//----------------------- Calculate --------------------------------------
//
//  calculates the accumulated steering force according to the method set
//  in m_SummingMethod
//------------------------------------------------------------------------
Vector2D SteeringBehavior::Calculate(float dt)
{ 
	switch (m_SummingMethod) {
		case weighted_average:
			return CalculateWeightedSum(dt); 

		case prioritized:
			return CalculatePrioritized(dt);

		default:
			return Vector2D(0,0);
	}
}
Vector2D	SteeringBehavior::Calculate()
{
	m_vSteeringForce = Vector2D(0.0f, 0.0f);
	////use space partitioning to calculate the neighbours of this vehicle
	////if switched on. If not, use the standard tagging system
	//if (!isSpacePartitioningOn())
	//{
	////tag neighbors if any of the following 3 group behaviors are switched on
	//if (On(separation) || On(allignment) || On(cohesion))
	//{
	//	m_pVehicle->World()->TagVehiclesWithinViewRange(m_pVehicle, m_dViewDistance);
	//}
	//}
	//else
	//{
	//	//calculate neighbours in cell-space if any of the following 3 group
	//	//behaviors are switched on
	//	if (On(separation) || On(allignment) || On(cohesion))
	//	{
	//		m_pVehicle->World()->CellSpace()->CalculateNeighbors(m_pVehicle->Pos(), m_dViewDistance);
	//	}
	//}

	switch (m_SummingMethod)
	{
	case weighted_average:
    
	m_vSteeringForce = CalculateWeightedSum(); break;

	case prioritized:

	m_vSteeringForce = CalculatePrioritized(); break;

	case dithered:
    
	m_vSteeringForce = CalculateDithered();break;

	default:m_vSteeringForce = Vector2D(0,0); 

	}//end switch

	return m_vSteeringForce;
}
Vector2D B020612E_Steering::Calculate()
{
	_pSteeringForce.Zero();

	switch (_pSummingMethod)
	{
	case PRIORITIZED:
		_pSteeringForce = CalculatePrioritised();
		break;
	case WEIGHTED_AVERAGE:
		_pSteeringForce = CalculateWeightedSum();
		break;
	case DITHERED:
		_pSteeringForce = CalculateDithered();
		break;
	default:
		_pSteeringForce = Vector2D(0.0f, 0.0f);
		break;
	}
	return _pSteeringForce;
}