23 const glm::vec3& target = getSelectionTarget(ai, 0);
24 if (isInfinite(target)) {
27 const glm::vec3& v = glm::normalize(ai->getCharacter()->getPosition() - target);
28 const float orientation = angle(v);
IFilter steering interface
Definition: Steering.h:62
Definition: MoveVector.h:10
Defines some basic movement algorithms like Wandering, Seeking and Fleeing.
Flees the current IFilter selection from the given ICharacter.
Definition: SelectionFlee.h:14
virtual MoveVector execute(const AIPtr &ai, float speed) const override
Calculates the MoveVector.
Definition: SelectionFlee.h:22