update inspector
added general render distance system
This commit is contained in:
@@ -12,3 +12,4 @@ serde = {version="1.0.197", features=["derive"]}
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serde_json = "1.0.115"
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asset_loader = {path = "../asset_loader"}
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rayon = "1.10.0"
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bevy-inspector-egui = "0.24.0"
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@@ -54,7 +54,7 @@ fn create_tile_collider(
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if n_height < pos.y {
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create_tile_wall_collider(
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idx,
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Vec3::new(pos.x, n_height.min(pos.y - 0.5), pos.z),
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Vec3::new(pos.x, n_height.min(pos.y - OUTER_RADIUS / 2.), pos.z),
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i,
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verts,
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indices,
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@@ -141,9 +141,7 @@ impl HexCoord {
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}
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pub fn distance(&self, other: &HexCoord) -> i32 {
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return (self.hex.x - other.hex.x).abs()
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+ (self.hex.y - other.hex.y).abs()
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+ (self.hex.z - other.hex.z).abs();
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return (self.hex.x - other.hex.x).abs() + (self.hex.y - other.hex.y).abs() + (self.hex.z - other.hex.z).abs();
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}
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pub fn rotate_around(&self, center: &HexCoord, angle: i32) -> HexCoord {
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@@ -11,8 +11,10 @@ pub mod prelude {
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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::prelude::*;
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use bevy::render::mesh::MeshVertexAttribute;
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use bevy::render::render_resource::VertexFormat;
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use bevy_inspector_egui::InspectorOptions;
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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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@@ -25,30 +27,16 @@ pub mod prelude {
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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::new(INNER_RADIUS / 2., 0., (OUTER_RADIUS + 0.5 * OUTER_RADIUS) / 2.),
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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::new(INNER_RADIUS / -2., 0., (OUTER_RADIUS + 0.5 * OUTER_RADIUS) / 2.),
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Vec3::new(INNER_RADIUS / -2., 0., (OUTER_RADIUS + 0.5 * OUTER_RADIUS) / -2.),
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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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Vec3::new(INNER_RADIUS / 2., 0., (OUTER_RADIUS + 0.5 * OUTER_RADIUS) / -2.),
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];
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#[derive(Resource, Reflect, Default)]
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#[reflect(Resource)]
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pub struct GenerationConfig {
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pub noise_scale: f64,
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pub sea_level: f64,
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@@ -66,6 +54,7 @@ pub mod prelude {
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}
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}
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#[derive(Reflect, InspectorOptions)]
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pub struct GeneratorLayer {
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pub strength: f64,
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pub min_value: f64,
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