func (e *Entity) BindPosition(pos *r3.Vector) {
	e.OnPositionUpdate(func(newPos r3.Vector) {
		*pos = newPos
	})
}
// BindPosition binds the entity's position to a pointer variable.
// The pointer is updated every time a position-relevant property is updated.
//
// See also OnPositionUpdate()
BindPosition binds the entity's position to a pointer variable.
The pointer is updated every time a position-relevant property is updated.

See also OnPositionUpdate()
// BindPosition binds the entity ' s position to a pointer variable . // The pointer is updated every time a position - relevant property is updated . // // See also OnPositionUpdate ()
func (e *Entity) BindPosition(pos *r3.Vector) {
	e.OnPositionUpdate(func(newPos r3.Vector) {
		*pos = newPos
	})
}
func ( e * Entity ) BindPosition ( pos * r3 . Vector ) { e . OnPositionUpdate ( func ( newPos r3 . Vector ) { * pos = newPos } ) }
BindPosition binds the entity's position to a pointer variable.
BindPosition binds the entity ' s position to a pointer variable .