if (!type.collision || !type.shape) {
continue;
}
+ RoughLocation::Fine pos(x, y, z);
+
+ // center of the blok relative to the ray
+ glm::vec3 relative_center(glm::vec3((position - reference) * ExactLocation::Extent() + pos) + 0.5f);
+ if (ray.DistanceSquared(relative_center) > 3.0f) {
+ continue;
+ }
+
float cur_dist;
glm::vec3 cur_norm;
- if (type.shape->Intersects(ray, ToTransform(reference, RoughLocation::Fine(x, y, z), idx), cur_dist, cur_norm)) {
+ if (type.shape->Intersects(ray, ToTransform(reference, pos, idx), cur_dist, cur_norm)) {
if (cur_dist < coll.depth) {
coll.block = idx;
coll.depth = cur_dist;