Creating behaviors
Creating behaviors
- A behavior can do anything
- Perform computations
- Update its internal state
- Modify the scene graph
- Start a thread
- For example, a behavior to rotate a radar dish to track an object:
- On initialization, set initial wakeup criteria
- Get the object's location
- Create a transform to re-orient the radar dish
- Set a TransformGroup of the radar dish
- Set the next wakeup criteria
- Return