fn collide_with_world(
state: &EntityPhysicsState,
movement: DVec3,
aabb: &WorldAabb,
world: &dyn CollisionWorld,
entity_collisions: &[WorldAabb],
) -> MoveResultExpand description
Performs collision detection and resolution along all three axes.
Matches vanilla’s Entity.collideWithShapes() behavior exactly:
- Uses dynamic axis order based on movement direction (Y first, then X/Z based on magnitude)
- Accumulates resolved movement and moves AABB after each axis