+ /// true if this entity's position will change (significantly) the next update
+ bool Moving() const noexcept { return speed > 0.0f; }
+ /// magnitude of velocity
+ float Speed() const noexcept { return speed; }
+ /// normalized velocity or heading if standing still
+ const glm::vec3 &Heading() const noexcept { return heading; }
+
+ void SetState(const EntityState &s) noexcept { state = s; }