chunk rebuilder system
refactoring
This commit is contained in:
90
game/main/src/map_rendering/chunk_rebuild.rs
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90
game/main/src/map_rendering/chunk_rebuild.rs
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@@ -0,0 +1,90 @@
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use bevy::prelude::*;
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use bevy_rapier3d::geometry::{Collider, TriMeshFlags};
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use rayon::iter::{IntoParallelRefIterator, ParallelIterator};
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use world_generation::{
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biome_painter::BiomePainterAsset,
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chunk_colliders::generate_chunk_collider,
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hex_utils::{self, offset_to_world, SHORT_DIAGONAL},
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mesh_generator::generate_chunk_mesh,
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prelude::{Chunk, Map},
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tile_manager::TileAsset,
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tile_mapper::TileMapperAsset,
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};
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use crate::{
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prelude::{ChunkAtlas, PhosChunk, PhosChunkRegistry},
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utlis::render_distance_system::RenderDistanceVisibility,
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};
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use super::prelude::CurrentBiomePainter;
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pub struct ChunkRebuildPlugin;
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impl Plugin for ChunkRebuildPlugin {
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fn build(&self, app: &mut App) {
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app.insert_resource(ChunkRebuildQueue::default());
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app.add_systems(PostUpdate, chunk_rebuilder);
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}
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}
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#[derive(Resource, Default)]
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pub struct ChunkRebuildQueue {
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pub queue: Vec<usize>,
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}
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fn chunk_rebuilder(
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mut commands: Commands,
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mut queue: ResMut<ChunkRebuildQueue>,
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mut chunks: ResMut<PhosChunkRegistry>,
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atlas: Res<ChunkAtlas>,
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heightmap: Res<Map>,
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tile_assets: Res<Assets<TileAsset>>,
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tile_mappers: Res<Assets<TileMapperAsset>>,
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mut meshes: ResMut<Assets<Mesh>>,
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biome_painters: Res<Assets<BiomePainterAsset>>,
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painter: Res<CurrentBiomePainter>,
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) {
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for chunk_index in &queue.queue {
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let chunk = chunks.chunks[*chunk_index];
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commands.entity(chunk).despawn();
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}
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let b_painter = biome_painters.get(painter.handle.clone());
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let cur_painter = b_painter.unwrap();
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let chunk_meshes: Vec<_> = queue
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.queue
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.par_iter()
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.map(|idx| {
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let chunk = &heightmap.chunks[*idx];
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let mesh = generate_chunk_mesh(chunk, &heightmap, cur_painter, &tile_assets, &tile_mappers);
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let collision = generate_chunk_collider(chunk, &heightmap);
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return (
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mesh,
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collision,
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offset_to_world(chunk.chunk_offset * Chunk::SIZE as i32, 0.),
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hex_utils::offset_to_index(chunk.chunk_offset, heightmap.width),
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);
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})
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.collect();
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for (mesh, (col_verts, col_indicies), pos, index) in chunk_meshes {
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let chunk = commands.spawn((
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MaterialMeshBundle {
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mesh: meshes.add(mesh),
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material: atlas.chunk_material_handle.clone(),
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transform: Transform::from_translation(pos),
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..default()
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},
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PhosChunk::new(index),
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RenderDistanceVisibility::default().with_offset(Vec3::new(
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(Chunk::SIZE / 2) as f32 * SHORT_DIAGONAL,
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0.,
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(Chunk::SIZE / 2) as f32 * 1.5,
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)),
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Collider::trimesh_with_flags(col_verts, col_indicies, TriMeshFlags::MERGE_DUPLICATE_VERTICES),
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));
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chunks.chunks[index] = chunk.id();
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}
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queue.queue.clear();
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}
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276
game/main/src/map_rendering/map_init.rs
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276
game/main/src/map_rendering/map_init.rs
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@@ -0,0 +1,276 @@
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use bevy::{asset::LoadState, log::tracing_subscriber::registry, pbr::ExtendedMaterial, prelude::*};
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use bevy_inspector_egui::quick::ResourceInspectorPlugin;
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use bevy_rapier3d::geometry::{Collider, TriMeshFlags};
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use rayon::iter::{IntoParallelRefIterator, ParallelIterator};
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use world_generation::{
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biome_painter::*,
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chunk_colliders::generate_chunk_collider,
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heightmap::generate_heightmap,
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hex_utils::{self, offset_to_world, SHORT_DIAGONAL},
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mesh_generator::generate_chunk_mesh,
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prelude::*,
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tile_manager::*,
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tile_mapper::*,
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};
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use crate::{
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camera_system::components::*,
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prelude::{ChunkAtlas, PhosChunk, PhosChunkRegistry, PhosMap},
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shader_extensions::chunk_material::ChunkMaterial,
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utlis::render_distance_system::RenderDistanceVisibility,
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};
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use super::prelude::CurrentBiomePainter;
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pub struct MapInitPlugin;
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impl Plugin for MapInitPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins((
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ResourceInspectorPlugin::<PhosMap>::default(),
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ResourceInspectorPlugin::<GenerationConfig>::default(),
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));
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app.add_systems(Startup, (load_textures, load_tiles));
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app.add_systems(PostStartup, create_map);
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app.add_systems(Update, finalize_texture);
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app.add_systems(PostUpdate, (despawn_map, spawn_map).chain());
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app.insert_resource(TileManager::default());
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app.insert_resource(PhosMap::default());
