fixed hex coords, added tile walls
This commit is contained in:
@@ -17,16 +17,17 @@ pub fn generate_heightmap(height: usize, width: usize, cfg: &GenerationConfig, s
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}
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}
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pub fn generate_chunk(chunk_x: f64, chunk_z: f64, cfg: &GenerationConfig, seed: u32) -> Chunk {
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pub fn generate_chunk(chunk_x: f64, chunk_z: f64, cfg: &GenerationConfig, seed: u32) -> Chunk {
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let mut result: Vec<f32> = Vec::with_capacity(Chunk::SIZE * Chunk::SIZE);
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let mut result: [f32; Chunk::SIZE * Chunk::SIZE] = [0.; Chunk::SIZE * Chunk::SIZE];
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let noise = SuperSimplex::new(seed);
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let noise = SuperSimplex::new(seed);
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for z in 0..Chunk::SIZE {
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for z in 0..Chunk::SIZE {
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for x in 0..Chunk::SIZE {
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for x in 0..Chunk::SIZE {
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result.push(sample_point(
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let sample = sample_point(
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x as f64 + chunk_x * Chunk::SIZE as f64,
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x as f64 + chunk_x * Chunk::SIZE as f64,
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z as f64 + chunk_z * Chunk::SIZE as f64,
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z as f64 + chunk_z * Chunk::SIZE as f64,
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&cfg,
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&cfg,
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&noise,
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&noise,
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));
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);
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result[x + z * Chunk::SIZE] = sample;
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}
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}
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}
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}
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return Chunk {
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return Chunk {
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@@ -16,11 +16,13 @@ pub fn offset_to_world(offset: IVec2, height: f32) -> Vec3 {
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}
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}
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pub fn offset_to_hex(offset: IVec2) -> IVec3 {
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pub fn offset_to_hex(offset: IVec2) -> IVec3 {
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return IVec3 {
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let mut v = IVec3 {
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x: offset.x,
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x: offset.x - (offset.y / 2),
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y: offset.y,
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y: offset.y,
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z: -offset.x - offset.y,
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z: 0,
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};
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};
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v.z = -v.x - v.y;
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return v;
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}
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}
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pub fn snap_to_hex_grid(world_pos: Vec3) -> Vec3 {
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pub fn snap_to_hex_grid(world_pos: Vec3) -> Vec3 {
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@@ -54,21 +56,29 @@ pub struct HexCoord {
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impl HexCoord {
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impl HexCoord {
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pub const DIRECTIONS: [IVec3; 6] = [
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pub const DIRECTIONS: [IVec3; 6] = [
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IVec3::new(1, 1, 0),
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IVec3::new(0, 1, -1),
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IVec3::new(1, 0, -1),
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IVec3::new(1, 0, -1),
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IVec3::new(1, -1, 0),
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IVec3::new(1, -1, 0),
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IVec3::new(0, -1, 1),
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IVec3::new(0, -1, 1),
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IVec3::new(-1, 0, 1),
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IVec3::new(-1, 0, 1),
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IVec3::new(0, 1, -1),
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IVec3::new(-1, 1, 0),
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];
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];
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pub const ZERO: HexCoord = HexCoord { hex: IVec3::ZERO };
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pub const ZERO: HexCoord = HexCoord { hex: IVec3::ZERO };
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pub fn new(x: i32, z: i32) -> Self {
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pub fn new(x: i32, z: i32) -> Self {
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return Self::from_offset(IVec2::new(x, z));
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return HexCoord {
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hex: IVec3::new(x, z, -x - z),
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};
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}
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pub fn from_hex(hex: IVec2) -> Self {
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return HexCoord {
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hex: IVec3::new(hex.x, hex.y, -hex.x - hex.y),
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};
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}
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}
