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Sep 22nd, 2014
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  1. glm::vec3 PhysicsEngine::getRaycastPositionBlock()
  2. {
  3. glm::vec3 direction = _camera->_direction;
  4. glm::vec3 startPosition = _camera->_camPosition;
  5. glm::vec3 currentPosition;
  6. glm::vec3 currentPosition2;
  7.  
  8. float maxStep = 100;
  9. float STEP_SIZE = 0.1f;
  10.  
  11. for (float i = 1; i < maxStep; i += STEP_SIZE) {
  12. float i2 = 0;
  13. i2 = i - STEP_SIZE;
  14.  
  15. currentPosition = startPosition + direction * i;
  16.  
  17. if (getChunk()->getBlock(currentPosition.x, currentPosition.y, currentPosition.z) != 0)
  18. {
  19. break;
  20. }
  21.  
  22. currentPosition2 = startPosition + direction * i2;
  23. }
  24.  
  25. return currentPosition2;
  26. }
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