namespace blank {
class DirectionalLighting;
-struct EntityDerivative;
class Shape;
class Entity {
return state.Diff(other.state);
}
- /// direction is rotation axis, magnitude is speed in rad/ms
+ /// 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; }
bool Dead() const noexcept { return dead; }
bool CanRemove() const noexcept { return dead && ref_count <= 0; }
- void Update(int dt) noexcept;
-
void Render(const glm::mat4 &M, DirectionalLighting &prog) noexcept {
if (model) model.Render(M, prog);
}
-private:
- EntityDerivative CalculateStep(
- const EntityState &cur,
- float dt,
- const EntityDerivative &prev
- ) const noexcept;
- glm::vec3 ControlForce(const EntityState &) const noexcept;
-
private:
Instance model;