Invalidate();
}
-glm::vec3 PlayerController::ControlForce(const EntityState &s) const {
- glm::vec3 target(rotateY(move_dir * player.GetEntity().MaxVelocity(), s.yaw) - s.velocity);
- return target * player.GetEntity().MaxControlForce();
+glm::vec3 PlayerController::ControlForce(const Entity &e, const EntityState &s) const {
+ return TargetVelocity(rotateY(move_dir * e.MaxVelocity(), s.yaw), s, 5.0f);
}
void PlayerController::TurnHead(float dp, float dy) noexcept {