import Vector from '../../math/Vector'; import Location from '../../utils/Location'; import Limiter from '../Limiter'; import Steerable from '../Steerable'; import SteeringAcceleration from '../SteeringAcceleration'; import ReachOrientation from './ReachOrientation'; /** * 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 */ declare class LookWhereYouAreGoing> extends ReachOrientation { /** * Creates a {@code LookWhereYouAreGoing} behavior for the specified owner. * @param owner the owner of this behavior. */ constructor(owner: Steerable); setOwner(owner: Steerable): LookWhereYouAreGoing; setEnabled(enabled: boolean): LookWhereYouAreGoing; /** * 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. */ setLimiter(limiter: Limiter): LookWhereYouAreGoing; /** * 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. */ setTarget(target: Location): LookWhereYouAreGoing; setAlignTolerance(alignTolerance: number): LookWhereYouAreGoing; setDecelerationRadius(decelerationRadius: number): LookWhereYouAreGoing; setTimeToTarget(timeToTarget: number): LookWhereYouAreGoing; protected calculateRealSteering(steering: SteeringAcceleration): SteeringAcceleration; } export default LookWhereYouAreGoing;