+void Entity::UpdateTransforms() noexcept {
+ // model transform is the one given by current state
+ model_transform = state.Transform(state.chunk_pos);
+ // view transform is either the model's eyes transform or,
+ // should the entity have no model, the pitch (yaw already is
+ // in model transform)
+ if (model) {
+ view_transform = model.EyesTransform();
+ } else {
+ view_transform = glm::eulerAngleX(state.pitch);
+ }
+}
+
+void Entity::UpdateHeading() noexcept {
+ speed = length(Velocity());
+ if (speed > std::numeric_limits<float>::epsilon()) {
+ heading = Velocity() / speed;
+ } else {
+ speed = 0.0f;
+ // use -Z (forward axis) of local view transform
+ heading = -glm::vec3(view_transform[2]);
+ }
+}
+