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}
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}
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fn load_textures(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut standard_materials: ResMut<Assets<StandardMaterial>>,
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) {
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let main_tex = asset_server.load("textures/world/stack.png");
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let water_material = standard_materials.add(StandardMaterial {
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base_color: Color::AQUAMARINE.with_a(0.5),
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alpha_mode: AlphaMode::Blend,
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..default()
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});
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commands.insert_resource(ChunkAtlas {
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handle: main_tex.clone(),
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is_loaded: false,
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chunk_material_handle: Handle::default(),
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water_material: water_material,
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});
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}
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fn load_tiles(mut commands: Commands, asset_server: Res<AssetServer>) {
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let handle: Handle<BiomePainterAsset> = asset_server.load("biome_painters/terra.biomes.json");
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commands.insert_resource(CurrentBiomePainter { handle });
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}
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fn finalize_texture(
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asset_server: Res<AssetServer>,
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mut atlas: ResMut<ChunkAtlas>,
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mut map: ResMut<PhosMap>,
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mut images: ResMut<Assets<Image>>,
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painter: Res<CurrentBiomePainter>,
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painter_load: Res<BiomePainterLoadState>,
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tile_load: Res<TileAssetLoadState>,
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mut chunk_materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, ChunkMaterial>>>,
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mapper_load: Res<TileMapperLoadState>,
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) {
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if atlas.is_loaded {
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return;
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}
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if !painter_load.is_all_loaded() || !tile_load.is_all_loaded() || !mapper_load.is_all_loaded() {
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return;
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}
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if asset_server.load_state(atlas.handle.clone()) != LoadState::Loaded {
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return;
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}
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if asset_server.load_state(painter.handle.clone()) != LoadState::Loaded {
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return;
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}
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let image = images.get_mut(&atlas.handle).unwrap();
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let array_layers = 14;
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image.reinterpret_stacked_2d_as_array(array_layers);
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atlas.is_loaded = true;
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let chunk_material = chunk_materials.add(ExtendedMaterial {
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base: StandardMaterial::default(),
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extension: ChunkMaterial {
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array_texture: atlas.handle.clone(),
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},
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});
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atlas.chunk_material_handle = chunk_material;
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map.ready = true;
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map.regenerate = true;
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}
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fn create_map(mut commands: Commands, mut cam: Query<(&mut Transform, Entity), With<PhosCamera>>) {
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let config = GenerationConfig {
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layers: vec![
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GeneratorLayer {
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base_roughness: 2.14,
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roughness: 0.87,
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strength: 8.3,
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min_value: -0.2,
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persistence: 0.77,
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is_rigid: false,
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weight: 0.,
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weight_multi: 0.,
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layers: 4,
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first_layer_mask: false,
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},
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GeneratorLayer {
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base_roughness: 2.85,
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roughness: 2.,
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strength: -0.23,
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min_value: -0.,
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persistence: 1.,
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is_rigid: false,
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weight: 0.,
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weight_multi: 0.,
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layers: 4,
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first_layer_mask: false,
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},
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GeneratorLayer {
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base_roughness: 2.6,
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roughness: 4.,
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strength: 3.1,
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min_value: 0.,
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persistence: 1.57,
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is_rigid: true,
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weight: 1.,
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weight_multi: 0.35,
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layers: 4,
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first_layer_mask: true,
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},
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GeneratorLayer {
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base_roughness: 3.87,
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roughness: 5.8,
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strength: -1.,
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min_value: 0.,
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persistence: 0.,
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is_rigid: true,
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weight: 1.,
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weight_multi: 4.57,
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layers: 3,
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first_layer_mask: true,
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},
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GeneratorLayer {
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base_roughness: 3.87,
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roughness: 5.8,
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strength: -1.5,
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min_value: 0.,
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persistence: 0.3,
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is_rigid: true,
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weight: 1.,
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weight_multi: 4.57,
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layers: 3,
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first_layer_mask: false,
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},
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],
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noise_scale: 450.,
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sea_level: 8.5,
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border_size: 64.,
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size: UVec2::splat(1024 / Chunk::SIZE as u32),
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// size: UVec2::splat(1),
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};
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let heightmap = generate_heightmap(&config, 4);
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let (mut cam_t, cam_entity) = cam.single_mut();
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cam_t.translation = heightmap.get_center();
