simplify meshing
generate collision mesh add physics
This commit is contained in:
@@ -2,15 +2,51 @@ pub mod biome_painter;
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pub mod heightmap;
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pub mod hex_utils;
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pub mod mesh_generator;
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pub mod packed_mesh_generator;
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pub mod tile_manager;
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pub mod tile_mapper;
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pub mod prelude {
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use crate::hex_utils::HexCoord;
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use bevy::math::{IVec2, UVec2};
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use crate::hex_utils::{HexCoord, INNER_RADIUS, OUTER_RADIUS};
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use bevy::math::{IVec2, UVec2, Vec2, Vec3};
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use bevy::prelude::Resource;
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use bevy::render::mesh::MeshVertexAttribute;
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use bevy::render::render_resource::VertexFormat;
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pub const TEX_MULTI: Vec2 = Vec2::new(1000., 1.);
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pub const HEX_CORNERS: [Vec3; 6] = [
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Vec3::new(0., 0., OUTER_RADIUS),
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Vec3::new(INNER_RADIUS, 0., 0.5 * OUTER_RADIUS),
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Vec3::new(INNER_RADIUS, 0., -0.5 * OUTER_RADIUS),
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Vec3::new(0., 0., -OUTER_RADIUS),
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Vec3::new(-INNER_RADIUS, 0., -0.5 * OUTER_RADIUS),
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Vec3::new(-INNER_RADIUS, 0., 0.5 * OUTER_RADIUS),
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];
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pub const HEX_NORMALS: [Vec3; 6] = [
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Vec3::new(
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INNER_RADIUS / 2.,
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0.,
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(OUTER_RADIUS + 0.5 * OUTER_RADIUS) / 2.,
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),
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Vec3::Z,
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Vec3::new(
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INNER_RADIUS / -2.,
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0.,
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(OUTER_RADIUS + 0.5 * OUTER_RADIUS) / 2.,
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),
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Vec3::new(
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INNER_RADIUS / -2.,
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0.,
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(OUTER_RADIUS + 0.5 * OUTER_RADIUS) / -2.,
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),
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Vec3::NEG_Z,
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Vec3::new(
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INNER_RADIUS / 2.,
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0.,
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(OUTER_RADIUS + 0.5 * OUTER_RADIUS) / -2.,
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),
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];
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pub struct GenerationConfig {
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pub noise_scale: f64,
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@@ -2,10 +2,7 @@ use crate::biome_painter::BiomePainterAsset;
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use crate::hex_utils::HexCoord;
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use crate::tile_manager::TileAsset;
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use crate::tile_mapper::TileMapperAsset;
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use crate::{
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hex_utils::{offset3d_to_world, INNER_RADIUS, OUTER_RADIUS},
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prelude::*,
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};
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use crate::{hex_utils::offset3d_to_world, prelude::*};
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use bevy::{
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prelude::*,
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render::{
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@@ -13,41 +10,79 @@ use bevy::{
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render_asset::RenderAssetUsages,
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},
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};
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use std::vec::Vec;
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const HEX_CORNERS: [Vec3; 6] = [
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Vec3::new(0., 0., OUTER_RADIUS),
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Vec3::new(INNER_RADIUS, 0., 0.5 * OUTER_RADIUS),
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Vec3::new(INNER_RADIUS, 0., -0.5 * OUTER_RADIUS),
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Vec3::new(0., 0., -OUTER_RADIUS),
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Vec3::new(-INNER_RADIUS, 0., -0.5 * OUTER_RADIUS),
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Vec3::new(-INNER_RADIUS, 0., 0.5 * OUTER_RADIUS),
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];
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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::SIZE * Chunk::SIZE * 6;
