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https://github.com/Relintai/pandemonium_engine.git
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47 lines
2.2 KiB
XML
47 lines
2.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="GSAIMatchOrientation" inherits="GSAISteeringBehavior">
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<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>
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<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>
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<tutorials>
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</tutorials>
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<methods>
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<method name="_match_orientation" qualifiers="virtual">
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<return type="void" />
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<argument index="0" name="acceleration" type="GSAITargetAcceleration" />
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<argument index="1" name="desired_orientation" type="float" />
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<description>
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</description>
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</method>
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<method name="match_orientation">
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<return type="void" />
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<argument index="0" name="acceleration" type="GSAITargetAcceleration" />
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<argument index="1" name="desired_orientation" type="float" />
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<description>
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</description>
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</method>
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</methods>
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<members>
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<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>
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<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>
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<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>
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<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>
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<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>
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</members>
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<constants>
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</constants>
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</class>
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