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commands.entity(cam_entity).insert(CameraBounds::from_size(config.size));
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commands.insert_resource(heightmap);
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commands.insert_resource(config);
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}
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fn spawn_map(
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heightmap: Res<Map>,
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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atlas: Res<ChunkAtlas>,
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mut map: ResMut<PhosMap>,
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tile_assets: Res<Assets<TileAsset>>,
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tile_mappers: Res<Assets<TileMapperAsset>>,
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biome_painters: Res<Assets<BiomePainterAsset>>,
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painter: Res<CurrentBiomePainter>,
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) {
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if !map.ready || !map.regenerate {
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return;
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}
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let b_painter = biome_painters.get(painter.handle.clone());
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map.regenerate = false;
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let cur_painter = b_painter.unwrap();
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let chunk_meshes: Vec<_> = heightmap
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.chunks
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.par_iter()
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.map(|chunk: &Chunk| {
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let mesh = generate_chunk_mesh(chunk, &heightmap, cur_painter, &tile_assets, &tile_mappers);
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let collision = generate_chunk_collider(chunk, &heightmap);
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return (
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mesh,
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collision,
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offset_to_world(chunk.chunk_offset * Chunk::SIZE as i32, 0.),
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hex_utils::offset_to_index(chunk.chunk_offset, heightmap.width),
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);
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})
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.collect();
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let mut registry = PhosChunkRegistry::new(chunk_meshes.len());
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for (mesh, (col_verts, col_indicies), pos, index) in chunk_meshes {
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let chunk = commands.spawn((
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MaterialMeshBundle {
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mesh: meshes.add(mesh),
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material: atlas.chunk_material_handle.clone(),
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transform: Transform::from_translation(pos),
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..default()
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},
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PhosChunk::new(index),
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RenderDistanceVisibility::default().with_offset(Vec3::new(
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(Chunk::SIZE / 2) as f32 * SHORT_DIAGONAL,
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0.,
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(Chunk::SIZE / 2) as f32 * 1.5,
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)),
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Collider::trimesh_with_flags(col_verts, col_indicies, TriMeshFlags::MERGE_DUPLICATE_VERTICES),
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));
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registry.chunks.push(chunk.id());
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}
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commands.spawn((PbrBundle {
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transform: Transform::from_translation(heightmap.get_center()),
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mesh: meshes.add(
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Plane3d::default()
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.mesh()
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.size(heightmap.get_world_width(), heightmap.get_world_height()),
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),
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material: atlas.water_material.clone(),
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..default()
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},));
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commands.insert_resource(registry);
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}
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fn despawn_map(
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mut commands: Commands,
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mut heightmap: ResMut<Map>,
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cfg: Res<GenerationConfig>,
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map: Res<PhosMap>,
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chunks: Query<Entity, With<PhosChunk>>,
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) {
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if !map.regenerate {
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return;
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}
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for chunk in chunks.iter() {
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commands.entity(chunk).despawn();
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}
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*heightmap = generate_heightmap(&cfg, 4);
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}
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4
game/main/src/map_rendering/mod.rs
Normal file
4
game/main/src/map_rendering/mod.rs
Normal file
@@ -0,0 +1,4 @@
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pub mod chunk_rebuild;
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pub mod map_init;
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pub mod prelude;
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pub mod terraforming_test;
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7
game/main/src/map_rendering/prelude.rs
Normal file
7
game/main/src/map_rendering/prelude.rs
Normal file
@@ -0,0 +1,7 @@
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use bevy::prelude::*;
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use world_generation::biome_painter::BiomePainterAsset;
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#[derive(Resource)]
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pub struct CurrentBiomePainter {
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pub handle: Handle<BiomePainterAsset>,
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}
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37
game/main/src/map_rendering/terraforming_test.rs
Normal file
37
game/main/src/map_rendering/terraforming_test.rs
Normal file
@@ -0,0 +1,37 @@
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use bevy::prelude::*;
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use bevy_rapier3d::{pipeline::QueryFilter, plugin::RapierContext};
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use world_generation::{hex_utils::HexCoord, prelude::Map};
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use crate::camera_system::components::PhosCamera;
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use super::chunk_rebuild::ChunkRebuildQueue;
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pub struct TerraFormingTestPlugin;
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impl Plugin for TerraFormingTestPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Update, deform);
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}
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}
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fn deform(
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cam: Query<&Transform, With<PhosCamera>>,
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keyboard: Res<ButtonInput<KeyCode>>,
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rapier_context: Res<RapierContext>,
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mut heightmap: ResMut<Map>,
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mut rebuild: ResMut<ChunkRebuildQueue>,
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) {
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if !keyboard.pressed(KeyCode::KeyF) {
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return;
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}
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let cam_transform = cam.single();
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let fwd: Vec3 = cam_transform.forward().into();
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let collision = rapier_context.cast_ray(cam_transform.translation, fwd, 100., true, QueryFilter::only_fixed());
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if let Some((entity, dist)) = collision {
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let contact_point = cam_transform.translation + (fwd * dist);
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let contact_coord = HexCoord::from_world_pos(contact_point);
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}
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}
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Reference in New Issue
Block a user