fixed hex coords, added tile walls
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@@ -21,30 +21,21 @@ const HEX_CORNERS: [Vec3; 6] = [
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];
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pub fn generate_chunk_mesh(chunk: &Chunk, map: &Map) -> Mesh {
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let vertex_count: usize = Chunk::SIZE * Chunk::SIZE;
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let vertex_count: usize = Chunk::SIZE * Chunk::SIZE * 6;
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let mut verts = Vec::with_capacity(vertex_count);
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let mut uvs = Vec::with_capacity(vertex_count);
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let mut normals = Vec::with_capacity(vertex_count);
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let mut indices = Vec::with_capacity(vertex_count);
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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 coord = HexCoord::from_grid_pos(x, z);
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let height = chunk.points[coord.to_index(Chunk::SIZE) as usize];
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let height = chunk.points[x + z * Chunk::SIZE];
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let off_pos = Vec3::new(x as f32, height, z as f32);
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let grid_pos = offset3d_to_world(off_pos);
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let n = map.get_neighbors(&HexCoord::from_offset(
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coord.to_offset() + chunk.chunk_offset,
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));
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create_tile(
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grid_pos,
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&n,
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&mut verts,
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&mut uvs,
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&mut normals,
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&mut indices,
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0,
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let tile_pos = offset3d_to_world(off_pos);
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let coord = HexCoord::from_offset(
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IVec2::new(x as i32, z as i32) + (chunk.chunk_offset * Chunk::SIZE as i32),
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);
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let n = map.get_neighbors(&coord);
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create_tile(tile_pos, &n, &mut verts, &mut uvs, &mut indices, 0);
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}
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}
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@@ -54,7 +45,6 @@ pub fn generate_chunk_mesh(chunk: &Chunk, map: &Map) -> Mesh {
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)
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.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, verts)
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.with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs)
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// .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals)
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.with_inserted_indices(Indices::U32(indices))
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.with_duplicated_vertices()
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.with_computed_flat_normals();
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@@ -67,20 +57,16 @@ fn create_tile(
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neighbors: &[Option<f32>; 6],
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verts: &mut Vec<Vec3>,
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uvs: &mut Vec<Vec2>,
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normals: &mut Vec<Vec3>,
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indices: &mut Vec<u32>,
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texture_index: u32,
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) {
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let idx = verts.len() as u32;
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let center = Vec3::new(pos.x, 0., pos.z);
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normals.push(Vec3::Y);
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uvs.push(pos.xz());
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verts.push(pos);
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for i in 0..6 {
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let p = pos + HEX_CORNERS[i];
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verts.push(p);
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uvs.push(p.xz());
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normals.push((p - center).normalize());
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indices.push(idx);
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indices.push(idx + 1 + i as u32);
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indices.push(idx + 1 + ((i as u32 + 1) % 6));
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@@ -90,17 +76,8 @@ fn create_tile(
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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 true {
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create_tile_wall(
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pos,
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i,
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pos.y + 1.,
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verts,
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uvs,
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normals,
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indices,
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texture_index,
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);
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if n_height < pos.y {
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create_tile_wall(pos, i, n_height, verts, uvs, indices, texture_index);
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}
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}
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_ => {}
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@@ -114,18 +91,14 @@ fn create_tile_wall(
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height: f32,
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verts: &mut Vec<Vec3>,
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uvs: &mut Vec<Vec2>,
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normals: &mut Vec<Vec3>,
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indices: &mut Vec<u32>,
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_texture_index: u32,
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) {
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println!("{dir}");
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let p1 = HEX_CORNERS[(dir + 1) % 6] + pos;
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let p2 = HEX_CORNERS[(dir + 2) % 6] + pos;
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let p1 = HEX_CORNERS[(dir) % 6] + pos;
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let p2 = HEX_CORNERS[(dir + 1) % 6] + pos;
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let p3 = Vec3::new(p1.x, height, p1.z);
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let p4 = Vec3::new(p2.x, height, p2.z);
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let normal = Vec3::Y;
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let idx = verts.len() as u32;
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verts.push(p1);
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@@ -133,11 +106,6 @@ fn create_tile_wall(
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verts.push(p3);
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verts.push(p4);
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normals.push(normal);
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normals.push(normal);
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normals.push(normal);
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normals.push(normal);
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indices.push(idx);
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indices.push(idx + 2);
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indices.push(idx + 1);
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