import Vector from '../../math/Vector'; import Limiter from '../Limiter'; import Steerable from '../Steerable'; import SteeringAcceleration from '../SteeringAcceleration'; import SteeringBehavior from '../SteeringBehavior'; /** * The {@code PrioritySteering} behavior iterates through the behaviors and returns the first non zero steering. It makes sense * since certain steering behaviors only request an acceleration in particular conditions. Unlike {@link Seek} or {@link Evade}, * which always produce an acceleration, {@link RaycastObstacleAvoidance}, {@link CollisionAvoidance}, {@link Separation}, * {@link Hide} and {@link Arrive} will suggest no acceleration in many cases. But when these behaviors do suggest an * acceleration, it is unwise to ignore it. An obstacle avoidance behavior, for example, should be honored immediately to avoid * the crash. *

* Typically the behaviors of a {@code PrioritySteering} are arranged in groups with regular blending weights, see * {@link BlendedSteering}. These groups are then placed in priority order to let the steering system consider each group in turn. * It blends the steering behaviors in the current group together. If the total result is very small (less than some small, but * adjustable, parameter), then it is ignored and the next group is considered. It is best not to check against zero directly, * because numerical instability in calculations can mean that a zero value is never reached for some steering behaviors. Using a * small constant value (conventionally called {@code epsilon}) avoids this problem. When a group is found with a result that isn't * small, its result is used to steer the agent. *

* For instance, a pursuing agent working in a team may have three priorities: *

* If the character is far from any interference, the collision avoidance group will return with no desired acceleration. The * separation behavior will then be considered but will also return with no action. Finally, the pursuit behavior will be * considered, and the acceleration needed to continue the chase will be used. If the current motion of the character is perfect * for the pursuit, this behavior may also return with no acceleration. In this case, there are no more behaviors to consider, so * the character will have no acceleration, just as if they'd been exclusively controlled by the pursuit behavior. *

* In a different scenario, if the character is about to crash into a wall, the first group will return an acceleration that will * help avoid the crash. The character will carry out this acceleration immediately, and the steering behaviors in the other * groups won't be considered. *

* Usually {@code PrioritySteering} gives you a good compromise between speed and accuracy. * * @param Type of vector, either 2D or 3D, implementing the {@link Vector} interface * * @author davebaol */ declare class PrioritySteering> extends SteeringBehavior { /** The threshold of the steering acceleration magnitude below which a steering behavior is considered to have given no output. */ protected epsilon: number; /** * The list of steering behaviors in priority order. The first item in the list is tried first, the subsequent entries are only * considered if the first one does not return a result. */ protected behaviors: Array>; /** The index of the behavior whose acceleration has been returned by the last evaluation of this priority steering. */ protected selectedBehaviorIndex: number; /** * Creates a {@code PrioritySteering} behavior for the specified owner and threshold. * @param owner the owner of this behavior * @param epsilon the threshold of the steering acceleration magnitude below which a steering behavior is considered to have * given no output */ constructor(owner: Steerable, epsilon?: number); /** * Adds the specified behavior to the priority list. * @param behavior the behavior to add * @return this behavior for chaining. */ add(behavior: SteeringBehavior): PrioritySteering; /** * Returns the index of the behavior whose acceleration has been returned by the last evaluation of this priority steering; -1 * otherwise. */ getSelectedBehaviorIndex(): number; /** * Returns the threshold of the steering acceleration magnitude below which a steering behavior is considered to have given no * output. */ getEpsilon(): number; /** * Sets the threshold of the steering acceleration magnitude below which a steering behavior is considered to have given no * output. * @param epsilon the epsilon to set * @return this behavior for chaining. */ setEpsilon(epsilon: number): PrioritySteering; setOwner(owner: Steerable): PrioritySteering; setEnabled(enabled: boolean): PrioritySteering; /** * Sets the limiter of this steering behavior. However, {@code PrioritySteering} needs no limiter at all as it simply returns * the first non zero steering acceleration. * @return this behavior for chaining. */ setLimiter(limiter: Limiter): PrioritySteering; protected calculateRealSteering(steering: SteeringAcceleration): SteeringAcceleration; } export default PrioritySteering;