- glm::mat4 ChunkTransform(const Chunk::Pos &chunk_offset) const noexcept;
- glm::mat4 Transform(const Chunk::Pos &chunk_offset) const 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