optimize chunk meshing data
This commit is contained in:
@@ -5,7 +5,7 @@ use bevy::prelude::*;
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const CHUNK_TOTAL: usize = Chunk::SIZE * Chunk::SIZE;
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pub fn generate_chunk_collider(chunk: &Chunk, map: &Map) -> (Vec<Vec3>, Vec<[u32; 3]>) {
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pub fn generate_chunk_collider(chunk: &MeshChunkData) -> (Vec<Vec3>, Vec<[u32; 3]>) {
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#[cfg(feature = "tracing")]
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let span = info_span!("generate_chunk_collider").entered();
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let vertex_count: usize = CHUNK_TOTAL * 6;
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@@ -14,9 +14,8 @@ pub fn generate_chunk_collider(chunk: &Chunk, map: &Map) -> (Vec<Vec3>, Vec<[u32
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for z in 0..Chunk::SIZE {
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for x in 0..Chunk::SIZE {
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let height = chunk.heights[x + z * Chunk::SIZE];
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let coord =
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HexCoord::from_offset(IVec2::new(x as i32, z as i32) + (chunk.chunk_offset * Chunk::SIZE as i32));
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let neighbors = map.get_neighbors(&coord);
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let coord = HexCoord::from_grid_pos(x, z);
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let neighbors = chunk.get_neighbors(&coord);
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let off_pos = Vec3::new(x as f32, height, z as f32);
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let tile_pos = offset3d_to_world(off_pos);
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create_tile_collider(tile_pos, &mut verts, &mut indices, &neighbors);
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@@ -25,7 +24,7 @@ pub fn generate_chunk_collider(chunk: &Chunk, map: &Map) -> (Vec<Vec3>, Vec<[u32
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return (verts, indices);
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}
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fn create_tile_collider(pos: Vec3, verts: &mut Vec<Vec3>, indices: &mut Vec<[u32; 3]>, neighbors: &[Option<f32>; 6]) {
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fn create_tile_collider(pos: Vec3, verts: &mut Vec<Vec3>, indices: &mut Vec<[u32; 3]>, neighbors: &[f32; 6]) {
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let idx = verts.len() as u32;
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for i in 0..6 {
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let p = pos + HEX_CORNERS[i];
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@@ -39,20 +38,15 @@ fn create_tile_collider(pos: Vec3, verts: &mut Vec<Vec3>, indices: &mut Vec<[u32
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indices.push([idx + 2, idx + 3, idx + 4]);
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for i in 0..neighbors.len() {
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let cur_n = neighbors[i];
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match cur_n {
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Some(n_height) => {
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if n_height < pos.y {
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create_tile_wall_collider(
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idx,
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Vec3::new(pos.x, n_height.min(pos.y - OUTER_RADIUS / 2.), pos.z),
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i,
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verts,
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indices,
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);
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}
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}
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_ => {}
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let n_height = neighbors[i];
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if n_height < pos.y {
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create_tile_wall_collider(
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idx,
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Vec3::new(pos.x, n_height.min(pos.y - OUTER_RADIUS / 2.), pos.z),
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i,
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verts,
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indices,
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);
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}
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}
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}
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@@ -15,6 +15,7 @@ pub mod prelude {
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use bevy::render::mesh::MeshVertexAttribute;
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use bevy::render::render_resource::VertexFormat;
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use bevy_inspector_egui::InspectorOptions;
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use rayon::iter::{IntoParallelIterator, IntoParallelRefIterator, ParallelIterator};
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pub const TEX_MULTI: Vec2 = Vec2::new(1000., 1.);
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pub const HEX_CORNERS: [Vec3; 6] = [
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@@ -70,20 +71,20 @@ pub mod prelude {
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#[derive(Clone)]
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pub struct Chunk {
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pub heights: [f32; Chunk::SIZE * Chunk::SIZE],
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pub textures: [[u32; 2]; Chunk::SIZE * Chunk::SIZE],
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pub moisture: [f32; Chunk::SIZE * Chunk::SIZE],
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pub temperature: [f32; Chunk::SIZE * Chunk::SIZE],
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pub heights: [f32; Chunk::AREA],
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pub textures: [[u32; 2]; Chunk::AREA],
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pub moisture: [f32; Chunk::AREA],
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pub temperature: [f32; Chunk::AREA],
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pub chunk_offset: IVec2,
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}
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impl Default for Chunk {
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fn default() -> Self {
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Self {
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heights: [0.; Chunk::SIZE * Chunk::SIZE],
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textures: [[0; 2]; Chunk::SIZE * Chunk::SIZE],
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moisture: [0.; Chunk::SIZE * Chunk::SIZE],
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temperature: [0.; Chunk::SIZE * Chunk::SIZE],
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heights: [0.; Chunk::AREA],
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textures: [[0; 2]; Chunk::AREA],
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moisture: [0.; Chunk::AREA],
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temperature: [0.; Chunk::AREA],
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chunk_offset: Default::default(),
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}
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}
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@@ -91,9 +92,74 @@ pub mod prelude {
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impl Chunk {
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pub const SIZE: usize = 64;
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pub const AREA: usize = Chunk::SIZE * Chunk::SIZE;
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pub const WORLD_WIDTH: f32 = Chunk::SIZE as f32 * SHORT_DIAGONAL;
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pub const WORLD_HEIGHT: f32 = Chunk::SIZE as f32 * 1.5;
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pub const WORLD_SIZE: Vec2 = Vec2::new(Chunk::WORLD_WIDTH, Chunk::WORLD_HEIGHT);
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pub fn get_pos_z_edge(&self) -> [f32; Chunk::SIZE] {
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let mut data = [0.; Chunk::SIZE];
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for x in 0..Chunk::SIZE {
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let idx = x + (Chunk::SIZE - 1) * Chunk::SIZE;
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data[x] = self.heights[idx];
