text: #include "Entity.h"
  
  int32_t Entity::idIncrementor = 0;
  
  void Entity::ApplyVelocity( const float deltaTime )
  {
      previousPosition = position;
      position += velocity * deltaTime;
  }
  
  void Entity::RotateY( const float &change )
  {
      rotation.SetY( rotation.GetY() + change );
      //TODO normalise angle
  }
  
  void Entity::SetRotationY( const float &newY )
  {
      rotation.SetY( newY );
  }
  
  int32_t Entity::GetId() const
  {
      return id;
  }
  
  int16_t Entity::GetCurrentZoneNum() const
  {
      return currentZoneNum;
  }
  
  string Entity::GetName() const
  {
      return name;
  }
  
  frmr::Vec3f Entity::GetPosition() const
  {
      return position;
  }
  
  frmr::Vec2f Entity::GetRotation() const
  {
      return rotation;
  }
  
  Entity::Entity( const string &name, const frmr::Vec3f &position, const frmr::Vec2f &rotation, const frmr::Vec3f &velocity, const int16_t zoneNum )
      : id( idIncrementor++ ),
        name( name ),
        position( position ),
        previousPosition( position ),
        rotation( rotation ),
        velocity( velocity ),
        currentZoneNum( zoneNum )
  {
  }
  