void Position(const glm::vec3 &);
void Move(const glm::vec3 &delta);
+ const glm::tvec3<int> ChunkCoords() const { return chunk; }
+
const glm::mat4 &Rotation() const { return rotation; }
void Rotation(const glm::mat4 &);
- const glm::mat4 &Transform() const;
- Ray Aim() const;
+ glm::mat4 Transform(const glm::tvec3<int> &chunk_offset) const;
+ Ray Aim(const glm::tvec3<int> &chunk_offset) const;
void Update(int dt);
private:
glm::vec3 velocity;
glm::vec3 position;
+ glm::tvec3<int> chunk;
glm::mat4 rotation;
- mutable glm::mat4 transform;
- mutable bool dirty;
-
};
}