is_trile_collision :: (fx: float, fy: float, fz: float) -> bool { x := cast(s32)floor(fx); y := cast(s32)floor(fy); z := cast(s32)floor(fz); world := get_current_world(); if !world.valid then return false; key := world_to_chunk_coord(x, y, z); chunk := table_find_pointer(*world.world.chunks, key); if !chunk then return false; lx, ly, lz := world_to_local(x, y, z); return chunk_get_occupancy_mask_at(chunk, lx, ly, lz) != .FREE; }