namespace blank {
class Assets;
+class EntityCollision;
class Viewport;
class WorldCollision;
World(const Assets &, const Config &, const WorldSave &);
+ /// check if this ray hits a block
+ /// depth in the collision is the distance between the ray's
+ /// origin and the intersection point
bool Intersection(
const Ray &,
const glm::mat4 &M,
- Chunk *&chunk,
- int &blkid,
- float &dist,
- glm::vec3 &normal);
+ WorldCollision &);
+ /// check if this ray hits an entity
+ bool Intersection(
+ const Ray &,
+ const glm::mat4 &M,
+ EntityCollision &);
+
+ /// check if given entity intersects with the world
bool Intersection(const Entity &e, std::vector<WorldCollision> &);
void Resolve(Entity &e, std::vector<WorldCollision> &);