#include "EntityState.hpp"
#include "Steering.hpp"
#include "../geometry/primitive.hpp"
+#include "../graphics/glm.hpp"
#include "../model/Instance.hpp"
#include <cstdint>
#include <string>
-#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
/// get a transform for this entity's coordinate space
const glm::mat4 &Transform() const noexcept { return model_transform; }
+ /// get the entity's local up vector
+ const glm::vec4 &Up() const noexcept { return model_transform[1]; }
/// get a transform for this entity's coordinate space relative to reference chunk
glm::mat4 Transform(const glm::ivec3 &reference) const noexcept;
/// get a transform for this entity's view space relative to reference chunk