PursuitAgent Member List

This is the complete list of members for PursuitAgent, including all inherited members.

addFollower(PursuitAgent *newFollower, bool bMove=true)PursuitAgent
canDetectTargetPosition(Position targetPos)PursuitAgent
classifyOurFrontier(AgentVector neighbors, Pose &curPose, vector< Frontier > &ourNeighborFrontiers, vector< DubInt > &neighborObstacleEndpoints, vector< DubInt > &neighborObstacleBeginpoints, bool bDebugDisplay)PursuitAgent [protected]
clearWaitingForAgent()PursuitAgent
clientRead()PursuitAgent
doCurrentBehavior(AgentVector neighbors)PursuitAgent
drawBoundary(Graphics2dProxy &gp)PursuitAgent
drawFrontier(Graphics2dProxy &gp)PursuitAgent
drawLSR(Graphics2dProxy &gp, bool bOnlyLSR)PursuitAgent
Expand(AgentVector neighbors)PursuitAgent [protected]
getBehavior()PursuitAgent [inline]
getCell(DubInt indices)PursuitAgent [inline]
getCell(Position pos)PursuitAgent [inline]
getCell(int i)PursuitAgent [inline]
getCellPosition(DubInt indices)PursuitAgent [inline]
getCoverFieldOfView()PursuitAgent
getCoverRange()PursuitAgent
getExplParams()PursuitAgent
getFollowerPosition()PursuitAgent
getFrontier()PursuitAgent [inline]
getID()PursuitAgent [inline]
getLRR()PursuitAgent [inline]
getLSR()PursuitAgent [inline]
getLSRBound()PursuitAgent [inline]
getLSRPose()PursuitAgent
getLSRResolution()PursuitAgent [inline]
getLSRSize()PursuitAgent [inline]
getNeighborFrontiers(AgentVector neighbors, Pose &curPose, vector< Frontier > &ourNeighborFrontiers, vector< Frontier > &updatedNeighborFrontiers, vector< DubInt > &neighborObstacleEndpoints, vector< DubInt > &neighborObstacleBeginpoints)PursuitAgent [protected]
getNumFollowers()PursuitAgent [inline]
getNumFrontierSegments()PursuitAgent [inline]
getPath()PursuitAgent [inline]
getPose()PursuitAgent [inline]
getPosition()PursuitAgent [inline]
getRaster(DubInt iCell1, DubInt iCell2)PursuitAgent
getScan()PursuitAgent
getSensorRange()PursuitAgent [inline]
getTotalFrontierCells()PursuitAgent
getViewpoint()PursuitAgent
getWidth()PursuitAgent [inline]
goTo(Pose pose)PursuitAgent
Guard(AgentVector neighbors)PursuitAgent [protected]
isCellCovered(Pose viewPoint, DubInt iCell, bool bSilent=true)PursuitAgent [protected]
isLeader()PursuitAgent
isReady()PursuitAgent
isTraveling()PursuitAgent
isWaitingForAgent(int iID)PursuitAgent
isWaitingForAnyAgent()PursuitAgent
m_bFrontierInitializedPursuitAgent [protected]
m_eBehaviorPursuitAgent [protected]
m_followersPursuitAgent [protected]
m_freeArcsPursuitAgent [protected]
m_frontierPursuitAgent [protected]
m_iIDPursuitAgent [protected]
m_LSRPursuitAgent [protected]
m_pathPursuitAgent [protected]
m_pClientPursuitAgent [protected]
m_pLaserProxyPursuitAgent [protected]
m_pPosProxyPursuitAgent [protected]
m_prevFrontierPursuitAgent [protected]
m_prevLSRPursuitAgent [protected]
m_pWaitForAgentPursuitAgent [protected]
pickBestViewPoint(int *iNumViewPoints, bool bDebugDisplay=false)PursuitAgent [protected]
postProcessOurFrontier(vector< Frontier > &ourNeighborFrontiers, Pose &curPose, bool bDebugDisplay)PursuitAgent [protected]
processFrontier(AgentVector neighbors)PursuitAgent [protected]
PursuitAgent(Identity ID, PlayerClient *client, Position2dProxy *posProxy, LaserProxy *laserProxy)PursuitAgent
recordLSR()PursuitAgent [protected]
setFrontier(Frontier frontier, bool bForce=false)PursuitAgent
setToExpand(Path path, bool bClearPrevFrontier, AgentVector neighbors, bool bDoExpand=true)PursuitAgent
setToFollow(AgentVector neighbors)PursuitAgent
setToGuard(AgentVector neighbors)PursuitAgent
setToNoBehavior()PursuitAgent
setToWander(AgentVector neighbors)PursuitAgent
updateFrontier(AgentVector neighbors, bool bDebugDisplay=false)PursuitAgent [protected]
updateNeighborFrontiers(AgentVector neighbors, Pose &curPose, vector< Frontier > &updatedNeighborFrontiers)PursuitAgent [protected]
Wander(AgentVector neighbors)PursuitAgent [protected]
~PursuitAgent()PursuitAgent


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