#include <ostream>
#include <queue>
-#include <iostream>
-#include <glm/gtx/io.hpp>
-
namespace blank {
return false;
}
- if (entity.ID() == 1) {
- std::cout << "chunk: " << (Position() * 16) << ", entity: " << entity.AbsolutePosition() << std::endl;
- std::cout << "\tMentity[3]: " << Mentity[3] << std::endl;
- std::cout << "\tMchunk[3]: " << Mentity[3] << std::endl;
- }
-
bool any = false;
float penetration;
glm::vec3 normal;
RoughLocation::Fine(floor(entity_coords - eb_radius))
));
const RoughLocation::Fine end(min(
- RoughLocation::Fine(side - 1),
+ RoughLocation::Fine(side),
RoughLocation::Fine(ceil(entity_coords + eb_radius))
- ) - 1);
+ ));
- for (RoughLocation::Fine pos(begin); pos.z < end.y; ++pos.z) {
+ for (RoughLocation::Fine pos(begin); pos.z < end.z; ++pos.z) {
for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
int idx = ToIndex(pos);