+ /// check if this ray hits an entity
+ /// intersections with the reference are not tested
+ /// the ray is assumed to be in world space offset by entity's chunk coords
+ bool Intersection(
+ const Ray &,
+ const Entity &reference,
+ EntityCollision &);
+
+ /// check if given entity intersects with the world
+ bool Intersection(const Entity &e, const EntityState &, std::vector<WorldCollision> &);
+ /// combine contacts into a single penetration vector
+ /// depth is given to point towards position of given state
+ static glm::vec3 CombinedInterpenetration(
+ const EntityState &,
+ const std::vector<WorldCollision> &) noexcept;
+
+ /// check if given box (M * AABB) intersects with the world
+ /// M is assumed to be calculated in reference to given chunk coords
+ bool Intersection(
+ const AABB &box,
+ const glm::mat4 &M,
+ const glm::ivec3 &reference,
+ std::vector<WorldCollision> &);
+
+ const BlockTypeRegistry &BlockTypes() noexcept { return block_type; }
+ ChunkStore &Chunks() noexcept { return chunks; }
+
+ /// add player with given name
+ /// returns nullptr if the name is already taken
+ Player *AddPlayer(const std::string &name);
+ /// add player with given name and ID
+ /// returns nullptr if the name or ID is already taken
+ Player *AddPlayer(const std::string &name, std::uint32_t id);
+ /// add an entity with an autogenerated ID
+ Entity &AddEntity();
+ /// add entity with given ID
+ /// returns nullptr if the ID is already taken
+ Entity *AddEntity(std::uint32_t id);
+ /// add entity with given ID
+ /// returs an existing entity if ID is already taken
+ Entity &ForceAddEntity(std::uint32_t id);
+
+ std::list<Player> &Players() noexcept { return players; }
+ const std::list<Player> &Players() const noexcept { return players; }
+ std::list<Entity> &Entities() noexcept { return entities; }
+ const std::list<Entity> &Entities() const noexcept { return entities; }
+
+ // dt in ms
+ void Update(int dt);