Sensor is the base class for all Sensor types. It defines default and support functionality for Sensors and defines the Sensor interface.
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List of all members.
Public Member Functions |
| Sensor () |
| Default constructor.
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virtual void | Sense () |
| Sense is a message to the sensor to start any active sensing processes.
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virtual void | Reset () |
| Reset is a message to the sensor to revert to an initial state.
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void | AddFocus (string aspectName) |
void | LoseFocus (string aspectName) |
| LoseFocus will remove an aspect name from the current focus of attention.
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void | FocusOn (string aspectName) |
| FocusOn will reset the focus of attention to just the item specified.
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bool | AddEvidence (Entity entity, float expiration) |
| AddEvidence will tell the Belief system to add new evidence about an entity. The evidence may have an associated expiration. Adding evidence is a way of suggesting to the Belief system that a Describable object has been sensed.
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bool | AddEvidence (GameObject beliefObject, float expiration, Vector3 position) |
| AddEvidence will tell the Belief system to add new evidence about an entity. The evidence may have an associated expiration. Adding evidence is a way of suggesting to the Belief system that a GameObject object has been sensed.
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Public Attributes |
List< string > | focusOfAttention = new List<string>() |
int | maxfocus = 5 |
| Max items we can focus on at a time.
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float | persistenceTime = 1.0f |
| Persistence time defines how long an object is retained in memory after the Sensor stops sensing it.
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List< Sensation > | sensations = new List<Sensation>() |
| A list of Sensations supported by this Sensor. If a sensor has no Sensations, it will detect all Describable objects.
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Protected Member Functions |
bool | AttentiveTo (Decoration[] decorations) |
bool | AttentiveTo (Decoration decoration) |
| AttentiveTo determines whether the sensor is currently attempting to sense Aspects or Decorations related to the supplied decoration.
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bool | CanSense (Sensation sensation) |
| CanSense determines whether the sensor is currently attempting to sense Sensations with the same name as the provided Sensation.
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Detailed Description
Sensor is the base class for all Sensor types. It defines default and support functionality for Sensors and defines the Sensor interface.
Constructor & Destructor Documentation
RAIN.Sensors.Sensor.Sensor |
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Member Function Documentation
bool RAIN.Sensors.Sensor.AddEvidence |
( |
Entity |
entity, |
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float |
expiration |
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) |
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AddEvidence will tell the Belief system to add new evidence about an entity. The evidence may have an associated expiration. Adding evidence is a way of suggesting to the Belief system that a Describable object has been sensed.
- Parameters:
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entity | The Describable entity that has been sensed |
expiration | A time in seconds after which the evidence can be discarded |
- Returns:
- true if evidence was added succesfully, false otherwise
bool RAIN.Sensors.Sensor.AddEvidence |
( |
GameObject |
beliefObject, |
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float |
expiration, |
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Vector3 |
position |
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) |
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AddEvidence will tell the Belief system to add new evidence about an entity. The evidence may have an associated expiration. Adding evidence is a way of suggesting to the Belief system that a GameObject object has been sensed.
- Parameters:
-
beliefObject | The GameObject for which evidence is being added |
expiration | A time in seconds after which the evidence can be discarded |
position | A position at which the GameObject was last detected |
- Returns:
- true if evidence was added succesfully, false otherwise
void RAIN.Sensors.Sensor.AddFocus |
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string |
aspectName | ) |
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AddFocus will add an aspect name to the current focus of attention
- Parameters:
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aspectName | the aspect name to add to the focus of attention |
bool RAIN.Sensors.Sensor.AttentiveTo |
( |
Decoration |
decoration | ) |
[protected] |
AttentiveTo determines whether the sensor is currently attempting to sense Aspects or Decorations related to the supplied decoration.
- Parameters:
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decoration | An Aspect or Decoration to check |
- Returns:
- true if the Sensor is currently attempting to detect the decoration type, false otherwise
bool RAIN.Sensors.Sensor.CanSense |
( |
Sensation |
sensation | ) |
[protected] |
CanSense determines whether the sensor is currently attempting to sense Sensations with the same name as the provided Sensation.
- Parameters:
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sensation | The sensation to check for |
- Returns:
- true if the Sensor can sense the designated Sensation, false othewise
void RAIN.Sensors.Sensor.FocusOn |
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string |
aspectName | ) |
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FocusOn will reset the focus of attention to just the item specified.
- Parameters:
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aspectName | The name of the aspect to solely focus on |
void RAIN.Sensors.Sensor.LoseFocus |
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string |
aspectName | ) |
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LoseFocus will remove an aspect name from the current focus of attention.
- Parameters:
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aspectName | the aspect name to remove from the focus of attention |
virtual void RAIN.Sensors.Sensor.Reset |
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[virtual] |
virtual void RAIN.Sensors.Sensor.Sense |
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[virtual] |
Member Data Documentation
Max items we can focus on at a time.
Persistence time defines how long an object is retained in memory after the Sensor stops sensing it.
For example, if persistenceTime is set to 1.0 then any sensed object will be retained in working memory as long as it continues to be sensed. If the object moves outside of the sensor range, it will remain in working memory for 1 additional second.
A list of Sensations supported by this Sensor. If a sensor has no Sensations, it will detect all Describable objects.