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@@ -3,7 +3,6 @@ use bevy::prelude::*;
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use crate::{hex_utils::*, 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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let vertex_count: usize = CHUNK_TOTAL * 6;
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@@ -35,12 +34,18 @@ fn create_tile_collider(
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let p = pos + HEX_CORNERS[i];
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verts.push(p);
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}
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for i in 0..3 {
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let off = i * 2;
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indices.push([off + idx, ((off + 1) % 6) + idx, ((off + 2) % 6) + idx]);
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}
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// for i in 0..3 {
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// let off = i * 2;
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// indices.push([off + idx, ((off + 1) % 6) + idx, ((off + 2) % 6) + idx]);
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// }
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indices.push([idx, idx + 2, idx + 4]);
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// indices.push([idx, idx + 2, idx + 4]);
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//Top Surfave
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indices.push([idx, idx + 1, idx + 5]);
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indices.push([idx + 1, idx + 2, idx + 5]);
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indices.push([idx + 2, idx + 4, idx + 5]);
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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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@@ -49,7 +54,7 @@ fn create_tile_collider(
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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, pos.z),
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Vec3::new(pos.x, n_height.min(pos.y - 0.5), pos.z),
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i,
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verts,
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indices,
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