WIP, collision detects too much, no resolving for most cases.
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@@ -50,3 +50,7 @@ glm::mat4 Transform::ModelMatrix(EntityID entity, World* world)
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return modelMatrix;
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}
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glm::vec3 Transform::TransformPoint(const glm::vec3& point, const glm::mat4& matrix)
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{
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return glm::vec3(matrix * glm::vec4(point.x, point.y, point.z, 1));
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}
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