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let mut verts = 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 height = chunk.heights[x + z * Chunk::SIZE];
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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 neighbors = map.get_neighbors(&coord);
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let off_pos = Vec3::new(x as f32, height, z as f32);
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let tile_pos = offset3d_to_world(off_pos);
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create_tile_collider(tile_pos, &mut verts, &mut indices, &neighbors);
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}
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}
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return (verts, indices);
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}
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const HEX_NORMALS: [Vec3; 6] = [
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Vec3::new(
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INNER_RADIUS / 2.,
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0.,
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(OUTER_RADIUS + 0.5 * OUTER_RADIUS) / 2.,
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),
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Vec3::Z,
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Vec3::new(
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INNER_RADIUS / -2.,
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0.,
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(OUTER_RADIUS + 0.5 * OUTER_RADIUS) / 2.,
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),
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Vec3::new(
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INNER_RADIUS / -2.,
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0.,
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(OUTER_RADIUS + 0.5 * OUTER_RADIUS) / -2.,
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),
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Vec3::NEG_Z,
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Vec3::new(
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INNER_RADIUS / 2.,
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0.,
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(OUTER_RADIUS + 0.5 * OUTER_RADIUS) / -2.,
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),
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];
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fn create_tile_collider(
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pos: Vec3,
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verts: &mut Vec<Vec3>,
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indices: &mut Vec<[u32; 3]>,
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neighbors: &[Option<f32>; 6],
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) {
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let idx = verts.len() as u32;
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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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}
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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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for i in 0..neighbors.len() {
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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 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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i,
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verts,
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indices,
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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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}
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fn create_tile_wall_collider(
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idx: u32,
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pos: Vec3,
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dir: usize,
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verts: &mut Vec<Vec3>,
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indices: &mut Vec<[u32; 3]>,
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) {
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let idx2 = verts.len() as u32;
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verts.push(pos + HEX_CORNERS[dir]);
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verts.push(pos + HEX_CORNERS[(dir + 1) % 6]);
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indices.push([idx, idx + 1, idx2]);
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indices.push([idx, idx2 + 1, idx2]);
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}
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pub fn generate_chunk_mesh(
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chunk: &Chunk,
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@@ -102,132 +137,6 @@ pub fn generate_chunk_mesh(
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return mesh;
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}
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pub fn generate_packed_chunk_mesh(
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chunk: &Chunk,
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map: &Map,
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painter: &BiomePainterAsset,
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tiles: &Res<Assets<TileAsset>>,
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mappers: &Res<Assets<TileMapperAsset>>,
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) -> Mesh {
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let vertex_count: usize = Chunk::SIZE * Chunk::SIZE * 6;
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let mut packed_data = Vec::with_capacity(vertex_count);
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let mut indices = Vec::with_capacity(vertex_count);
