Class RecastJSCrowd
Hierarchy
- RecastJSCrowd
Implements
Index
Constructors
Properties
Methods
- add
Agent - agent
Goto - agent
Teleport - dispose
- get
Agent Next Target Path - get
Agent Next Target Path To Ref - get
Agent Position - get
Agent Position To Ref - get
Agent State - get
Agent Velocity - get
Agent Velocity To Ref - get
Agents - get
Corners - get
Default Query Extent - get
Default Query Extent To Ref - over
Offmesh Connection - remove
Agent - set
Default Query Extent - update
- update
Agent Parameters
Constructors
constructor
Constructor
Parameters
plugin: RecastJSPlugin
recastJS plugin
maxAgents: number
the maximum agent count in the crowd
maxAgentRadius: number
the maximum radius an agent can have
scene: Scene
to attach the crowd to
Returns RecastJSCrowd
the crowd you can add agents to
Properties
agentsSearch playground for agents
All agents created
bjsRECASTPluginSearch playground for bjsRECASTPlugin
Recast/detour plugin
on Reach Target ObservableSearch playground for onReachTargetObservable
Fires each time an agent is in reach radius of its destination
reach RadiiSearch playground for reachRadii
agents reach radius
recast CrowdSearch playground for recastCrowd
Link to the detour crowd
transformsSearch playground for transforms
One transform per agent
Methods
add AgentSearch playground for addAgent
Add a new agent to the crowd with the specified parameter a corresponding transformNode. You can attach anything to that node. The node position is updated in the scene update tick.
Parameters
pos: Vector3
world position that will be constrained by the navigation mesh
parameters: IAgentParameters
agent parameters
transform: TransformNode
hooked to the agent that will be update by the scene
Returns number
agent index
agent GotoSearch playground for agentGoto
Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
Parameters
index: number
agent index returned by addAgent
destination: Vector3
targeted world position
Returns void
agent TeleportSearch playground for agentTeleport
Teleport the agent to a new position
Parameters
index: number
agent index returned by addAgent
destination: Vector3
targeted world position
Returns void
disposeSearch playground for dispose
Release all resources
Returns void
get Agent Next Target PathSearch playground for getAgentNextTargetPath
Returns the agent next target point on the path
Parameters
index: number
agent index returned by addAgent
Returns Vector3
world space position
get Agent Next Target Path To RefSearch playground for getAgentNextTargetPathToRef
Returns the agent next target point on the path
Parameters
index: number
agent index returned by addAgent
result: Vector3
output world space position
Returns void
get Agent PositionSearch playground for getAgentPosition
Returns the agent position in world space
Parameters
index: number
agent index returned by addAgent
Returns Vector3
world space position
get Agent Position To RefSearch playground for getAgentPositionToRef
Returns the agent position result in world space
Parameters
index: number
agent index returned by addAgent
result: Vector3
output world space position
Returns void
get Agent StateSearch playground for getAgentState
Gets the agent state
Parameters
index: number
agent index returned by addAgent
Returns number
agent state
get Agent VelocitySearch playground for getAgentVelocity
Returns the agent velocity in world space
Parameters
index: number
agent index returned by addAgent
Returns Vector3
world space velocity
get Agent Velocity To RefSearch playground for getAgentVelocityToRef
Returns the agent velocity result in world space
Parameters
index: number
agent index returned by addAgent
result: Vector3
output world space velocity
Returns void
get AgentsSearch playground for getAgents
get the list of all agents attached to this crowd
Returns number[]
list of agent indices
get CornersSearch playground for getCorners
Get the next corner points composing the path (max 4 points)
Parameters
index: number
agent index returned by addAgent
Returns Vector3[]
array containing world position composing the path
get Default Query ExtentSearch playground for getDefaultQueryExtent
Get the Bounding box extent specified by setDefaultQueryExtent
Returns Vector3
the box extent values
get Default Query Extent To RefSearch playground for getDefaultQueryExtentToRef
Get the Bounding box extent result specified by setDefaultQueryExtent
Parameters
result: Vector3
output the box extent values
Returns void
over Offmesh ConnectionSearch playground for overOffmeshConnection
returns true if the agent in over an off mesh link connection
Parameters
index: number
agent index returned by addAgent
Returns boolean
true if over an off mesh link connection
remove AgentSearch playground for removeAgent
remove a particular agent previously created
Parameters
index: number
agent index returned by addAgent
Returns void
set Default Query ExtentSearch playground for setDefaultQueryExtent
Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...) The queries will try to find a solution within those bounds default is (1,1,1)
Parameters
extent: Vector3
x,y,z value that define the extent around the queries point of reference
Returns void
updateSearch playground for update
Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
Parameters
deltaTime: number
in seconds
Returns void
update Agent ParametersSearch playground for updateAgentParameters
Update agent parameters
Parameters
index: number
agent index returned by addAgent
parameters: IAgentParameters
agent parameters
Returns void
Recast detour crowd implementation