<?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>