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