+ closest_creature = c;
+ closest_dist = dist;
+ }
+ }
+
+ world::Body *closest_body = nullptr;
+ for (world::Body *b : sim.Bodies()) {
+ glm::dvec3 normal(0.0);
+ double dist = 0.0;
+ if (Intersect(ray, glm::dmat4(cam.Model(*b)) * b->CollisionBounds(), normal, dist) && dist < closest_dist) {
+ closest_creature = nullptr;
+ closest_body = b;