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),
- const glm::dvec3 &turn = glm::dvec3(0.0))
- : vel(vel), acc(acc), turn(turn) { }
+ const glm::dvec3 &acc = glm::dvec3(0.0))
+ : vel(vel), acc(acc) { }
};
public:
bool Moving() const noexcept { return glm::length2(state.vel) < 0.00000001; }
void Move(const glm::dvec3 &dp) noexcept;
+ void Heading(const glm::dvec3 &h) noexcept { state.dir = h; }
const glm::dvec3 &Heading() const noexcept { return state.dir; }
void SetPlanetSurface(world::Planet &, int srf, const glm::dvec3 &pos) noexcept;