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pub fn from_grid_pos(x: usize, z: usize) -> Self {
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pub fn from_grid_pos(x: usize, z: usize) -> Self {
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return HexCoord::new(x as i32, z as i32);
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return HexCoord::new(x as i32 - (z as i32 / 2), z as i32);
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}
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}
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pub fn from_offset(offset_pos: IVec2) -> Self {
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pub fn from_offset(offset_pos: IVec2) -> Self {
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return HexCoord {
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return HexCoord {
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@@ -77,11 +87,12 @@ impl HexCoord {
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}
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}
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pub fn is_in_bounds(&self, map_height: usize, map_width: usize) -> bool {
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pub fn is_in_bounds(&self, map_height: usize, map_width: usize) -> bool {
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if self.hex.x < 0 || self.hex.y < 0 {
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let off = self.to_offset();
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if off.x < 0 || off.y < 0 {
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return false;
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return false;
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}
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}
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if self.hex.x >= map_width as i32 || self.hex.y >= map_height as i32 {
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if off.x >= map_width as i32 || off.y >= map_height as i32 {
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return false;
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return false;
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}
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}
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@@ -89,33 +100,36 @@ impl HexCoord {
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}
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}
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pub fn to_chunk_pos(&self) -> IVec2 {
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pub fn to_chunk_pos(&self) -> IVec2 {
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let off = self.to_offset();
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return IVec2 {
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return IVec2 {
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x: (self.hex.x as f32 / Chunk::SIZE as f32).floor() as i32,
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x: (off.x as f32 / Chunk::SIZE as f32).floor() as i32,
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y: (self.hex.y as f32 / Chunk::SIZE as f32).floor() as i32,
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y: (off.y as f32 / Chunk::SIZE as f32).floor() as i32,
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};
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};
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}
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}
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pub fn to_chunk(&self) -> HexCoord {
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pub fn to_chunk(&self) -> HexCoord {
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let c_pos = self.to_chunk_pos();
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let c_pos = self.to_chunk_pos();
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let off = self.to_offset();
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return HexCoord::from_offset(
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return HexCoord::from_offset(
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(
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(
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self.hex.x - (c_pos.x * Chunk::SIZE as i32),
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off.x - (c_pos.x * Chunk::SIZE as i32),
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self.hex.y - (c_pos.y * Chunk::SIZE as i32),
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off.y - (c_pos.y * Chunk::SIZE as i32),
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)
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)
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.into(),
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.into(),
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);
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);
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}
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}
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pub fn to_world(&self, height: f32) -> Vec3 {
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pub fn to_world(&self, height: f32) -> Vec3 {
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return offset_to_world(self.hex.xy(), height);
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return offset_to_world(self.to_offset(), height);
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}
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}
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pub fn to_offset(&self) -> IVec2 {
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pub fn to_offset(&self) -> IVec2 {
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return self.hex.xy();
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return IVec2::new(self.hex.x + (self.hex.y / 2), self.hex.y);
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}
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}
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pub fn to_index(&self, width: usize) -> i32 {
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pub fn to_index(&self, width: usize) -> i32 {
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return self.hex.x + self.hex.y * width as i32 + self.hex.y / 2;
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return (self.hex.x + self.hex.y * width as i32) + (self.hex.y / 2);
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}
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}
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pub fn to_chunk_index(&self, width: usize) -> i32 {
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pub fn to_chunk_index(&self, width: usize) -> i32 {
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let pos = self.to_chunk_pos();
