+
+ Ray aim = cam.Aim();
+ int blkid;
+ float dist;
+ if (chunk.Intersection(aim, glm::mat4(1.0f), &blkid, &dist)) {
+ glm::vec3 pos = Chunk::ToCoords(blkid);
+ std::cout << "pointing at: <" << pos.x << ", " << pos.y << ", " << pos.z << ">, "
+ "distance: " << dist << std::endl;
+ } else {
+ std::cout << "pointing at: nothing" << std::endl;
+ }