public Vector2 ComputeForce() { Vector2 desiredVelocity = OrionMath.VectorNormalize(TargetPosition - Agent.Position) * Agent.MaxSpeed; Vector2 steeringVec = desiredVelocity - Agent.Velocity; steeringVec = OrionMath.VectorTruncate(steeringVec, Agent.MaxAcceleration); return(steeringVec); }
private Vector2 Seek(Vector2 target) { Vector2 desiredVelocity = OrionMath.VectorNormalize(target - Agent.Position) * Agent.MaxSpeed; Vector2 steeringVec = desiredVelocity - Agent.Velocity; steeringVec = OrionMath.VectorTruncate(steeringVec, Agent.MaxAcceleration); return(steeringVec); }