Go to the source code of this file.
|
enum | eBoidRuleType {
eBoidRuleType_None = 0
, eBoidRuleType_Goal = 1
, eBoidRuleType_Avoid = 2
, eBoidRuleType_AvoidCollision = 3
,
eBoidRuleType_Separate = 4
, eBoidRuleType_Flock = 5
, eBoidRuleType_FollowLeader = 6
, eBoidRuleType_AverageSpeed = 7
,
eBoidRuleType_Fight = 8
} |
|
enum | eBoidMode {
eBoidMode_InAir = 0
, eBoidMode_OnLand = 1
, eBoidMode_Climbing = 2
, eBoidMode_Falling = 3
,
eBoidMode_Liftoff = 4
} |
|
enum | eBoidRulesetType { eBoidRulesetType_Fuzzy = 0
, eBoidRulesetType_Random = 1
, eBoidRulesetType_Average = 2
} |
|
◆ BOID_ALLOW_CLIMB
#define BOID_ALLOW_CLIMB (1 << 2) |
◆ BOID_ALLOW_FLIGHT
#define BOID_ALLOW_FLIGHT (1 << 0) |
◆ BOID_ALLOW_LAND
#define BOID_ALLOW_LAND (1 << 1) |
◆ BOIDRULE_CURRENT
#define BOIDRULE_CURRENT (1 << 0) |
◆ BOIDRULE_IN_AIR
#define BOIDRULE_IN_AIR (1 << 2) |
◆ BOIDRULE_ON_LAND
#define BOIDRULE_ON_LAND (1 << 3) |
◆ BOIDSTATE_CURRENT
◆ BRULE_ACOLL_WITH_BOIDS
#define BRULE_ACOLL_WITH_BOIDS (1 << 0) |
◆ BRULE_ACOLL_WITH_DEFLECTORS
#define BRULE_ACOLL_WITH_DEFLECTORS (1 << 1) |
◆ BRULE_GOAL_AVOID_ARRIVE
#define BRULE_GOAL_AVOID_ARRIVE (1 << 1) |
◆ BRULE_GOAL_AVOID_PREDICT
#define BRULE_GOAL_AVOID_PREDICT (1 << 0) |
◆ BRULE_GOAL_AVOID_SIGNAL
#define BRULE_GOAL_AVOID_SIGNAL (1 << 2) |
◆ BRULE_LEADER_IN_LINE
#define BRULE_LEADER_IN_LINE (1 << 0) |
◆ BoidData
◆ BoidRule
◆ BoidRuleAverageSpeed
◆ BoidRuleAvoidCollision
◆ BoidRuleFight
◆ BoidRuleFollowLeader
◆ BoidRuleGoalAvoid
◆ BoidSettings
◆ BoidState
◆ eBoidMode
◆ eBoidRulesetType
◆ eBoidRuleType
◆ eBoidMode
Enumerator |
---|
eBoidMode_InAir | |
eBoidMode_OnLand | |
eBoidMode_Climbing | |
eBoidMode_Falling | |
eBoidMode_Liftoff | |
Definition at line 92 of file DNA_boid_types.h.
◆ eBoidRulesetType
Enumerator |
---|
eBoidRulesetType_Fuzzy | |
eBoidRulesetType_Random | |
eBoidRulesetType_Average | |
Definition at line 134 of file DNA_boid_types.h.
◆ eBoidRuleType
Enumerator |
---|
eBoidRuleType_None | |
eBoidRuleType_Goal | go to goal assigned object or loudest assigned signal source
|
eBoidRuleType_Avoid | get away from assigned object or loudest assigned signal source
|
eBoidRuleType_AvoidCollision | Maneuver to avoid collisions with other boids and deflector object in near future.
|
eBoidRuleType_Separate | keep from going through other boids
|
eBoidRuleType_Flock | move to center of neighbors and match their velocity
|
eBoidRuleType_FollowLeader | follow a boid or assigned object
|
eBoidRuleType_AverageSpeed | Maintain speed, flight level or wander.
|
eBoidRuleType_Fight | go to closest enemy and attack when in range
|
Definition at line 16 of file DNA_boid_types.h.