resource load states
use biome painter
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@@ -1,3 +1,4 @@
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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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@@ -26,8 +27,9 @@ const HEX_CORNERS: [Vec3; 6] = [
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pub fn generate_chunk_mesh(
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chunk: &Chunk,
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map: &Map,
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tile_mapper: &TileMapperAsset,
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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 verts = Vec::with_capacity(vertex_count);
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@@ -37,13 +39,16 @@ pub fn generate_chunk_mesh(
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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 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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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 tile_handle = tile_mapper.sample_tile(height);
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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_tile(
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