EntityCollision &);
/// check if given entity intersects with the world
-// bool Intersection(const Entity &e, std::vector<WorldCollision> &col) {
-// return Intersection(e, e.GetState(), col);
-// }
bool Intersection(const Entity &e, const EntityState &, std::vector<WorldCollision> &);
+ /// check if given box (M * AABB) intersects with the world
+ /// M is assumed to be calculated in reference to given chunk coords
+ bool Intersection(
+ const AABB &box,
+ const glm::mat4 &M,
+ const glm::ivec3 &reference,
+ std::vector<WorldCollision> &);
+
const BlockTypeRegistry &BlockTypes() noexcept { return block_type; }
ChunkStore &Chunks() noexcept { return chunks; }