KnownDestinationReaching

open class KnownDestinationReaching<T, L : Euclidean2DConvexShape, R>(action: NavigationAction2D<T, L, R, ConvexPolygon, Euclidean2DPassage>, destinations: List<Euclidean2DPosition>) : RouteFollowing<T, L, R>

A NavigationStrategy allowing to reach a known (static) destination (see Pursuing). The client can specify a list of known destinations, the pedestrian will try to reach the closest one for which a valid path leading there is known. The difference between this behavior and Pursuing is that the latter assumes no route leading to the destination is known, whereas this behavior tries to exploit the pedestrian's cognitive map to obtain a route to follow.

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 KnownDestinationReaching(action: NavigationAction2D<T, L, R, ConvexPolygon, Euclidean2DPassage>, destinations: List<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 override fun inUnexpectedNewRoom(previousRoom: ConvexPolygon, expectedNewRoom: ConvexPolygon, actualNewRoom: ConvexPolygon)

When in an unexpected room the pedestrian gets back to previousRoom so as to continue following the route correctly.

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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.