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Remove eye height check for beam
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parent
695f6c52fe
commit
456ceab6d0
@ -68,11 +68,10 @@ impl<'a> System<'a> for Sys {
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&read_data.entities,
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&read_data.entities,
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&read_data.positions,
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&read_data.positions,
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&read_data.orientations,
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&read_data.orientations,
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read_data.bodies.maybe(),
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&beam_segments,
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&beam_segments,
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)
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)
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.par_join()
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.par_join()
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.fold(|| (Vec::new(), Vec::new()), |(mut server_events, mut add_hit_entities), (entity, pos, ori, body, beam_segment)|
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.fold(|| (Vec::new(), Vec::new()), |(mut server_events, mut add_hit_entities), (entity, pos, ori, beam_segment)|
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{
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{
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let creation_time = match beam_segment.creation {
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let creation_time = match beam_segment.creation {
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Some(time) => time,
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Some(time) => time,
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@ -116,8 +115,6 @@ impl<'a> System<'a> for Sys {
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return (server_events, add_hit_entities);
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return (server_events, add_hit_entities);
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};
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};
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let eye_pos = pos.0 + Vec3::unit_z() * body.map_or(0.0, |b| b.eye_height());
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// Go through all other effectable entities
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// Go through all other effectable entities
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for (target, uid_b, pos_b, health_b, body_b) in (
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for (target, uid_b, pos_b, health_b, body_b) in (
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&read_data.entities,
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&read_data.entities,
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@ -142,13 +139,13 @@ impl<'a> System<'a> for Sys {
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let hit = entity != target
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let hit = entity != target
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&& !health_b.is_dead
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&& !health_b.is_dead
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// Collision shapes
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// Collision shapes
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&& 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);
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&& 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);
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// Finally, ensure that a hit has actually occurred by performing a raycast. We do this last because
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// Finally, ensure that a hit has actually occurred by performing a raycast. We do this last because
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// it's likely to be the most expensive operation.
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// it's likely to be the most expensive operation.
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let tgt_dist = eye_pos.distance(pos_b.0);
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let tgt_dist = pos.0.distance(pos_b.0);
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let hit = hit && read_data.terrain
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let hit = hit && read_data.terrain
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.ray(eye_pos, eye_pos + *ori.look_dir() * (tgt_dist + 1.0))
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.ray(pos.0, pos.0 + *ori.look_dir() * (tgt_dist + 1.0))
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.until(|b| b.is_filled())
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.until(|b| b.is_filled())
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.cast().0 >= tgt_dist;
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.cast().0 >= tgt_dist;
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