, 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_bFrontierInitialized | PursuitAgent | [protected] |
m_eBehavior | PursuitAgent | [protected] |
m_followers | PursuitAgent | [protected] |
m_freeArcs | PursuitAgent | [protected] |
m_frontier | PursuitAgent | [protected] |
m_iID | PursuitAgent | [protected] |
m_LSR | PursuitAgent | [protected] |
m_path | PursuitAgent | [protected] |
m_pClient | PursuitAgent | [protected] |
m_pLaserProxy | PursuitAgent | [protected] |
m_pPosProxy | PursuitAgent | [protected] |
m_prevFrontier | PursuitAgent | [protected] |
m_prevLSR | PursuitAgent | [protected] |
m_pWaitForAgent | PursuitAgent | [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 | |