Toast Engine
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voxel::RayHit Struct Reference

Public Attributes

bool hit = false
float t = 0.0f
 t_min when the ray started inside a voxel
glm::ivec3 voxel {0}
int32_t axis = -1
 -1 when the ray started inside a solid voxel
uint8_t material = k_empty_palette_index
uint32_t steps = 0
uint32_t coarse_steps = 0
 Steps that skipped a whole coarse cell brick or 4x4x4 or 2x2x2 sub-brick so the rest are single voxels.
uint32_t brick_steps = 0
uint32_t sub_steps = 0

The documentation for this struct was generated from the following file: