bool WorldCollidable() const noexcept { return world_collision; }
void WorldCollidable(bool b) noexcept { world_collision = b; }
+ const glm::vec3 &TargetVelocity() const noexcept { return tgt_vel; }
+ void TargetVelocity(const glm::vec3 &v) noexcept { tgt_vel = v; }
+
const glm::vec3 &Velocity() const noexcept { return state.velocity; }
void Velocity(const glm::vec3 &v) noexcept { state.velocity = v; }
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);
}
AABB bounds;
EntityState state;
+ glm::vec3 tgt_vel;
int ref_count;