World(const Assets &, const Config &, const WorldSave &);
+ // check if this ray hits a block
bool Intersection(
const Ray &,
const glm::mat4 &M,
float &dist,
glm::vec3 &normal);
+ // check if this ray hits an entity
+ bool Intersection(
+ const Ray &,
+ const glm::mat4 &M,
+ Entity *&entity,
+ float &dist,
+ glm::vec3 &normal);
+
bool Intersection(const Entity &e, std::vector<WorldCollision> &);
void Resolve(Entity &e, std::vector<WorldCollision> &);