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let pos = self.to_chunk_pos();
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@@ -150,7 +164,7 @@ impl HexCoord {
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pc = Self::slide_left(pc);
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pc = Self::slide_left(pc);
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}
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}
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}
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}
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return HexCoord::from_offset(pc.xy() + center.hex.xy());
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return HexCoord::from_hex(pc.xy() + center.hex.xy());
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}
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}
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fn slide_left(hex: IVec3) -> IVec3 {
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fn slide_left(hex: IVec3) -> IVec3 {
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@@ -163,12 +177,12 @@ impl HexCoord {
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pub fn scale(&self, dir: i32, radius: usize) -> HexCoord {
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pub fn scale(&self, dir: i32, radius: usize) -> HexCoord {
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let s = Self::DIRECTIONS[(dir % 6) as usize] * radius as i32;
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let s = Self::DIRECTIONS[(dir % 6) as usize] * radius as i32;
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return Self::from_offset(self.hex.xy() + s.xy());
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return Self::from_hex(self.hex.xy() + s.xy());
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}
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}
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pub fn get_neighbor(&self, dir: usize) -> HexCoord {
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pub fn get_neighbor(&self, dir: usize) -> HexCoord {
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let d = Self::DIRECTIONS[dir % 6];
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let d = Self::DIRECTIONS[dir % 6];
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return Self::from_offset(self.hex.xy() + d.xy());
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return Self::from_hex(self.hex.xy() + d.xy());
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}
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}
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pub fn get_neighbors(&self) -> [HexCoord; 6] {
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pub fn get_neighbors(&self) -> [HexCoord; 6] {
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@@ -21,7 +21,7 @@ pub mod prelude {
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pub first_layer_mask: bool,
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pub first_layer_mask: bool,
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}
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}
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pub struct Chunk {
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pub struct Chunk {
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pub points: Vec<f32>,
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pub points: [f32; Chunk::SIZE * Chunk::SIZE],
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pub chunk_offset: IVec2,
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pub chunk_offset: IVec2,
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}
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}
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@@ -39,16 +39,18 @@ pub mod prelude {
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impl Map {
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impl Map {
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pub fn get_neighbors(&self, pos: &HexCoord) -> [Option<f32>; 6] {
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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 mut results: [Option<f32>; 6] = [None; 6];
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let w = self.width * Chunk::SIZE;
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let h = self.height * Chunk::SIZE;
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let n_tiles = pos.get_neighbors();
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let n_tiles = pos.get_neighbors();
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for i in 0..6 {
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for i in 0..6 {
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let n_tile = n_tiles[i];
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let n_tile = n_tiles[i];
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if !n_tile.is_in_bounds(self.height, self.width) {
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if !n_tile.is_in_bounds(h, w) {
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continue;
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continue;
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}
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}
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let c_idx = n_tile.to_chunk_index(self.width);
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let c_idx = n_tile.to_chunk_index(self.width);
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let chunk = &self.chunks[c_idx as usize];
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let chunk = &self.chunks[c_idx as usize];
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let local = n_tile.to_chunk_local_index();
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let local = n_tile.to_chunk_local_index();
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results[i] = (Some(chunk.points[local as usize]));
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results[i] = Some(chunk.points[local as usize]);
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}
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}
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return results;
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return results;
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}
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}
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@@ -21,30 +21,21 @@ const HEX_CORNERS: [Vec3; 6] = [
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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: &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 verts = Vec::with_capacity(vertex_count);
