glm::vec3 velocity;
glm::quat orient;
- glm::vec3 ang_vel;
+ float pitch;
+ float yaw;
EntityState();
/// make sure block_pos is within chunk bounds
void AdjustPosition() noexcept;
+ /// make sure pitch and yaw are normalized
+ void AdjustHeading() noexcept;
/// get a position vector relative to the (0,0,0) chunk
glm::vec3 AbsolutePosition() const noexcept {