0.5f + (idx / (Width() * Height()))
);
}
+ glm::mat4 ToTransform(int idx) const;
static constexpr bool IsBorder(int idx) {
return
const BlockType &Type(const Block &b) const { return *types->Get(b.type); }
+ bool Intersection(
+ const Ray &ray,
+ const glm::mat4 &M,
+ float &dist
+ ) const {
+ return blank::Intersection(ray, Bounds(), M, &dist);
+ }
+
bool Intersection(
const Ray &,
const glm::mat4 &M,
- int *blkid = nullptr,
- float *dist = nullptr,
- glm::vec3 *normal = nullptr) const;
+ int &blkid,
+ float &dist,
+ glm::vec3 &normal) const;
void Position(const Pos &);
const Pos &Position() const { return position; }