+bool Chunk::Intersection(
+ const AABB &box,
+ const glm::mat4 &Mbox,
+ const glm::mat4 &Mchunk,
+ std::vector<WorldCollision> &col
+) const noexcept {
+ bool any = false;
+ float penetration;
+ glm::vec3 normal;
+
+ if (!blank::Intersection(box, Mbox, Bounds(), Mchunk, penetration, normal)) {
+ return false;
+ }
+ for (int idx = 0, z = 0; z < depth; ++z) {
+ for (int y = 0; y < height; ++y) {
+ for (int x = 0; x < width; ++x, ++idx) {
+ const BlockType &type = Type(idx);
+ if (!type.collision) {
+ continue;
+ }
+ if (type.shape->Intersects(Mchunk * ToTransform(Pos(x, y, z), idx), box, Mbox, penetration, normal)) {
+ col.emplace_back(this, idx, penetration, normal);
+ any = true;
+ }
+ }
+ }
+ }
+ return any;
+}
+