float &dist,
glm::vec3 &normal) const noexcept;
+ bool Intersection(
+ const AABB &box,
+ const glm::mat4 &Mbox,
+ const glm::mat4 &Mchunk) const noexcept;
+
void Position(const Pos &pos) noexcept { position = pos; }
const Pos &Position() const noexcept { return position; }
glm::mat4 Transform(const Pos &offset) const noexcept {
private:
const BlockTypeRegistry *types;
Chunk *neighbor[Block::FACE_COUNT];
- Block blocks[16 * 16 * 16];
- unsigned char light[16 * 16 * 16];
+ Block blocks[size];
+ unsigned char light[size];
BlockModel model;
Pos position;
bool dirty;