steering.AutoPilot | |
seekWeight() | game2dai.steering.AutoPilot | |
separation() | game2dai.steering.AutoPilot | private |
separation(MovingEntity me) (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | protected |
SEPARATION (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
separationOff() | game2dai.steering.AutoPilot | |
separationOn() | game2dai.steering.AutoPilot | |
separationWeight(double weight) | game2dai.steering.AutoPilot | |
separationWeight() | game2dai.steering.AutoPilot | |
setOwner(final Vehicle vehicle) | game2dai.steering.AutoPilot | |
SLOW (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
steeringForce (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
toString() | game2dai.steering.AutoPilot | |
WALL_AVOID (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
wallAvoidance() | game2dai.steering.AutoPilot | private |
wallAvoidance(MovingEntity me) (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | protected |
wallAvoidFactors(Object nbrWhiskers, Object whiskerLength, Object fov, Boolean shortOnSide) | game2dai.steering.AutoPilot | |
wallAvoidFOV() | game2dai.steering.AutoPilot | |
wallAvoidNbrWhiskers() | game2dai.steering.AutoPilot | |
wallAvoidOff() | game2dai.steering.AutoPilot | |
wallAvoidOn() | game2dai.steering.AutoPilot | |
wallAvoidWeight(double weight) | game2dai.steering.AutoPilot | |
wallAvoidWeight() | game2dai.steering.AutoPilot | |
wallAvoidWhiskerLength() | game2dai.steering.AutoPilot | |
walls (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
WANDER (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
wander() | game2dai.steering.AutoPilot | private |
WANDER_ANGLE_RANGE (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | privatestatic |
WANDER_MAX_ANGLE (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | privatestatic |
WANDER_MIN_ANGLE (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | privatestatic |
wanderAngle (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
wanderAngle() | game2dai.steering.AutoPilot | |
wanderAngleDelta (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
wanderAngleDelta() (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | |
wanderAngleJitter (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
wanderAngleJitter() | game2dai.steering.AutoPilot | |
wanderDist (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
wanderDist() | game2dai.steering.AutoPilot | |
wanderFactors(Object dist, Object radius, Object jitter) | game2dai.steering.AutoPilot | |
wanderOff() | game2dai.steering.AutoPilot | |
wanderOn() | game2dai.steering.AutoPilot | |
wanderRadius (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
wanderRadius() | game2dai.steering.AutoPilot | |
wanderWeight(double weight) | game2dai.steering.AutoPilot | |
wanderWeight() | game2dai.steering.AutoPilot | |
WEIGHTED (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
WEIGHTED_PRIORITIZED (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |
weightings | game2dai.steering.AutoPilot | private |
whiskerFOV (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
whiskerLength (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
world (defined in game2dai.steering.AutoPilot) | game2dai.steering.AutoPilot | private |
WRAP (defined in game2dai.steering.SBF) | game2dai.steering.SBF | |