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let mut uvs = 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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let mut indices = Vec::with_capacity(vertex_count);
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for z in 0..Chunk::SIZE {
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for z in 0..Chunk::SIZE {
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for x 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[x + z * Chunk::SIZE];
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let height = chunk.points[coord.to_index(Chunk::SIZE) as usize];
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let off_pos = Vec3::new(x as f32, height, z as f32);
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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 tile_pos = offset3d_to_world(off_pos);
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let n = map.get_neighbors(&HexCoord::from_offset(
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let coord = HexCoord::from_offset(
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coord.to_offset() + chunk.chunk_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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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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);
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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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}
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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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)
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.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, verts)
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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_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_inserted_indices(Indices::U32(indices))
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.with_duplicated_vertices()
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.with_duplicated_vertices()
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.with_computed_flat_normals();
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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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neighbors: &[Option<f32>; 6],
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verts: &mut Vec<Vec3>,
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verts: &mut Vec<Vec3>,
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uvs: &mut Vec<Vec2>,
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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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indices: &mut Vec<u32>,
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texture_index: u32,
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texture_index: u32,
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) {
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) {
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let idx = verts.len() as u32;
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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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uvs.push(pos.xz());
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verts.push(pos);
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verts.push(pos);
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for i in 0..6 {
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for i in 0..6 {
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let p = pos + HEX_CORNERS[i];
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let p = pos + HEX_CORNERS[i];
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verts.push(p);
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verts.push(p);
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uvs.push(p.xz());
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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);
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indices.push(idx + 1 + i as u32);
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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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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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let cur_n = neighbors[i];
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match cur_n {
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match cur_n {
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Some(n_height) => {
|
Some(n_height) => {
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if true {
|
if n_height < pos.y {
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create_tile_wall(
|
create_tile_wall(pos, i, n_height, verts, uvs, indices, texture_index);
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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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}
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}
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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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height: f32,
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verts: &mut Vec<Vec3>,
|
verts: &mut Vec<Vec3>,
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uvs: &mut Vec<Vec2>,
|
uvs: &mut Vec<Vec2>,
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normals: &mut Vec<Vec3>,
|
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indices: &mut Vec<u32>,
|
indices: &mut Vec<u32>,
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_texture_index: 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) % 6] + pos;
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let p1 = HEX_CORNERS[(dir + 1) % 6] + pos;
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let p2 = HEX_CORNERS[(dir + 1) % 6] + pos;
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let p2 = HEX_CORNERS[(dir + 2) % 6] + pos;
|
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let p3 = Vec3::new(p1.x, height, p1.z);
|
let p3 = Vec3::new(p1.x, height, p1.z);
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let p4 = Vec3::new(p2.x, height, p2.z);
|
let p4 = Vec3::new(p2.x, height, p2.z);
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|
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let normal = Vec3::Y;
|
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|
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let idx = verts.len() as u32;
|
let idx = verts.len() as u32;
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|
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verts.push(p1);
|
verts.push(p1);
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@@ -133,11 +106,6 @@ fn create_tile_wall(
