e.SetShape(world.BlockTypes()[1].shape, { 1.0f, 1.0f, 0.0f });
e.AngularVelocity(glm::quat(glm::vec3{ 0.00001f, 0.000006f, 0.000013f }));
return e;
e.SetShape(world.BlockTypes()[1].shape, { 1.0f, 1.0f, 0.0f });
e.AngularVelocity(glm::quat(glm::vec3{ 0.00001f, 0.000006f, 0.000013f }));
return e;