Picks a hex cell by raycasting against the actual terrain meshes.
More accurate than pickHex — especially at low camera angles and over elevated terrain —
because it hits the real geometry rather than a flat plane.
Pass chunkManager.terrainMeshes as the meshes argument.
Returns null if the ray misses all meshes or the hit is outside the map bounds.
Safe to call every frame — uses a pre-allocated intersection buffer.
Picks a hex cell by raycasting against the actual terrain meshes. More accurate than
pickHex— especially at low camera angles and over elevated terrain — because it hits the real geometry rather than a flat plane.Pass
chunkManager.terrainMeshesas themeshesargument. Returnsnullif the ray misses all meshes or the hit is outside the map bounds.Safe to call every frame — uses a pre-allocated intersection buffer.