com.badlogic.gdx.ai.steer.behaviors.LookWhereYouAreGoing Maven / Gradle / Ivy
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/*******************************************************************************
* Copyright 2014 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.ai.steer.behaviors;
import com.badlogic.gdx.ai.steer.Limiter;
import com.badlogic.gdx.ai.steer.Steerable;
import com.badlogic.gdx.ai.steer.SteeringAcceleration;
import com.badlogic.gdx.ai.utils.Location;
import com.badlogic.gdx.math.Vector;
/** The entire steering framework assumes that the direction a character is facing does not have to be its direction of motion. In
* many cases, however, you would like the character to face in the direction it is moving. To do this you can manually align the
* orientation of the character to its linear velocity on each frame update or you can use the {@code LookWhereYouAreGoing}
* behavior.
*
* {@code LookWhereYouAreGoing} behavior gives the owner angular acceleration to make it face in the direction it is moving. In
* this way the owner changes facing gradually, which can look more natural, especially for aerial vehicles such as helicopters or
* for human characters that can move sideways.
*
* This is a process similar to the {@code Face} behavior. The target orientation is calculated using the current velocity of the
* owner. If there is no velocity, then the target orientation is set to the current orientation. We have no preference in this
* situation for any orientation.
*
* @param Type of vector, either 2D or 3D, implementing the {@link Vector} interface
*
* @author davebaol */
public class LookWhereYouAreGoing> extends ReachOrientation {
/** Creates a {@code LookWhereYouAreGoing} behavior for the specified owner.
* @param owner the owner of this behavior. */
public LookWhereYouAreGoing (Steerable owner) {
super(owner);
}
@Override
protected SteeringAcceleration calculateRealSteering (SteeringAcceleration steering) {
// Check for a zero direction, and return no steering if so
if (owner.getLinearVelocity().isZero(getActualLimiter().getZeroLinearSpeedThreshold())) return steering.setZero();
// Calculate the orientation based on the velocity of the owner
float orientation = owner.vectorToAngle(owner.getLinearVelocity());
// Delegate to ReachOrientation
return reachOrientation(steering, orientation);
}
//
// Setters overridden in order to fix the correct return type for chaining
//
@Override
public LookWhereYouAreGoing setOwner (Steerable owner) {
this.owner = owner;
return this;
}
@Override
public LookWhereYouAreGoing setEnabled (boolean enabled) {
this.enabled = enabled;
return this;
}
/** Sets the limiter of this steering behavior. The given limiter must at least take care of the maximum angular speed and
* acceleration.
* @return this behavior for chaining. */
@Override
public LookWhereYouAreGoing setLimiter (Limiter limiter) {
this.limiter = limiter;
return this;
}
/** Sets the target to align to. Notice that this method is inherited from {@link ReachOrientation}, but is completely useless
* for {@code LookWhereYouAreGoing} because the target orientation is determined by the velocity of the owner itself.
* @return this behavior for chaining. */
@Override
public LookWhereYouAreGoing setTarget (Location target) {
this.target = target;
return this;
}
@Override
public LookWhereYouAreGoing setAlignTolerance (float alignTolerance) {
this.alignTolerance = alignTolerance;
return this;
}
@Override
public LookWhereYouAreGoing setDecelerationRadius (float decelerationRadius) {
this.decelerationRadius = decelerationRadius;
return this;
}
@Override
public LookWhereYouAreGoing setTimeToTarget (float timeToTarget) {
this.timeToTarget = timeToTarget;
return this;
}
}