import Vector from '../../math/Vector'; import wrapAngleAroundZero from '../../math/wrapAngleAroundZero'; import Location from '../../utils/Location'; import Limiter from '../Limiter'; import Steerable from '../Steerable'; import SteeringBehavior from '../SteeringBehavior'; import SteeringAcceleration from '../SteeringAcceleration'; /** * {@code ReachOrientation} tries to align the owner to the target. It pays no attention to the position or velocity of the owner * or target. This steering behavior does not produce any linear acceleration; it only responds by turning. *

* {@code ReachOrientation} behaves in a similar way to {@link Arrive} since it tries to reach the target orientation and tries to * have zero rotation when it gets there. Like arrive, it uses two radii: {@code decelerationRadius} for slowing down and * {@code alignTolerance} to make orientations near the target acceptable without letting small errors keep the owner swinging. * Because we are dealing with a single scalar value, rather than a 2D or 3D vector, the radius acts as an interval. *

* Similarly to {@code Arrive}, there is a {@code timeToTarget} that defaults to 0.1 seconds. * * @param Type of vector, either 2D or 3D, implementing the {@link Vector} interface * * @author davebaol */ class ReachOrientation> extends SteeringBehavior { /** The target to align to. */ protected target: Location ; /** The tolerance for aligning to the target without letting small errors keep the owner swinging. */ protected alignTolerance: number; /** The radius for beginning to slow down */ protected decelerationRadius: number; /** The time over which to achieve target rotation speed */ protected timeToTarget = 0.1; /** * Creates a {@code ReachOrientation} behavior for the specified owner and target. * @param owner the owner of this behavior * @param target the target. */ constructor (owner: Steerable, target: Location = null) { super(owner); this.target = target; this.alignTolerance = 0; this.decelerationRadius = 0; } /** Returns the target to align to. */ public getTarget(): Location { return this.target; } /** * Sets the target to align to. * @return this behavior for chaining. */ public setTarget(target: Location): ReachOrientation { this.target = target; return this; } /** Returns the tolerance for aligning to the target without letting small errors keep the owner swinging. */ public getAlignTolerance() { return this.alignTolerance; } /** * Sets the tolerance for aligning to the target without letting small errors keep the owner swinging. * @return this behavior for chaining. */ public setAlignTolerance(alignTolerance: number): ReachOrientation { this.alignTolerance = alignTolerance; return this; } /** Returns the radius for beginning to slow down */ public getDecelerationRadius(): number { return this.decelerationRadius; } /** * Sets the radius for beginning to slow down * @return this behavior for chaining. */ public setDecelerationRadius(decelerationRadius: number): ReachOrientation { this.decelerationRadius = decelerationRadius; return this; } /** Returns the time over which to achieve target rotation speed */ public getTimeToTarget(): number { return this.timeToTarget; } /** * Sets the time over which to achieve target rotation speed * @return this behavior for chaining. */ public setTimeToTarget(timeToTarget: number): ReachOrientation { this.timeToTarget = timeToTarget; return this; } // // Setters overridden in order to fix the correct return type for chaining // public setOwner(owner: Steerable): ReachOrientation { this.owner = owner; return this; } public setEnabled(enabled: boolean): ReachOrientation { 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. */ public setLimiter(limiter: Limiter): ReachOrientation { this.limiter = limiter; return this; } protected calculateRealSteering (steering: SteeringAcceleration): SteeringAcceleration { return this.reachOrientation(steering, this.target.getOrientation()); } /** * Produces a steering that tries to align the owner to the target orientation. This method is called by subclasses that want * to align to a certain orientation. * @param steering the steering to be calculated. * @param targetOrientation the target orientation you want to align to. * @return the calculated steering for chaining. */ protected reachOrientation(steering: SteeringAcceleration, targetOrientation: number): SteeringAcceleration { // Get the rotation direction to the target wrapped to the range [-PI, PI] const rotation = wrapAngleAroundZero(targetOrientation - this.owner.getOrientation()); // Absolute rotation const rotationSize = rotation < 0 ? -rotation : rotation; // Check if we are there, return no steering if (rotationSize <= this.alignTolerance) return steering.setZero(); const actualLimiter = this.getActualLimiter(); // Use maximum rotation let targetRotation = actualLimiter.getMaxAngularSpeed(); // If we are inside the slow down radius, then calculate a scaled rotation if (rotationSize <= this.decelerationRadius) targetRotation *= rotationSize / this.decelerationRadius; // The final target rotation combines // speed (already in the variable) and direction targetRotation *= rotation / rotationSize; // Acceleration tries to get to the target rotation steering.angular = (targetRotation - this.owner.getAngularVelocity()) / this.timeToTarget; // Check if the absolute acceleration is too great const angularAcceleration = steering.angular < 0 ? -steering.angular : steering.angular; if (angularAcceleration > actualLimiter.getMaxAngularAcceleration()) steering.angular *= actualLimiter.getMaxAngularAcceleration() / angularAcceleration; // No linear acceleration steering.linear.setZero(); // Output the steering return steering; } } export default ReachOrientation;