pandemonium_engine/modules/steering_ai/doc_classes/GSAIMatchOrientation.xml

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XML

<?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>