glm::vec3 ControlForce(const EntityState &) const noexcept;
const glm::vec3 &Velocity() const noexcept { return state.velocity; }
- void Velocity(const glm::vec3 &v) noexcept { state.velocity = v; }
bool Moving() const noexcept {
return dot(Velocity(), Velocity()) > std::numeric_limits<float>::epsilon();
/// orientation of local coordinate system
const glm::quat &Orientation() const noexcept { return state.orient; }
- void Orientation(const glm::quat &o) noexcept { state.orient = o; }
/// orientation of head within local coordinate system, in radians
float Pitch() const noexcept { return state.pitch; }
/// get a ray in entity's face direction originating from center of vision
Ray Aim(const Chunk::Pos &chunk_offset) const noexcept;
+ const glm::vec3 &Heading() const noexcept { return heading; }
+
void SetState(const EntityState &s) noexcept { state = s; UpdateModel(); }
const EntityState &GetState() const noexcept { return state; }
private:
void UpdateModel() noexcept;
+ void UpdateView() noexcept;
+ void UpdateHeading() noexcept;
private:
EntityController *ctrl;
AABB bounds;
EntityState state;
+ /// local transform of eyes
+ /// 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
+ glm::vec3 heading;
+
// TODO: I'd prefer a drag solution
float max_vel;
float max_force;