bool WorldCollidable() const noexcept { return world_collision; }
void WorldCollidable(bool b) noexcept { world_collision = b; }
+ /// desired velocity in local coordinate system
const glm::vec3 &TargetVelocity() const noexcept { return tgt_vel; }
void TargetVelocity(const glm::vec3 &v) noexcept { tgt_vel = v; }
return state.Diff(other.state);
}
- /// direction is rotation axis, magnitude is speed in rad/ms
- const glm::vec3 &AngularVelocity() const noexcept { return state.ang_vel; }
- void AngularVelocity(const glm::vec3 &v) noexcept { state.ang_vel = v; }
-
+ /// orientation of local coordinate system
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);
- }
+ /// orientation of head within local coordinate system, in radians
+ float Pitch() const noexcept { return state.pitch; }
+ float Yaw() const noexcept { return state.yaw; }
+ void TurnHead(float delta_pitch, float delta_yaw) noexcept;
+ void SetHead(float pitch, float yaw) noexcept;
+
+ /// 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; }
if (model) model.Render(M, prog);
}
+private:
+ void UpdateModel() noexcept;
+
private:
Instance model;