return state.Diff(other.state);
}
- /// direction is rotation axis, magnitude is speed in rad/ms
+ /// direction is rotation axis, magnitude is speed in rad/s
const glm::vec3 &AngularVelocity() const noexcept { return state.ang_vel; }
void AngularVelocity(const glm::vec3 &v) noexcept { state.ang_vel = v; }
const glm::quat &Orientation() const noexcept { return state.orient; }
void Orientation(const glm::quat &o) noexcept { state.orient = o; }
- glm::mat4 Transform(const glm::ivec3 &reference) const noexcept {
- return state.Transform(reference);
- }
+ /// get a transform for this entity's coordinate space
+ glm::mat4 Transform(const glm::ivec3 &reference) const noexcept;
+ /// get a transform for this entity's view space
+ glm::mat4 ViewTransform(const glm::ivec3 &reference) const noexcept;
+ /// get a ray in entity's face direction originating from center of vision
Ray Aim(const Chunk::Pos &chunk_offset) const noexcept;
void SetState(const EntityState &s) noexcept { state = s; }