- const AABB tBounds(pos, Vector<float>(1, 1));
- Vector<float> pos;
- Vector<float> norm;
- Vector<float> depth;
- if (!e.bounds.Intersects(tBounds, pos, norm, depth)) {
+ const AABB &tBounds = TileShapeAt(pos);
+ Collision coll;
+ if (!e.bounds.Intersects(tBounds, coll)) {