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let mut heights = 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 height = chunk.heights[x + z * Chunk::SIZE];
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let moisture = chunk.moisture[x + z * Chunk::SIZE];
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let temperature = chunk.temperature[x + z * Chunk::SIZE];
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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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let biome = mappers.get(painter.sample_biome(moisture, temperature));
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let tile_handle = biome.unwrap().sample_tile(height);
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let tile = tiles.get(tile_handle).unwrap();
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create_packed_tile(
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UVec2::new(x as u32, z as u32),
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height,
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&n,
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&mut packed_data,
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&mut indices,
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&mut heights,
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tile.texture_id,
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tile.side_texture_id,
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);
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}
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}
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let mesh = Mesh::new(
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PrimitiveTopology::TriangleList,
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RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
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)
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.with_inserted_attribute(ATTRIBUTE_PACKED_VERTEX_DATA, packed_data)
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.with_inserted_attribute(ATTRIBUTE_VERTEX_HEIGHT, heights)
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.with_inserted_indices(Indices::U32(indices));
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return mesh;
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}
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const TEX_MULTI: Vec2 = Vec2::new(1000., 1.);
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fn create_packed_tile(
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offset: UVec2,
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height: f32,
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neighbors: &[Option<f32>; 6],
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packed_data: &mut Vec<u32>,
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indices: &mut Vec<u32>,
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heights: &mut Vec<f32>,
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texture_index: u32,
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side_texture_index: u32,
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) {
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let idx = packed_data.len() as u32;
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packed_data.push(pack_vertex_data(offset, 0, texture_index));
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heights.push(height);
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for i in 0..6 {
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packed_data.push(pack_vertex_data(offset, i + 1, texture_index));
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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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heights.push(height);
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}
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for i in 0..neighbors.len() {
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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 n_height < height {
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create_packed_tile_wall(
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offset,
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height,
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n_height,
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i,
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packed_data,
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indices,
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heights,
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side_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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}
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fn create_packed_tile_wall(
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offset: UVec2,
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height_top: f32,
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height_bottom: f32,
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side: usize,
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packed_data: &mut Vec<u32>,
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indices: &mut Vec<u32>,
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heights: &mut Vec<f32>,
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side_texture_index: u32,
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) {
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let idx = packed_data.len() as u32;
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let side_2 = ((side + 1) % 6) + 1;
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packed_data.push(pack_vertex_data(offset, side + 1, side_texture_index));
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packed_data.push(pack_vertex_data(offset, side_2, side_texture_index));
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packed_data.push(pack_vertex_data(offset, side + 1, side_texture_index));
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packed_data.push(pack_vertex_data(offset, side_2, side_texture_index));
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heights.push(height_top);
