VG_STATIC float entity_bh_centroid( void *user, u32 item_index, int axis );
VG_STATIC void entity_bh_swap( void *user, u32 ia, u32 ib );
VG_STATIC void entity_bh_debug( void *user, u32 item_index );
+VG_STATIC void entity_bh_closest( void *user, u32 item_index, v3f point,
+ v3f closest );
static bh_system bh_system_entity_list = {
.expand_bound = entity_bh_expand_bound,
.item_centroid = entity_bh_centroid,
- .item_closest = NULL,
+ .item_closest = entity_bh_closest,
.item_swap = entity_bh_swap,
.item_debug = entity_bh_debug,
.cast_ray = NULL