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- glm::vec3 PhysicsEngine::getRaycastPositionBlock()
- {
- glm::vec3 direction = _camera->_direction;
- glm::vec3 startPosition = _camera->_camPosition;
- glm::vec3 currentPosition;
- glm::vec3 currentPosition2;
- float maxStep = 100;
- float STEP_SIZE = 0.1f;
- for (float i = 1; i < maxStep; i += STEP_SIZE) {
- float i2 = 0;
- i2 = i - STEP_SIZE;
- currentPosition = startPosition + direction * i;
- if (getChunk()->getBlock(currentPosition.x, currentPosition.y, currentPosition.z) != 0)
- {
- break;
- }
- currentPosition2 = startPosition + direction * i2;
- }
- return currentPosition2;
- }
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