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heights.push(height_top);
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heights.push(height_bottom);
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heights.push(height_bottom);
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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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indices.push(idx + 1);
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indices.push(idx + 2);
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indices.push(idx + 3);
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}
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fn create_tile(
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pos: Vec3,
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neighbors: &[Option<f32>; 6],
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@@ -243,19 +152,22 @@ fn create_tile(
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let side_tex_off = Vec2::new(side_texture_index as f32, 0.);
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let idx = verts.len() as u32;
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uvs.push((uv_offset / TEX_MULTI) + tex_off);
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verts.push(pos);
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normals.push(Vec3::Y);
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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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let uv = (HEX_CORNERS[i].xz() / 2.) + uv_offset;
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uvs.push((uv / TEX_MULTI) + tex_off);
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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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normals.push(Vec3::Y);
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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);
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indices.push(((off + 1) % 6) + idx);
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indices.push(((off + 2) % 6) + idx);
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}
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indices.push(idx);
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indices.push(idx + 2);
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indices.push(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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@@ -311,15 +223,3 @@ fn create_tile_wall(
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uvs.push((Vec2::new(0., pos.y - height) / TEX_MULTI) + tex_off);
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uvs.push((Vec2::new(1., pos.y - height) / TEX_MULTI) + tex_off);
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}
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fn pack_vertex_data(offset: UVec2, vert: usize, tex: u32) -> u32 {
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//6 + 6 bits offset
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//4 bits vert
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//12 bits texture
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let mut data = offset.x;
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data += (offset.y) << 6;
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data += (vert as u32) << (6 + 6);
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data += tex << (6 + 6 + 4);
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return data;
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}
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148
engine/world_generation/src/packed_mesh_generator.rs
Normal file
148
engine/world_generation/src/packed_mesh_generator.rs
Normal file
@@ -0,0 +1,148 @@
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use crate::biome_painter::BiomePainterAsset;
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use crate::hex_utils::HexCoord;
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use crate::prelude::*;
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use crate::tile_manager::TileAsset;
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use crate::tile_mapper::TileMapperAsset;
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use bevy::{
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prelude::*,
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render::{
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mesh::{Indices, PrimitiveTopology},
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render_asset::RenderAssetUsages,
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},
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};
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pub fn generate_packed_chunk_mesh(
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chunk: &Chunk,
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map: &Map,
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painter: &BiomePainterAsset,
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tiles: &Res<Assets<TileAsset>>,
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mappers: &Res<Assets<TileMapperAsset>>,
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) -> Mesh {
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let vertex_count: usize = Chunk::SIZE * Chunk::SIZE * 6;
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let mut packed_data = Vec::with_capacity(vertex_count);
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let mut indices = Vec::with_capacity(vertex_count);
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let mut heights = 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 height = chunk.heights[x + z * Chunk::SIZE];
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let moisture = chunk.moisture[x + z * Chunk::SIZE];
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let temperature = chunk.temperature[x + z * Chunk::SIZE];
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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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let biome = mappers.get(painter.sample_biome(moisture, temperature));
