- Chunk *chunk;
- int blkid;
- float distance;
- glm::vec3 normal;
- if (world.Intersection(aim, glm::mat4(1.0f), chunk, blkid, distance, normal)) {
- line_of_sight = distance > dist;
+ WorldCollision coll;
+ if (world.Intersection(aim, glm::mat4(1.0f), coll)) {
+ line_of_sight = coll.depth > dist;