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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
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 * Unless required by applicable law or agreed to in writing, software
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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 org.mini2Dx.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; } }





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