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let tile_handle = biome.unwrap().sample_tile(height);
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let tile = tiles.get(tile_handle).unwrap();
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create_packed_tile(
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UVec2::new(x as u32, z as u32),
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height,
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&n,
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&mut packed_data,
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&mut indices,
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&mut heights,
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tile.texture_id,
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tile.side_texture_id,
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);
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}
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}
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let mesh = Mesh::new(
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PrimitiveTopology::TriangleList,
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RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
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)
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.with_inserted_attribute(ATTRIBUTE_PACKED_VERTEX_DATA, packed_data)
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.with_inserted_attribute(ATTRIBUTE_VERTEX_HEIGHT, heights)
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.with_inserted_indices(Indices::U32(indices));
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return mesh;
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}
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fn create_packed_tile(
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offset: UVec2,
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height: f32,
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neighbors: &[Option<f32>; 6],
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packed_data: &mut Vec<u32>,
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indices: &mut Vec<u32>,
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heights: &mut Vec<f32>,
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texture_index: u32,
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side_texture_index: u32,
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) {
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let idx = packed_data.len() as u32;
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packed_data.push(pack_vertex_data(offset, 0, texture_index));
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heights.push(height);
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for i in 0..6 {
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packed_data.push(pack_vertex_data(offset, i + 1, texture_index));
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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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heights.push(height);
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}
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for i in 0..neighbors.len() {
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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 n_height < height {
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create_packed_tile_wall(
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offset,
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height,
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n_height,
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i,
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packed_data,
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indices,
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heights,
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side_texture_index,
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);
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}
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}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn create_packed_tile_wall(
|
||||
offset: UVec2,
|
||||
height_top: f32,
|
||||
height_bottom: f32,
|
||||
side: usize,
|
||||
packed_data: &mut Vec<u32>,
|
||||
indices: &mut Vec<u32>,
|
||||
heights: &mut Vec<f32>,
|
||||
side_texture_index: u32,
|
||||
) {
|
||||
let idx = packed_data.len() as u32;
|
||||
|
||||
let side_2 = ((side + 1) % 6) + 1;
|
||||
packed_data.push(pack_vertex_data(offset, side + 1, side_texture_index));
|
||||
packed_data.push(pack_vertex_data(offset, side_2, side_texture_index));
|
||||
packed_data.push(pack_vertex_data(offset, side + 1, side_texture_index));
|
||||
packed_data.push(pack_vertex_data(offset, side_2, side_texture_index));
|
||||
|
||||
heights.push(height_top);
|
||||
heights.push(height_top);
|
||||
heights.push(height_bottom);
|
||||
heights.push(height_bottom);
|
||||
|
||||
indices.push(idx);
|
||||
indices.push(idx + 2);
|
||||
indices.push(idx + 1);
|
||||
|
||||
indices.push(idx + 1);
|
||||
indices.push(idx + 2);
|
||||
indices.push(idx + 3);
|
||||
}
|
||||
|
||||
fn pack_vertex_data(offset: UVec2, vert: usize, tex: u32) -> u32 {
|
||||
//6 + 6 bits offset
|
||||
//4 bits vert
|
||||
//12 bits texture
|
||||
let mut data = offset.x;
|
||||
data += (offset.y) << 6;
|
||||
data += (vert as u32) << (6 + 6);
|
||||
data += tex << (6 + 6 + 4);
|
||||
|
||||
return data;
|
||||
}
|
||||
@@ -1,3 +1,4 @@
|
||||
use bevy::pbr::wireframe::WireframePlugin;
|
||||
use bevy::prelude::*;
|
||||
use bevy::render::texture::{ImageAddressMode, ImageFilterMode, ImageSamplerDescriptor};
|
||||
use bevy::window::PresentMode;
|
||||
@@ -32,6 +33,7 @@ fn main() {
|
||||
},
|
||||
}),
|
||||
WorldInspectorPlugin::new(),
|
||||
WireframePlugin,
|
||||
PhosGamePlugin,
|
||||
))
|
||||
.run();
|
||||
|
||||
@@ -1,10 +1,15 @@
|
||||
use crate::prelude::*;
|
||||
use crate::shader_extensions::chunk_material::ChunkMaterial;
|
