}
+namespace {
+
+struct Candidate {
+ Chunk *chunk;
+ float dist;
+};
+
+std::vector<Candidate> candidates;
+
+}
+
bool World::Intersection(
const Ray &ray,
const glm::mat4 &M,
int *blkid,
float *dist,
glm::vec3 *normal) {
+ candidates.clear();
+
+ for (Chunk &cur_chunk : chunks.Loaded()) {
+ float cur_dist;
+ if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player.ChunkCoords()), cur_dist)) {
+ candidates.push_back({ &cur_chunk, cur_dist });
+ }
+ }
+
+ if (candidates.empty()) return false;
+
Chunk *closest_chunk = nullptr;
- int closest_blkid = -1;
float closest_dist = std::numeric_limits<float>::infinity();
+ int closest_blkid = -1;
glm::vec3 closest_normal;
- for (Chunk &cur_chunk : chunks.Loaded()) {
+ for (Candidate &cand : candidates) {
+ if (cand.dist > closest_dist) continue;
int cur_blkid;
float cur_dist;
glm::vec3 cur_normal;
- if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player.ChunkCoords()), &cur_blkid, &cur_dist, &cur_normal)) {
+ if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(player.ChunkCoords()), cur_blkid, cur_dist, cur_normal)) {
if (cur_dist < closest_dist) {
- closest_chunk = &cur_chunk;
+ closest_chunk = cand.chunk;
closest_blkid = cur_blkid;
closest_dist = cur_dist;
closest_normal = cur_normal;