namespace blank {
class BlockType;
+class Entity;
class WorldCollision;
/// cube of size 16 (256 tiles, 4096 blocks)
const glm::mat4 &Mchunk,
std::vector<WorldCollision> &) noexcept;
+ bool Intersection(
+ const Entity &entity,
+ const glm::mat4 &Mentity,
+ const glm::mat4 &Mchunk,
+ std::vector<WorldCollision> &) noexcept;
+
void Position(const ExactLocation::Coarse &pos) noexcept { position = pos; }
const ExactLocation::Coarse &Position() const noexcept { return position; }
glm::mat4 Transform(const ExactLocation::Coarse &offset) const noexcept {