bool World::Intersection(const Entity &e, const EntityState &s, std::vector<WorldCollision> &col) {
// TODO: make special case for entities here and in Chunk::Intersection so entity's bounding radius
// doesn't have to be calculated over and over again (sqrt)
bool World::Intersection(const Entity &e, const EntityState &s, std::vector<WorldCollision> &col) {
// TODO: make special case for entities here and in Chunk::Intersection so entity's bounding radius
// doesn't have to be calculated over and over again (sqrt)
- if (cur_chunk.Intersection(box, M, cur_chunk.Transform(reference), col)) {
+ if (cur_chunk.Intersection(e, M, cur_chunk.Transform(reference), col)) {