/// check if given entity intersects with the world
bool Intersection(const Entity &e, const EntityState &, std::vector<WorldCollision> &);
+ /// combine contacts into a single penetration vector
+ /// depth is given to point towards position of given state
+ static glm::vec3 CombinedInterpenetration(
+ const EntityState &,
+ const std::vector<WorldCollision> &) noexcept;
/// check if given box (M * AABB) intersects with the world
/// M is assumed to be calculated in reference to given chunk coords