Remove eye height check for beam

This commit is contained in:
Joshua Barretto 2021-03-22 14:55:24 +00:00 committed by Marcel Märtens
parent 695f6c52fe
commit 456ceab6d0

View File

@ -68,11 +68,10 @@ impl<'a> System<'a> for Sys {
&read_data.entities,
&read_data.positions,
&read_data.orientations,
read_data.bodies.maybe(),
&beam_segments,
)
.par_join()
.fold(|| (Vec::new(), Vec::new()), |(mut server_events, mut add_hit_entities), (entity, pos, ori, body, beam_segment)|
.fold(|| (Vec::new(), Vec::new()), |(mut server_events, mut add_hit_entities), (entity, pos, ori, beam_segment)|
{
let creation_time = match beam_segment.creation {
Some(time) => time,
@ -116,8 +115,6 @@ impl<'a> System<'a> for Sys {
return (server_events, add_hit_entities);
};
let eye_pos = pos.0 + Vec3::unit_z() * body.map_or(0.0, |b| b.eye_height());
// Go through all other effectable entities
for (target, uid_b, pos_b, health_b, body_b) in (
&read_data.entities,
@ -142,13 +139,13 @@ impl<'a> System<'a> for Sys {
let hit = entity != target
&& !health_b.is_dead
// Collision shapes
&& sphere_wedge_cylinder_collision(eye_pos, frame_start_dist, frame_end_dist, *ori.look_dir(), beam_segment.angle, pos_b.0, rad_b, height_b);
&& sphere_wedge_cylinder_collision(pos.0, frame_start_dist, frame_end_dist, *ori.look_dir(), beam_segment.angle, pos_b.0, rad_b, height_b);
// Finally, ensure that a hit has actually occurred by performing a raycast. We do this last because
// it's likely to be the most expensive operation.
let tgt_dist = eye_pos.distance(pos_b.0);
let tgt_dist = pos.0.distance(pos_b.0);
let hit = hit && read_data.terrain
.ray(eye_pos, eye_pos + *ori.look_dir() * (tgt_dist + 1.0))
.ray(pos.0, pos.0 + *ori.look_dir() * (tgt_dist + 1.0))
.until(|b| b.is_filled())
.cast().0 >= tgt_dist;