- void Position(const Pos &pos) noexcept { position = pos; }
- const Pos &Position() const noexcept { return position; }
- glm::mat4 Transform(const Pos &offset) const noexcept {
- return glm::translate((position - offset) * Extent());
+ bool Intersection(
+ const Entity &entity,
+ const glm::mat4 &Mentity,
+ const glm::mat4 &Mchunk,
+ std::vector<WorldCollision> &) noexcept;
+
+ void Position(const ExactLocation::Coarse &pos) noexcept { position = pos; }
+ const ExactLocation::Coarse &Position() const noexcept { return position; }
+ glm::mat4 Transform(const ExactLocation::Coarse &offset) const noexcept {
+ return glm::translate((position - offset) * ExactLocation::Extent());