+
+ // box's origin relative to the chunk
+ const glm::vec3 box_coords(Mbox[3] - Mchunk[3]);
+ const float box_rad = box.OriginRadius();
+
+ // assume a bounding radius of 2 for blocks
+ constexpr float block_rad = 2.0f;
+ const float bb_radius = box_rad + block_rad;
+
+ const RoughLocation::Fine begin(max(
+ RoughLocation::Fine(0),
+ RoughLocation::Fine(floor(box_coords - bb_radius))
+ ));
+ const RoughLocation::Fine end(min(
+ RoughLocation::Fine(side - 1),
+ RoughLocation::Fine(ceil(box_coords + bb_radius))
+ ) - 1);
+
+ for (RoughLocation::Fine pos(begin); pos.z < end.y; ++pos.z) {
+ for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
+ for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
+ int idx = ToIndex(pos);
+ const BlockType &type = Type(idx);
+ if (!type.collision || !type.shape) {
+ continue;
+ }
+ if (type.shape->Intersects(Mchunk * ToTransform(pos, idx), box, Mbox, penetration, normal)) {
+ col.emplace_back(this, idx, penetration, normal);
+ any = true;
+ }
+ }
+ }
+ }
+ return any;
+}
+
+bool Chunk::Intersection(
+ const Entity &entity,
+ const glm::mat4 &Mentity,
+ const glm::mat4 &Mchunk,
+ std::vector<WorldCollision> &col
+) noexcept {
+ // entity's origin relative to the chunk
+ const glm::vec3 entity_coords(Mentity[3] - Mchunk[3]);
+ const float ec_radius = entity.Radius() + Radius();
+
+ if (distance2(entity_coords, Center()) > ec_radius * ec_radius) {
+ return false;
+ }
+
+ bool any = false;
+ float penetration;
+ glm::vec3 normal;
+
+ // assume a bounding radius of 2 for blocks
+ constexpr float block_rad = 2.0f;
+ const float eb_radius = entity.Radius() + block_rad;
+
+ const RoughLocation::Fine begin(max(
+ RoughLocation::Fine(0),
+ RoughLocation::Fine(floor(entity_coords - eb_radius))
+ ));
+ const RoughLocation::Fine end(min(
+ RoughLocation::Fine(side),
+ RoughLocation::Fine(ceil(entity_coords + eb_radius))
+ ));
+
+ for (RoughLocation::Fine pos(begin); pos.z < end.z; ++pos.z) {
+ for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
+ for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
+ int idx = ToIndex(pos);