+ /// check if this ray hits an entity
+ /// intersections with the reference are not tested
+ /// M is the global transform for the chunk of given reference entity
+ bool Intersection(
+ const Ray &,
+ const glm::mat4 &M,
+ const Entity &reference,
+ EntityCollision &);
+
+ /// check if given entity intersects with the world
+ bool Intersection(const Entity &e, std::vector<WorldCollision> &);
+ void Resolve(Entity &e, std::vector<WorldCollision> &);
+
+ const BlockTypeRegistry &BlockTypes() noexcept { return block_type; }
+ ChunkLoader &Loader() noexcept { return chunks; }