||||
use bevy::asset::LoadState;
|
||||
use bevy::pbr::ExtendedMaterial;
|
||||
use bevy::{pbr::CascadeShadowConfig, prelude::*};
|
||||
use bevy::pbr::{ExtendedMaterial, PbrPlugin};
|
||||
use bevy::{
|
||||
pbr::{wireframe::WireframeConfig, CascadeShadowConfig},
|
||||
prelude::*,
|
||||
};
|
||||
use bevy_rapier3d::dynamics::{RigidBody, Velocity};
|
||||
use bevy_rapier3d::geometry::{Collider, Restitution};
|
||||
use bevy_rapier3d::plugin::{NoUserData, RapierPhysicsPlugin};
|
||||
use bevy_rapier3d::render::RapierDebugRenderPlugin;
|
||||
use camera_system::prelude::PhosCamera;
|
||||
use camera_system::PhosCameraPlugin;
|
||||
use iyes_perf_ui::prelude::*;
|
||||
use rayon::iter::{IntoParallelRefIterator, ParallelIterator};
|
||||
@@ -12,6 +17,7 @@ use world_generation::biome_painter::{
|
||||
BiomePainterAsset, BiomePainterLoadState, BiomePainterPlugin,
|
||||
};
|
||||
use world_generation::hex_utils::offset_to_world;
|
||||
use world_generation::mesh_generator::generate_chunk_collider;
|
||||
use world_generation::tile_manager::{TileAsset, TileAssetLoadState, TileAssetPlugin, TileManager};
|
||||
use world_generation::tile_mapper::{TileMapperAsset, TileMapperAssetPlugin, TileMapperLoadState};
|
||||
use world_generation::{
|
||||
@@ -32,7 +38,7 @@ impl Plugin for PhosGamePlugin {
|
||||
.add_systems(Startup, (load_textures, load_tiles, create_map).chain());
|
||||
|
||||
//Systems - Update
|
||||
app.add_systems(Update, (finalize_texture, spawn_map));
|
||||
app.add_systems(Update, (finalize_texture, spawn_map, spawn_sphere));
|
||||
|
||||
//Perf UI
|
||||
app.add_plugins(bevy::diagnostic::FrameTimeDiagnosticsPlugin)
|
||||
@@ -45,12 +51,17 @@ impl Plugin for PhosGamePlugin {
|
||||
app.add_plugins(TileMapperAssetPlugin);
|
||||
app.add_plugins(BiomePainterPlugin);
|
||||
//Physics
|
||||
app.add_plugins(RapierPhysicsPlugin::<NoUserData>::default())
|
||||
.add_plugins(RapierDebugRenderPlugin::default());
|
||||
app.add_plugins(RapierPhysicsPlugin::<NoUserData>::default());
|
||||
// .add_plugins(RapierDebugRenderPlugin::default());
|
||||
|
||||
app.insert_resource(WireframeConfig {
|
||||
global: false,
|
||||
default_color: Color::hex("FF0064").unwrap(),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
fn init_game(mut commands: Commands) {
|
||||
fn init_game(mut commands: Commands, mut materials: ResMut<Assets<StandardMaterial>>) {
|
||||
commands.spawn((
|
||||
PerfUiRoot::default(),
|
||||
PerfUiEntryFPS::default(),
|
||||
@@ -65,7 +76,7 @@ fn init_game(mut commands: Commands) {
|
||||
..default()
|
||||
},
|
||||
cascade_shadow_config: CascadeShadowConfig {
|
||||
bounds: vec![500., 1000., 2000., 5000.],
|
||||
bounds: vec![500., 1000., 1500., 2000.],
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_xyz(500., 260.0, 500.).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
@@ -74,6 +85,13 @@ fn init_game(mut commands: Commands) {
|
||||
|
||||
commands.insert_resource(PhosMap::default());
|
||||
commands.insert_resource(TileManager::default());
|
||||
|
||||
let sphere_mat = StandardMaterial {
|
||||
base_color: Color::CYAN,
|
||||
..default()
|
||||
};
|
||||
let handle = materials.add(sphere_mat);
|
||||
commands.insert_resource(SphereMat(handle));
|
||||
}
|
||||
|
||||
fn load_textures(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
@@ -221,14 +239,16 @@ fn spawn_map(
|
||||
.map(|chunk: &Chunk| {
|
||||
let mesh =
|
||||
generate_chunk_mesh(chunk, &heightmap, cur_painter, &tile_assets, &tile_mappers);
|
||||
let collision = generate_chunk_collider(chunk, &heightmap);
|
||||
return (
|
||||
mesh,
|
||||
collision,
|
||||
offset_to_world(chunk.chunk_offset * Chunk::SIZE as i32, 0.),
|
||||
);
|
||||
})
|
||||
.collect();
|
||||
|
||||
for (mesh, pos) in chunk_meshes {
|
||||
for (mesh, (col_verts, col_indicies), pos) in chunk_meshes {
|
||||
commands.spawn((
|
||||
MaterialMeshBundle {
|
||||
mesh: meshes.add(mesh),
|
||||
@@ -237,30 +257,36 @@ fn spawn_map(
|
||||
..default()
|
||||
},
|
||||
PhosChunk,
|
||||
Collider::trimesh(col_verts, col_indicies),
|
||||
));
|
||||
}
|
||||
|
||||
// for chunk in &heightmap.chunks {
|
||||
// let mesh = generate_chunk_mesh(
|
||||
// &chunk,
|
||||
// &heightmap,
|
||||
// b_painter.unwrap(),
|
||||
// &tile_assets,
|
||||
// &tile_mappers,
|
||||
// );
|
||||
// let pos = offset_to_world(chunk.chunk_offset * Chunk::SIZE as i32, 0.);
|
||||
// commands.spawn((
|
||||
// MaterialMeshBundle {
|
||||
// mesh: meshes.add(mesh),
|
||||
// material: chunk_material.clone(),
|
||||
// transform: Transform::from_translation(pos),
|
||||
// ..default()
|
||||
// },
|
||||
// PhosChunk::from_translation(pos),
|
||||
// ));
|
||||
// }
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
struct SphereMat(Handle<StandardMaterial>);
|
||||
|
||||
fn spawn_sphere(
|
||||
mut commands: Commands,
|
||||
cam: Query<&Transform, With<PhosCamera>>,
|
||||
keyboard_input: Res<ButtonInput<KeyCode>>,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mat: Res<SphereMat>,
|
||||
) {
|
||||
if keyboard_input.just_pressed(KeyCode::KeyF) {
|
||||
let cam_transform = cam.single();
|
||||
commands.spawn((
|
||||
MaterialMeshBundle {
|
||||
mesh: meshes.add(Sphere::new(0.5)),
|
||||
material: mat.0.clone(),
|
||||
transform: Transform::from_translation(cam_transform.translation),
|
||||
..default()
|
||||
},
|
||||
Collider::ball(0.5),
|
||||
RigidBody::Dynamic,
|
||||
Velocity::linear(cam_transform.forward() * 100.),
|
||||
));
|
||||
}
|
||||
}
|
||||
// fn render_distance_system(
|
||||
// mut chunks: Query<(&PhosChunk, &mut Visibility)>,
|
||||
// camera: Query<&Transform, With<PhosCamera>>,
|
||||
|
||||
@@ -1,10 +1,8 @@
|
||||
use bevy::asset::{Asset, Handle};
|
||||
use bevy::pbr::MaterialExtension;
|
||||
use bevy::reflect::TypePath;
|
||||
use bevy::render::mesh::Mesh;
|
||||
use bevy::render::render_resource::{AsBindGroup, ShaderRef};
|
||||
use bevy::render::texture::Image;
|
||||
use world_generation::prelude::{ATTRIBUTE_PACKED_VERTEX_DATA, ATTRIBUTE_VERTEX_HEIGHT};
|
||||
|
||||
#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
|
||||
pub struct ChunkMaterial {
|
||||
|
||||
Reference in New Issue
Block a user