broken_seals/game/steering_ai_framework/Behaviors/GSAIMatchOrientation.gd

52 lines
1.9 KiB
GDScript

# Calculates an angular acceleration to match an agent's orientation to that of
# its target. Attempts to make the agent arrive with zero remaining angular
# velocity.
class_name GSAIMatchOrientation
extends GSAISteeringBehavior
# The target orientation for the behavior to try and match rotations to.
var target: GSAIAgentLocation
# The amount of distance in radians for the behavior to consider itself close
# enough to be matching the target agent's rotation.
var alignment_tolerance: float
# The amount of distance in radians from the goal to start slowing down.
var deceleration_radius: float
# The amount of time to reach the target velocity
var time_to_reach: float = 0.1
# Whether to use the X and Z components instead of X and Y components when
# determining angles. X and Z should be used in 3D.
var use_z: bool
func _init(agent: GSAISteeringAgent, _target: GSAIAgentLocation, _use_z := false).(agent) -> void:
self.use_z = _use_z
self.target = _target
func _match_orientation(acceleration: GSAITargetAcceleration, desired_orientation: float) -> void:
var rotation := wrapf(desired_orientation - agent.orientation, -PI, PI)
var rotation_size := abs(rotation)
if rotation_size <= alignment_tolerance:
acceleration.set_zero()
else:
var desired_rotation := agent.angular_speed_max
if rotation_size <= deceleration_radius:
desired_rotation *= rotation_size / deceleration_radius
desired_rotation *= rotation / rotation_size
acceleration.angular = ((desired_rotation - agent.angular_velocity) / time_to_reach)
var limited_acceleration := abs(acceleration.angular)
if limited_acceleration > agent.angular_acceleration_max:
acceleration.angular *= (agent.angular_acceleration_max / limited_acceleration)
acceleration.linear = Vector3.ZERO
func _calculate_steering(acceleration: GSAITargetAcceleration) -> void:
_match_orientation(acceleration, target.orientation)