+ 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;
+