float inertia;
/// 1/inertia
float inverse_inertia;
+
+ /// calculate velocity at given point
+ /// (same coordinate system as used by pos)
+ glm::vec3 VelAt(const glm::vec3 &p) const noexcept {
+ return (lin * inverse_mass) + glm::cross((ang * inverse_inertia), p - pos);
+ }
};
}