SP and TP cameras
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@@ -51,6 +51,8 @@ public:
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glm::ivec3& norm,
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glm::ivec3& iend);
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glm::vec3 rayCastToObstacle(glm::vec3 start, glm::vec3 dir, float maxDist);
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const AABB* isObstacle(float x, float y, float z);
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// does not move chunks inside
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