return state.Diff(other.state);
}
- /// direction is rotation axis, magnitude is speed in rad/s
- const glm::vec3 &AngularVelocity() const noexcept { return state.ang_vel; }
- void AngularVelocity(const glm::vec3 &v) noexcept { state.ang_vel = v; }
-
const glm::quat &Orientation() const noexcept { return state.orient; }
void Orientation(const glm::quat &o) noexcept { state.orient = o; }