Something
public text v1 · immutableHit intersectObjects(Scene *world, Ray *ray) {
Hit tempHit;
Scalar closest = 1000000; // The closest so far
Scalar t;
tempHit.obj = NULL;
node_t *node = world->objects->head;
while (node != NULL) {
assert(node->data);
Object *temp = (Object *)(node->data);
t = temp->hits(temp, ray);
if(t > THRESHOLD && t < closest) {
tempHit.obj = temp;
tempHit.t = t;
closest = t;
}
node = node->next;
}
return tempHit;
} // intersectObjects