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}
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return data;
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}
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pub fn get_neg_z_edge(&self) -> [f32; Chunk::SIZE] {
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let mut data = [0.; Chunk::SIZE];
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for x in 0..Chunk::SIZE {
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data[x] = self.heights[x];
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}
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return data;
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}
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pub fn get_pos_x_edge(&self) -> [f32; Chunk::SIZE] {
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let mut data = [0.; Chunk::SIZE];
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for z in 0..Chunk::SIZE {
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let idx = (Chunk::SIZE - 1) + z * Chunk::SIZE;
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data[z] = self.heights[idx];
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}
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return data;
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}
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pub fn get_neg_x_edge(&self) -> [f32; Chunk::SIZE] {
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let mut data = [0.; Chunk::SIZE];
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for z in 0..Chunk::SIZE {
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let idx = z * Chunk::SIZE;
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data[z] = self.heights[idx];
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}
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return data;
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}
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}
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pub struct MeshChunkData {
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pub heights: [f32; Chunk::AREA],
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pub textures: [[u32; 2]; Chunk::AREA],
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}
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impl MeshChunkData {
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pub fn get_neighbors(&self, coord: &HexCoord) -> [f32; 6] {
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let mut data = [0.; 6];
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let n_tiles = coord.get_neighbors();
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for i in 0..6 {
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let n = n_tiles[i];
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if !n.is_in_bounds(Chunk::SIZE, Chunk::SIZE) {
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continue;
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}
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data[i] = self.heights[n.to_index(Chunk::SIZE)];
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}
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return data;
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}
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}
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#[derive(Resource, Clone)]
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@@ -105,6 +171,17 @@ pub mod prelude {
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}
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impl Map {
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pub fn get_chunk_mesh_data(&self, chunk_index: usize) -> MeshChunkData {
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#[cfg(feature = "tracing")]
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let _spawn_span = info_span!("Chunk Mesh Data").entered();
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let chunk = &self.chunks[chunk_index];
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return MeshChunkData {
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heights: chunk.heights.clone(),
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textures: chunk.textures.clone(),
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};
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}
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pub fn get_neighbors(&self, pos: &HexCoord) -> [Option<f32>; 6] {
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let mut results: [Option<f32>; 6] = [None; 6];
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let w = self.width * Chunk::SIZE;
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@@ -1,7 +1,4 @@
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use crate::biome_painter::BiomePainterAsset;
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use crate::hex_utils::HexCoord;
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use crate::tile_manager::TileAsset;
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use crate::tile_mapper::TileMapperAsset;
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use crate::{hex_utils::offset3d_to_world, prelude::*};
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#[cfg(feature = "tracing")]
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use bevy::log::*;
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@@ -13,7 +10,7 @@ use bevy::{
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},
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};
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pub fn generate_chunk_mesh(chunk: &Chunk, map: &Map) -> Mesh {
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pub fn generate_chunk_mesh(chunk: &MeshChunkData) -> Mesh {
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#[cfg(feature = "tracing")]
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let span = info_span!("generate_chunk_mesh").entered();
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@@ -29,9 +26,8 @@ pub fn generate_chunk_mesh(chunk: &Chunk, map: &Map) -> Mesh {
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let height = chunk.heights[idx];
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let off_pos = Vec3::new(x as f32, height, z as f32);
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let tile_pos = offset3d_to_world(off_pos);
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let coord =
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HexCoord::from_offset(IVec2::new(x as i32, z as i32) + (chunk.chunk_offset * Chunk::SIZE as i32));
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let n = map.get_neighbors(&coord);
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let coord = HexCoord::from_grid_pos(x, z);
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let n = chunk.get_neighbors(&coord);
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create_tile(
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tile_pos,
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@@ -60,7 +56,7 @@ pub fn generate_chunk_mesh(chunk: &Chunk, map: &Map) -> Mesh {
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fn create_tile(
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pos: Vec3,
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neighbors: &[Option<f32>; 6],
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neighbors: &[f32; 6],
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verts: &mut Vec<Vec3>,
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uvs: &mut Vec<Vec2>,
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indices: &mut Vec<u32>,
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@@ -91,14 +87,9 @@ fn create_tile(
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indices.push(idx + 4);
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for i in 0..neighbors.len() {
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let cur_n = neighbors[i];
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match cur_n {
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Some(n_height) => {
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if n_height < pos.y {
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create_tile_wall(pos, i, n_height, verts, uvs, indices, normals, side_tex_off);
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}
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}
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_ => {}
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let n_height = neighbors[i];
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if n_height < pos.y {
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create_tile_wall(pos, i, n_height, verts, uvs, indices, normals, side_tex_off);
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}
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}
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}
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