- glm::vec3 pos(float(x) + 0.5f, float(y) + 0.5f, float(z) + 0.5f);
- if (blocks[id].type->shape->Intersects(ray, glm::translate(M, pos), cur_dist, cur_norm)) {
+ Block::Pos pos(float(x) + 0.5f, float(y) + 0.5f, float(z) + 0.5f);
+ if (Type(blocks[id]).shape->Intersects(ray, glm::translate(M, pos), cur_dist, cur_norm)) {