--- /dev/null
+#include "Entity.hpp"
+
+#include "../model/geometry.hpp"
+#include "../model/Shape.hpp"
+
+#include <cmath>
+#include <glm/gtx/transform.hpp>
+
+namespace {
+
+blank::Model::Buffer model_buffer;
+
+}
+
+namespace blank {
+
+Entity::Entity() noexcept
+: shape(nullptr)
+, model()
+, velocity(0, 0, 0)
+, position(0, 0, 0)
+, chunk(0, 0, 0)
+, angular_velocity(1.0f, 0.0f, 0.0f, 0.0f)
+, rotation(1.0f) {
+
+}
+
+
+void Entity::SetShape(const Shape *s, const glm::vec3 &color) {
+ shape = s;
+ model_buffer.Clear();
+ shape->Vertices(model_buffer.vertices, model_buffer.normals, model_buffer.indices);
+ model_buffer.colors.resize(shape->VertexCount(), color);
+ model.Update(model_buffer);
+}
+
+void Entity::SetShapeless() noexcept {
+ shape = nullptr;
+}
+
+
+void Entity::Velocity(const glm::vec3 &vel) noexcept {
+ velocity = vel;
+}
+
+void Entity::Position(const Block::Pos &pos) noexcept {
+ position = pos;
+ while (position.x >= Chunk::width) {
+ position.x -= Chunk::width;
+ ++chunk.x;
+ }
+ while (position.x < 0) {
+ position.x += Chunk::width;
+ --chunk.x;
+ }
+ while (position.y >= Chunk::height) {
+ position.y -= Chunk::height;
+ ++chunk.y;
+ }
+ while (position.y < 0) {
+ position.y += Chunk::height;
+ --chunk.y;
+ }
+ while (position.z >= Chunk::depth) {
+ position.z -= Chunk::depth;
+ ++chunk.z;
+ }
+ while (position.z < 0) {
+ position.z += Chunk::depth;
+ --chunk.z;
+ }
+}
+
+void Entity::Move(const glm::vec3 &delta) noexcept {
+ Position(position + delta);
+}
+
+void Entity::AngularVelocity(const glm::quat &v) noexcept {
+ angular_velocity = v;
+}
+
+void Entity::Rotation(const glm::mat4 &rot) noexcept {
+ rotation = rot;
+}
+
+void Entity::Rotate(const glm::quat &delta) noexcept {
+ Rotation(rotation * glm::mat4_cast(delta));
+}
+
+glm::mat4 Entity::Transform(const Chunk::Pos &chunk_offset) const noexcept {
+ const glm::vec3 chunk_pos = (chunk - chunk_offset) * Chunk::Extent();
+ return glm::translate(position + chunk_pos) * rotation;
+}
+
+Ray Entity::Aim(const Chunk::Pos &chunk_offset) const noexcept {
+ glm::mat4 transform = Transform(chunk_offset);
+ glm::vec4 from = transform * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
+ from /= from.w;
+ glm::vec4 to = transform * glm::vec4(0.0f, 0.0f, -1.0f, 1.0f);
+ to /= to.w;
+ return Ray{ glm::vec3(from), glm::normalize(glm::vec3(to - from)) };
+}
+
+void Entity::Update(int dt) noexcept {
+ Move(velocity * float(dt));
+ Rotate(angular_velocity * float(dt));
+}
+
+
+void Entity::Draw() noexcept {
+ model.Draw();
+}
+
+}