float y = 0.0F;
float z = (float)(idx / width) - SURFACE_Y_OFFSET;
- Ray downwards{.position = Vector3{x, 20.0F, z},
+ Ray downwards{.position = Vector3{x, bbs[idx].max.y + 1.0F, z},
.direction = Vector3{0.0F, -1.0F, 0.0F}};
- for (const auto &bb : bbs) {
- if (GetRayCollisionBox(downwards, bb).hit) {
- y = (bb.min.y + bb.max.y) / 2.0F;
- }
+ if (GetRayCollisionBox(downwards, bbs[idx]).hit) {
+ y = (bbs[idx].min.y + bbs[idx].max.y) / 2.0F;
}
set_body_pos(Vector3{x, y, z});