optimize chunk meshing data
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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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