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Agent avoidance
Agent avoidance
The agents avoidance module makes sure your agents directions do not cross each other.
Attributes
Attributes | Type | Overridable | Description |
---|---|---|---|
method | int | no | The method to be used for the avoidance:
|
distance | double | no | The threshold distance. All agents within this distance range will be evaluated. |
maxTurnAngle | double | no | The max turn angle. |
steeringForce | double | no | The force used for steering the agent direction. (Time To Collision only) |
boundingBoxMultiplier | double | no | Bounding box multiplier. Bounding box sizes are used for predicting future collisions. |
weight | double | yes | Weight |
agentGroups | stringArray | no | array of agent group names. The agent groups will be considered during the evaluation. |
velocityThreshold | double | no | The velocity threshold. If the agent velocity magnitude is lower than this value the agent is not evaluated |
debug | bool | no | Enables module debug drawing. |
editPosition | bool | no | If on, this module tries to force also the agent positions so they don't intersect with each other. (RVO only) |
timeHorizon | double | no | The time used by the RVO algorithm to check for collisions with agents in the future. (RVO, PedVO and RVO3D only) |
timeHorizonObstacles | double | no | The time used by the RVO algorithm to check for collisions with obstacles in the future. (RVO and PedVO only) |
maxVelocity | double | no | The default maximum speed of an agent (RVO, PedVO and RVO3D only) |
editPosition | bool | no | If on, the position of the agent might be affected as well as the direction. (RVO only) |
distanceNeighbors | double | no | The threshold distance. All agents within this distance range will be evaluated. In RVO and PedVO will be used also for the obstacle neightbors |
maxNeighbors | int | no | The maximum number of agents allowed in the neighborhood |
radiusMultiplier | double | no | The radius multiplier. |
strideFactor | double | no | Factor to determine the inverse stride length of an agent (1.57 is recomended). Lower values represent greater stride lengths. (PedVO only |
strideBuffer | double | no | Factor to determine the sensitivity of an agent to density (0.9 is recomended). Lower values represent higher sensitivity (PedVO only) |
turningBias | double | no | Factor to allow higher turning angles while navigating around obstacle corners (PedVO only) |
sceneScale | double | no | The factor to convert velocities and positions into the right scale in the PedVO method, i.e., set scale to 100 if the agents size is in centimeters |
steps | int | no | Number of algorithm executions per frame (RVO, PedVO and RVO3D only) |
navMesh | string | no | The navigation mesh name to avoid obstacles (RVO and PedVO only) |
dyamicObstaclesUpdate | bool | no | If enabled, the dynamic obstacles will be evaluated at each frame.\nIf disabled, they will be computed at init simulation only. |
dynamicObstacles | meshArray | no | The array of dynamic mesh obstacles |
dynamicObstaclesParentMatrix | matrixArray | no | The array of parent matrices of the dynamic obstacles |
dynamicObstaclesTranslation | vector3Array | no | The array of translations of the dynamic obstacles |
dynamicObstaclesScale | vector3Array | no | The array of scales of the dynamic obstacles |
dynamicObstaclesRotation | vector3Array | no | The array of rotations of the dynamic obstacles |
ignoreNextDirectionalModules | bool | yes | If enabled, all next directional modules in the stack will be ignored. |
editLocomotionLinearVelocity | bool | yes | If on, this module will edit the targetLinearVelocity metadata used by the locomotion system. |
editLocomotionAngularVelocity | bool | yes | If on, this module will edit the targetAngularVelocity metadata used by the locomotion system. |
linearVelocityMin | double | yes | The minimum value for the locomotion linear velocity |
linearVelocityMax | double | yes | The maximum value for the locomotion linear velocity |
negativeLinearVelocityMax | double | yes | The maximum value for the locomotion linear velocity when the target is behind the agent |
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