optimize chunk meshing data
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@@ -1,6 +1,11 @@
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#[cfg(feature = "tracing")]
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use bevy::log::*;
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use bevy::{asset::Assets, ecs::system::Res, math::Vec3, render::mesh::Mesh};
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use bevy::{
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asset::Assets,
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ecs::system::Res,
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math::{IVec2, Vec3},
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render::mesh::Mesh,
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};
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use bevy_rapier3d::geometry::{Collider, TriMeshFlags};
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use rayon::iter::{IntoParallelRefMutIterator, ParallelIterator};
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use world_generation::{
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@@ -8,7 +13,7 @@ use world_generation::{
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chunk_colliders::generate_chunk_collider,
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hex_utils::{offset_to_index, offset_to_world},
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mesh_generator::generate_chunk_mesh,
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prelude::{Chunk, Map},
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prelude::{Chunk, Map, MeshChunkData},
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tile_manager::TileAsset,
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tile_mapper::TileMapperAsset,
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};
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@@ -44,22 +49,30 @@ pub fn paint_chunk(
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}
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}
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pub fn prepare_chunk_mesh(chunk: &Chunk, heightmap: &Map) -> (Mesh, (Vec<Vec3>, Vec<[u32; 3]>), Vec3, usize) {
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pub fn prepare_chunk_mesh(
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chunk: &MeshChunkData,
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chunk_offset: IVec2,
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chunk_index: usize,
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) -> (Mesh, (Vec<Vec3>, Vec<[u32; 3]>), Vec3, usize) {
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#[cfg(feature = "tracing")]
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let _gen_mesh = info_span!("Generate Chunk").entered();
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let mesh = generate_chunk_mesh(chunk, &heightmap);
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let col_data = generate_chunk_collider(chunk, &heightmap);
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let mesh = generate_chunk_mesh(chunk);
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let col_data = generate_chunk_collider(chunk);
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return (
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mesh,
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col_data,
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offset_to_world(chunk.chunk_offset * Chunk::SIZE as i32, 0.),
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offset_to_index(chunk.chunk_offset, heightmap.width),
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offset_to_world(chunk_offset * Chunk::SIZE as i32, 0.),
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chunk_index,
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);
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}
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pub fn prepare_chunk_mesh_with_collider(chunk: &Chunk, heightmap: &Map) -> (Mesh, Collider, Vec3, usize) {
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let (mesh, (col_verts, col_indicies), pos, index) = prepare_chunk_mesh(chunk, heightmap);
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pub fn prepare_chunk_mesh_with_collider(
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chunk: &MeshChunkData,
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chunk_offset: IVec2,
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chunk_index: usize,
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) -> (Mesh, Collider, Vec3, usize) {
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let (mesh, (col_verts, col_indicies), pos, index) = prepare_chunk_mesh(chunk, chunk_offset, chunk_index);
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let collider: Collider;
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{
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#[cfg(feature = "tracing")]
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