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verts.push(p3);
|
verts.push(p3);
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verts.push(p4);
|
verts.push(p4);
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|
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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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||||||
|
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indices.push(idx);
|
indices.push(idx);
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indices.push(idx + 2);
|
indices.push(idx + 2);
|
||||||
indices.push(idx + 1);
|
indices.push(idx + 1);
|
||||||
|
|||||||
@@ -83,7 +83,6 @@ fn update_camera_mouse(
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
let mut transform = cam_query.single_mut();
|
let mut transform = cam_query.single_mut();
|
||||||
let window_scale = window.height().min(window.width());
|
|
||||||
|
|
||||||
for ev in mouse_move.read() {
|
for ev in mouse_move.read() {
|
||||||
let (mut yaw, mut pitch, _) = transform.rotation.to_euler(EulerRot::YXZ);
|
let (mut yaw, mut pitch, _) = transform.rotation.to_euler(EulerRot::YXZ);
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
use bevy::{pbr::wireframe::WireframePlugin, prelude::*};
|
use bevy::prelude::*;
|
||||||
use bevy_inspector_egui::quick::WorldInspectorPlugin;
|
use bevy_inspector_egui::quick::WorldInspectorPlugin;
|
||||||
mod phos;
|
mod phos;
|
||||||
use phos::PhosGamePlugin;
|
use phos::PhosGamePlugin;
|
||||||
|
|||||||
@@ -1,12 +1,9 @@
|
|||||||
use bevy::asset::io::memory::Value::Vec;
|
|
||||||
use bevy::pbr::wireframe::{WireframeConfig, WireframePlugin};
|
|
||||||
use bevy::{pbr::CascadeShadowConfig, prelude::*};
|
use bevy::{pbr::CascadeShadowConfig, prelude::*};
|
||||||
use camera_system::PhosCameraPlugin;
|
use camera_system::PhosCameraPlugin;
|
||||||
use iyes_perf_ui::prelude::*;
|
use iyes_perf_ui::prelude::*;
|
||||||
use world_generation::hex_utils::{offset_to_world, HexCoord};
|
use world_generation::hex_utils::{offset_to_world, HexCoord};
|
||||||
use world_generation::{
|
use world_generation::{
|
||||||
heightmap::generate_heightmap, hex_utils::offset3d_to_world,
|
heightmap::generate_heightmap, mesh_generator::generate_chunk_mesh, prelude::*,
|
||||||
mesh_generator::generate_chunk_mesh, prelude::*,
|
|
||||||
};
|
};
|
||||||
|
|
||||||
pub struct PhosGamePlugin;
|
pub struct PhosGamePlugin;
|
||||||
@@ -15,17 +12,11 @@ impl Plugin for PhosGamePlugin {
|
|||||||
fn build(&self, app: &mut App) {
|
fn build(&self, app: &mut App) {
|
||||||
app.add_plugins(PhosCameraPlugin);
|
app.add_plugins(PhosCameraPlugin);
|
||||||
app.add_systems(Startup, init_game)
|
app.add_systems(Startup, init_game)
|
||||||
.add_systems(Startup, create_map)
|
.add_systems(Startup, create_map);
|
||||||
.add_systems(Update, draw_gizmos);
|
|
||||||
app.add_plugins(bevy::diagnostic::FrameTimeDiagnosticsPlugin)
|
app.add_plugins(bevy::diagnostic::FrameTimeDiagnosticsPlugin)
|
||||||
.add_plugins(bevy::diagnostic::EntityCountDiagnosticsPlugin)
|
.add_plugins(bevy::diagnostic::EntityCountDiagnosticsPlugin)
|
||||||
.add_plugins(bevy::diagnostic::SystemInformationDiagnosticsPlugin)
|
.add_plugins(bevy::diagnostic::SystemInformationDiagnosticsPlugin)
|
||||||
.add_plugins(PerfUiPlugin);
|
.add_plugins(PerfUiPlugin);
|
||||||
app.add_plugins(WireframePlugin);
|
|
||||||
// app.insert_resource(WireframeConfig {
|
|
||||||
// global: true,
|
|
||||||
// default_color: Color::CYAN,
|
|
||||||
// });
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -33,7 +24,9 @@ fn init_game(mut commands: Commands) {
|
|||||||
commands.spawn((
|
commands.spawn((
|
||||||
PerfUiRoot::default(),
|
PerfUiRoot::default(),
|
||||||
PerfUiEntryFPS::default(),
|
PerfUiEntryFPS::default(),
|
||||||
PerfUiEntryClock::default(),
|
PerfUiEntryFPSWorst::default(),
|
||||||
|
PerfUiEntryFrameTime::default(),
|
||||||
|
PerfUiEntryFrameTimeWorst::default(),
|
||||||
));
|
));
|
||||||
|
|
||||||
commands.spawn(DirectionalLightBundle {
|
commands.spawn(DirectionalLightBundle {
|
||||||
@@ -42,7 +35,7 @@ fn init_game(mut commands: Commands) {
|
|||||||
..default()
|
..default()
|
||||||
},
|
},
|
||||||
cascade_shadow_config: CascadeShadowConfig {
|
cascade_shadow_config: CascadeShadowConfig {
|
||||||
bounds: vec![500., 1000., 5000., 10000.],
|
bounds: vec![500., 1000., 2000., 5000.],
|
||||||
..default()
|
..default()
|
||||||
},
|
},
|
||||||
transform: Transform::from_xyz(500., 160.0, 500.).looking_at(Vec3::ZERO, Vec3::Y),
|
transform: Transform::from_xyz(500., 160.0, 500.).looking_at(Vec3::ZERO, Vec3::Y),
|
||||||
@@ -55,8 +48,8 @@ fn draw_gizmos(mut gizmos: Gizmos, hm: Res<Map>) {
|
|||||||
gizmos.arrow(Vec3::ZERO, Vec3::Z * 1.5, Color::BLUE);
|
gizmos.arrow(Vec3::ZERO, Vec3::Z * 1.5, Color::BLUE);
|
||||||
gizmos.arrow(Vec3::ZERO, Vec3::X * 1.5, Color::RED);
|
gizmos.arrow(Vec3::ZERO, Vec3::X * 1.5, Color::RED);
|
||||||
|
|
||||||
let ch = &hm.chunks[0];
|
let coord = HexCoord::from_grid_pos(64, 14);
|
||||||
let coord = HexCoord::new(16, 16);
|
let ch = &hm.chunks[coord.to_chunk_index(hm.width) as usize];
|
||||||
let h = ch.points[coord.to_chunk_local_index() as usize];
|
let h = ch.points[coord.to_chunk_local_index() as usize];
|
||||||
gizmos.ray(coord.to_world(h), Vec3::Y, Color::RED);
|
gizmos.ray(coord.to_world(h), Vec3::Y, Color::RED);
|
||||||
gizmos.ray(coord.to_world(h), Vec3::Z * 1.5, Color::BLUE);
|
gizmos.ray(coord.to_world(h), Vec3::Z * 1.5, Color::BLUE);
|
||||||
@@ -65,10 +58,18 @@ fn draw_gizmos(mut gizmos: Gizmos, hm: Res<Map>) {
|
|||||||
// let h = ch.points[t.to_chunk_local_index() as usize];
|
// let h = ch.points[t.to_chunk_local_index() as usize];
|
||||||
// gizmos.ray(t.to_world(h), Vec3::Y * 1., Color::PINK);
|
// gizmos.ray(t.to_world(h), Vec3::Y * 1., Color::PINK);
|
||||||
let n = coord.get_neighbors();
|
let n = coord.get_neighbors();
|
||||||
|
let nh = hm.get_neighbors(&coord);
|
||||||
for i in 0..6 {
|
for i in 0..6 {
|
||||||
let t = n[i];
|
let t = n[i];
|
||||||
let h = ch.points[t.to_chunk_local_index() as usize];
|
let h = nh[i];
|
||||||
gizmos.ray(t.to_world(h), Vec3::Y * (i + 1) as f32, Color::CYAN);
|
if h.is_none() {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
gizmos.ray(
|
||||||
|
t.to_world(h.unwrap()),
|
||||||
|
Vec3::Y * (i + 1) as f32,
|
||||||
|
Color::CYAN,
|
||||||
|
);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -78,8 +79,8 @@ fn create_map(
|
|||||||
mut meshes: ResMut<Assets<Mesh>>,
|
mut meshes: ResMut<Assets<Mesh>>,
|
||||||
) {
|
) {
|
||||||
let heightmap = generate_heightmap(
|
let heightmap = generate_heightmap(
|
||||||
1,
|
32,
|
||||||
1,
|
32,
|
||||||
&GenerationConfig {
|
&GenerationConfig {
|
||||||
layers: vec![
|
layers: vec![
|
||||||
GeneratorLayer {
|
GeneratorLayer {
|
||||||
|
|||||||
Reference in New Issue
Block a user