namespace blank {
class DirectionalLighting;
+struct EntityDerivative;
class Shape;
class Entity {
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; }
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;
AABB bounds;
EntityState state;
+ glm::vec3 tgt_vel;
int ref_count;