glm::mat4 Transform() const;
+ void Velocity(glm::vec3 vel) { velocity = vel; }
void Position(glm::vec3 pos) { position = pos; }
void Move(glm::vec3 delta) { position += delta; }
// all angles in radians (full circle = 2π)
+ float Pitch() const { return pitch; }
void Pitch(float p) { pitch = p; }
void RotatePitch(float delta) { pitch += delta; }
+ float Yaw() const { return yaw; }
void Yaw(float y) { yaw = y; }
void RotateYaw(float delta) { yaw += delta; }
+ void Update(int dt);
+
private:
+ glm::vec3 velocity;
glm::vec3 position;
float pitch;
float yaw;