const glm::vec3 &Velocity() const noexcept { return state.velocity; }
- bool Moving() const noexcept {
- return dot(Velocity(), Velocity()) > std::numeric_limits<float>::epsilon();
- }
-
const glm::vec3 &Position() const noexcept { return state.block_pos; }
void Position(const glm::ivec3 &, const glm::vec3 &) noexcept;
void Position(const glm::vec3 &) noexcept;
/// get a ray in entity's face direction originating from center of vision
Ray Aim(const Chunk::Pos &chunk_offset) const noexcept;
+ /// 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; UpdateModel(); }
private:
void UpdateModel() noexcept;
- void UpdateView() noexcept;
+ void UpdateTransforms() noexcept;
void UpdateHeading() noexcept;
private:
AABB bounds;
EntityState state;
- /// local transform of eyes
+ /// chunk to model space
+ glm::mat4 model_transform;
+ /// model to view space
/// if this entity has no model, the eyes are assumed to
- /// be at local origin and oriented towards -Z
- glm::mat4 view_local;
- /// normalized velocity or heading if standing still
+ /// be at origin and oriented towards pitch of model space
+ glm::mat4 view_transform;
+ float speed;
glm::vec3 heading;
// TODO: I'd prefer a drag solution