float3 OpenSteer::SteerLibrary:: steerForPursuit (const AbstractVehicle& v, const AbstractVehicle& quarry) { return steerForPursuit (v, quarry, FLT_MAX); }
Vector3 SteeringVehicle::calcPursuit(Agent* agent) { Vector3 dir = Vec3Utils::setYtoZero(steerForPursuit(*agent)); return dir; }