public:
PlayerController(World &, Player &);
+ ~PlayerController();
World &GetWorld() noexcept { return world; }
const World &GetWorld() const noexcept { return world; }
void SetMovement(const glm::vec3 &) noexcept;
const glm::vec3 &GetMovement() const noexcept { return move_dir; }
- glm::vec3 ControlForce(const EntityState &) const override;
+ glm::vec3 ControlForce(const Entity &, const EntityState &) const override;
/// turn the controlled entity's head by given pitch and yaw deltas
void TurnHead(float pitch, float yaw) noexcept;