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Merge branch 'zesterer/sceptre-raycast' into 'master'
Added raycast check to beams See merge request veloren/veloren!1970
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commit
e73f634506
@ -19,6 +19,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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### Fixed
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### Fixed
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- Server kicks old client when a user is trying to log in again (often the case when a user's original connection gets dropped)
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- Server kicks old client when a user is trying to log in again (often the case when a user's original connection gets dropped)
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- Added a raycast check to beams to prevent their effect applying through walls
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## [0.9.0] - 2021-03-20
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## [0.9.0] - 2021-03-20
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@ -6,14 +6,16 @@ use common::{
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},
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},
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event::{EventBus, ServerEvent},
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event::{EventBus, ServerEvent},
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resources::{DeltaTime, Time},
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resources::{DeltaTime, Time},
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terrain::TerrainGrid,
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uid::{Uid, UidAllocator},
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uid::{Uid, UidAllocator},
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vol::ReadVol,
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GroupTarget,
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GroupTarget,
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};
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};
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use common_ecs::{Job, Origin, ParMode, Phase, System};
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use common_ecs::{Job, Origin, ParMode, Phase, System};
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use rayon::iter::ParallelIterator;
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use rayon::iter::ParallelIterator;
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use specs::{
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use specs::{
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saveload::MarkerAllocator, shred::ResourceId, Entities, Join, ParJoin, Read, ReadStorage,
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saveload::MarkerAllocator, shred::ResourceId, Entities, Join, ParJoin, Read, ReadExpect,
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SystemData, World, WriteStorage,
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ReadStorage, SystemData, World, WriteStorage,
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};
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};
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use std::time::Duration;
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use std::time::Duration;
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use vek::*;
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use vek::*;
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@ -24,6 +26,7 @@ pub struct ReadData<'a> {
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server_bus: Read<'a, EventBus<ServerEvent>>,
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server_bus: Read<'a, EventBus<ServerEvent>>,
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time: Read<'a, Time>,
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time: Read<'a, Time>,
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dt: Read<'a, DeltaTime>,
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dt: Read<'a, DeltaTime>,
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terrain: ReadExpect<'a, TerrainGrid>,
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uid_allocator: Read<'a, UidAllocator>,
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uid_allocator: Read<'a, UidAllocator>,
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uids: ReadStorage<'a, Uid>,
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uids: ReadStorage<'a, Uid>,
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positions: ReadStorage<'a, Pos>,
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positions: ReadStorage<'a, Pos>,
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@ -138,6 +141,14 @@ impl<'a> System<'a> for Sys {
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// Collision shapes
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// Collision shapes
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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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&& 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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// it's likely to be the most expensive operation.
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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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.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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.cast().0 >= tgt_dist;
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if hit {
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if hit {
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// See if entities are in the same group
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// See if entities are in the same group
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let same_group = group
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let same_group = group
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