public:
struct State {
+ // position
glm::dvec3 pos;
+ // velocity
glm::dvec3 vel;
+ // face direction, normalized
+ glm::dvec3 dir;
State(
const glm::dvec3 &pos = glm::dvec3(0.0),
- const glm::dvec3 &vel = glm::dvec3(0.0))
- : pos(pos), vel(vel) { }
+ const glm::dvec3 &vel = glm::dvec3(0.0),
+ const glm::dvec3 &dir = glm::dvec3(0.0, 0.0, -1.0))
+ : pos(pos), vel(vel), dir(dir) { }
};
struct Derivative {
+ // velocity
glm::dvec3 vel;
+ // acceleration
glm::dvec3 acc;
+ // orientation adjust
+ glm::dvec3 turn;
Derivative(
const glm::dvec3 &vel = glm::dvec3(0.0),
- const glm::dvec3 &acc = glm::dvec3(0.0))
- : vel(vel), acc(acc) { }
+ const glm::dvec3 &acc = glm::dvec3(0.0),
+ const glm::dvec3 &turn = glm::dvec3(0.0))
+ : vel(vel), acc(acc), turn(turn) { }
};
public:
const glm::dvec3 &Velocity() const noexcept { return state.vel; }
bool Moving() const noexcept { return glm::length2(state.vel) < 0.00000001; }
void Move(const glm::dvec3 &dp) noexcept;
+
+ const glm::dvec3 &Heading() const noexcept { return state.dir; }
+
void SetPlanetSurface(world::Planet &, int srf, const glm::dvec3 &pos) noexcept;
public: