#pragma once #include "RetroTypes.hpp" #include "zeus/CVector3f.hpp" namespace urde { class CPhysicsActor; class CStateManager; class CSteeringBehaviors { float x0_ = M_PIF / 2.f; public: zeus::CVector3f Flee(const CPhysicsActor& actor, const zeus::CVector3f& v0) const; zeus::CVector3f Seek(const CPhysicsActor& actor, const zeus::CVector3f& target) const; zeus::CVector3f Arrival(const CPhysicsActor& actor, const zeus::CVector3f& dest, float dampingRadius) const; zeus::CVector3f Pursuit(const CPhysicsActor& actor, const zeus::CVector3f& v0, const zeus::CVector3f& v1) const; zeus::CVector3f Separation(const CPhysicsActor& actor, const zeus::CVector3f& pos, float separation) const; zeus::CVector3f Alignment(const CPhysicsActor& actor, rstl::reserved_vector& list, const CStateManager& mgr) const; zeus::CVector3f Cohesion(const CPhysicsActor& actor, rstl::reserved_vector& list, float dampingRadius, const CStateManager& mgr) const; zeus::CVector2f Flee2D(const CPhysicsActor& actor, const zeus::CVector2f& v0) const; zeus::CVector2f Arrival2D(const CPhysicsActor& actor, const zeus::CVector2f& v0, float f1) const; static bool SolveQuadratic(float, float, float, float&, float&); static bool SolveCubic(const rstl::reserved_vector& in, rstl::reserved_vector& out); static bool SolveQuartic(const rstl::reserved_vector& in, rstl::reserved_vector& out); static bool ProjectLinearIntersection(const zeus::CVector3f& v0, float f1, const zeus::CVector3f& v1, const zeus::CVector3f& v2, zeus::CVector3f& v3); static bool ProjectLinearIntersection(const zeus::CVector3f& v0, float f1, const zeus::CVector3f& v1, const zeus::CVector3f& v2, const zeus::CVector3f& v3, zeus::CVector3f& v4); static bool ProjectOrbitalIntersection(const zeus::CVector3f& v0, float f1, float f2, const zeus::CVector3f& v1, const zeus::CVector3f& v2, const zeus::CVector3f& v3, zeus::CVector3f& v4); static bool ProjectOrbitalIntersection(const zeus::CVector3f& v0, float f1, float f2, const zeus::CVector3f& v1, const zeus::CVector3f& v2, const zeus::CVector3f& v3, const zeus::CVector3f& v4, zeus::CVector3f& v5); static zeus::CVector3f ProjectOrbitalPosition(const zeus::CVector3f& pos, const zeus::CVector3f& vel, const zeus::CVector3f& orbitPoint, float dt, float preThinkDt); }; }