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generalize lookingat
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parent
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@ -34,7 +34,7 @@ use rendering::{
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use world::{
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use world::{
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init_game_world,
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init_game_world,
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loading::update_loaded_world_around_player,
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loading::update_loaded_world_around_player,
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raycast::update_player_raycast
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raycast::update_raycasts
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};
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};
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use player::spawn_player;
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use player::spawn_player;
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use prefabs::load_prefabs;
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use prefabs::load_prefabs;
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@ -64,7 +64,7 @@ fn update() -> Workload {
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process_inputs,
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process_inputs,
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update_controllers,
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update_controllers,
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update_loaded_world_around_player,
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update_loaded_world_around_player,
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update_player_raycast,
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update_raycasts,
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compute_cameras
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compute_cameras
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).into_workload()
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).into_workload()
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}
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}
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@ -41,13 +41,12 @@ impl ChunkStorage {
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#[derive(Component, Clone, Copy, Debug, Default)]
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#[derive(Component, Clone, Copy, Debug, Default)]
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pub struct LookingAtBlock(pub Option<RaycastReport>);
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pub struct LookingAtBlock(pub Option<RaycastReport>);
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pub fn update_player_raycast(
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pub fn update_raycasts(
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main_player: View<MainPlayer>,
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transform: View<Transform>,
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transform: View<Transform>,
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mut raycast: ViewMut<LookingAtBlock>,
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mut raycast: ViewMut<LookingAtBlock>,
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world: UniqueView<ChunkStorage>,
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world: UniqueView<ChunkStorage>,
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) {
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) {
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for (_, transform, report) in (&main_player, transform.inserted_or_modified(), &mut raycast).iter() {
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for (transform, report) in (transform.inserted_or_modified(), &mut raycast).iter() {
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let (_, rotation, position) = transform.0.to_scale_rotation_translation();
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let (_, rotation, position) = transform.0.to_scale_rotation_translation();
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let direction = rotation * Vec3::NEG_Z;
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let direction = rotation * Vec3::NEG_Z;
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*report = LookingAtBlock(world.raycast(position, direction, Some(30.)));
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*report = LookingAtBlock(world.raycast(position, direction, Some(30.)));
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