#include "simplegameworld.h"

void SimpleGameWorld::addEntity(shared_ptr< gamefw::Entity > entity)
{
    m_entity_list.push_back(entity);
}

void SimpleGameWorld::update()
{
    foreach(shared_ptr<gamefw::Entity> entity, m_entity_list) {
            entity->m_position.x += entity->m_velocity_local.x *
                            glm::cos(glm::radians(entity->m_orientation.x)) +
                            -entity->m_velocity_local.z *
                            glm::sin(glm::radians(entity->m_orientation.x));
            entity->m_position.z += entity->m_velocity_local.x *
                            glm::sin(glm::radians(entity->m_orientation.x)) +
                            entity->m_velocity_local.z *
                            glm::cos(glm::radians(entity->m_orientation.x));
            entity->m_position.y += entity->m_velocity_local.y;
    }
}


#include "simplegameworld.h"

void SimpleGameWorld::addEntity(shared_ptr< gamefw::Entity > entity)
{
    m_entity_list.push_back(entity);
}

void SimpleGameWorld::update()
{
    foreach(shared_ptr<gamefw::Entity> entity, m_entity_list) {
            entity->m_position.x += entity->m_velocity_local.x *
                            glm::cos(glm::radians(entity->m_orientation.x)) +
                            -entity->m_velocity_local.z *
                            glm::sin(glm::radians(entity->m_orientation.x));
            entity->m_position.z += entity->m_velocity_local.x *
                            glm::sin(glm::radians(entity->m_orientation.x)) +
                            entity->m_velocity_local.z *
                            glm::cos(glm::radians(entity->m_orientation.x));
            entity->m_position.y += entity->m_velocity_local.y;
	    
	    entity->m_orientation += entity->m_angular_velocity;
    }
}


Add orientation update in SimpleGameWorld::Update.
Add orientation update in SimpleGameWorld::Update.
