DynamicPursuing

open class DynamicPursuing<T, L : Euclidean2DConvexShape, R>(action: NavigationAction2D<T, L, R, ConvexPolygon, Euclidean2DPassage>, destination: Euclidean2DPosition) : Pursuing<T, L, R>

Pursuing strategy allowing to dynamically change destination.

Parameters

T

the concentration type.

L

the type of landmarks of the pedestrian's cognitive map.

R

the type of edges of the pedestrian's cognitive map, representing the Relations between landmarks.

Constructors

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fun DynamicPursuing(action: NavigationAction2D<T, L, R, ConvexPolygon, Euclidean2DPassage>, destination: Euclidean2DPosition)

Functions

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open override fun inNewRoom(newRoom: ConvexPolygon)

This is called whenever the pedestrian enters a new room.

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open fun inUnexpectedNewRoom(previousRoom: ConvexPolygon, expectedNewRoom: ConvexPolygon, actualNewRoom: ConvexPolygon)

This is called in place of inNewRoom when the pedestrian ends up in an unexpected room while moving. By default, unexpected rooms are treated just like expected ones.

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fun setDestination(newDestination: Euclidean2DPosition, voidVolatileMemory: Boolean = false)

Changes the destination of the strategy. If voidVolatileMemory is true, the pedestrian's volatile memory is set to zero. This has two effects:

Properties

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open override val action: NavigationAction2D<T, L, R, ConvexPolygon, Euclidean2DPassage>

The NavigationAction used to navigate the environment.

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protected open override var destination: Euclidean2DPosition

The destination to pursue.

Inheritors

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