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<?xml version="1.0" encoding="UTF-8" ?>
<class name= "GSAIMatchOrientation" inherits= "GSAISteeringBehavior" version= "3.11" >
<brief_description >
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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.
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</brief_description>
<description >
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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.
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</description>
<tutorials >
</tutorials>
<methods >
<method name= "_match_orientation" qualifiers= "virtual" >
<return type= "void" />
<argument index= "0" name= "acceleration" type= "GSAITargetAcceleration" />
<argument index= "1" name= "desired_orientation" type= "float" />
<description >
</description>
</method>
<method name= "match_orientation" >
<return type= "void" />
<argument index= "0" name= "acceleration" type= "GSAITargetAcceleration" />
<argument index= "1" name= "desired_orientation" type= "float" />
<description >
</description>
</method>
</methods>
<members >
<member name= "alignment_tolerance" type= "float" setter= "set_alignment_tolerance" getter= "get_alignment_tolerance" default= "0.0" >
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The amount of distance in radians for the behavior to consider itself close enough to be matching the target agent's rotation.
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</member>
<member name= "deceleration_radius" type= "float" setter= "set_deceleration_radius" getter= "get_deceleration_radius" default= "0.0" >
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The amount of distance in radians from the goal to start slowing down.
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</member>
<member name= "target" type= "GSAIAgentLocation" setter= "set_target" getter= "get_target" >
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The target orientation for the behavior to try and match rotations to.
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</member>
<member name= "time_to_reach" type= "float" setter= "set_time_to_reach" getter= "get_time_to_reach" default= "0.1" >
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The amount of time to reach the target velocity
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</member>
<member name= "use_z" type= "bool" setter= "set_use_z" getter= "get_use_z" default= "false" >
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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.
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</member>
</members>
<constants >
</constants>
</class>