cleanup
tried and failed to use convex colliders
This commit is contained in:
@@ -1,53 +1,37 @@
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use crate::map_init::MapInitPlugin;
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use crate::prelude::*;
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use crate::shader_extensions::chunk_material::ChunkMaterial;
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use bevy::asset::LoadState;
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use bevy::pbr::{ExtendedMaterial, PbrPlugin};
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use bevy::pbr::ExtendedMaterial;
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use bevy::{
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pbr::{wireframe::WireframeConfig, CascadeShadowConfig},
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prelude::*,
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};
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use bevy_rapier3d::dynamics::{RigidBody, Velocity};
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use bevy_rapier3d::geometry::{Collider, Restitution};
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use bevy_rapier3d::geometry::Collider;
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use bevy_rapier3d::plugin::{NoUserData, RapierPhysicsPlugin};
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use bevy_rapier3d::render::RapierDebugRenderPlugin;
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use camera_system::prelude::PhosCamera;
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use camera_system::PhosCameraPlugin;
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use iyes_perf_ui::prelude::*;
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use rayon::iter::{IntoParallelRefIterator, ParallelIterator};
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use world_generation::biome_painter::{
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BiomePainterAsset, BiomePainterLoadState, BiomePainterPlugin,
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};
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use world_generation::hex_utils::offset_to_world;
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use world_generation::mesh_generator::generate_chunk_collider;
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use world_generation::tile_manager::{TileAsset, TileAssetLoadState, TileAssetPlugin, TileManager};
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use world_generation::tile_mapper::{TileMapperAsset, TileMapperAssetPlugin, TileMapperLoadState};
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use world_generation::{
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heightmap::generate_heightmap, mesh_generator::generate_chunk_mesh, prelude::*,
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};
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use world_generation::biome_painter::BiomePainterPlugin;
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use world_generation::prelude::*;
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use world_generation::tile_manager::TileAssetPlugin;
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use world_generation::tile_mapper::TileMapperAssetPlugin;
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pub struct PhosGamePlugin;
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impl Plugin for PhosGamePlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins(PhosCameraPlugin)
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.add_plugins(MapInitPlugin)
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.add_plugins(MaterialPlugin::<
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ExtendedMaterial<StandardMaterial, ChunkMaterial>,
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>::default());
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//Systems - Startup
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app.add_systems(Startup, init_game)
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.add_systems(Startup, (load_textures, load_tiles, create_map).chain());
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app.add_systems(Startup, init_game);
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//Systems - Update
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app.add_systems(
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Update,
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(
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finalize_texture,
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spawn_map,
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spawn_sphere,
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render_distance_system,
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),
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);
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app.add_systems(Update, (spawn_sphere, render_distance_system));
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//Perf UI
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app.add_plugins(bevy::diagnostic::FrameTimeDiagnosticsPlugin)
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@@ -85,16 +69,13 @@ fn init_game(mut commands: Commands, mut materials: ResMut<Assets<StandardMateri
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..default()
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},
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cascade_shadow_config: CascadeShadowConfig {
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bounds: vec![500., 1000., 1500., 2000.],
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bounds: vec![200., 400., 600., 800.],
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..default()
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},
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transform: Transform::from_xyz(500., 260.0, 500.).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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commands.insert_resource(PhosMap::default());
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commands.insert_resource(TileManager::default());
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let sphere_mat = StandardMaterial {
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base_color: Color::CYAN,
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..default()
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@@ -103,175 +84,6 @@ fn init_game(mut commands: Commands, mut materials: ResMut<Assets<StandardMateri
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commands.insert_resource(SphereMat(handle));
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}
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fn load_textures(mut commands: Commands, asset_server: Res<AssetServer>) {
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let main_tex = asset_server.load("textures/world/stack.png");
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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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});
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}
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#[derive(Resource)]
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struct Painter(Handle<BiomePainterAsset>);
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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(Painter(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<Painter>,
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painter_load: Res<BiomePainterLoadState>,
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tile_load: Res<TileAssetLoadState>,
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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.0.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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map.ready = true;
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map.regenerate = true;
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}
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fn create_map(mut commands: Commands) {
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let heightmap = generate_heightmap(
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&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: 2.93,
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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: 10.44,
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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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],
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noise_scale: 350.,
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sea_level: 4.,
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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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4,
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);
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commands.insert_resource(heightmap);
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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 materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, ChunkMaterial>>>,
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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<Painter>,
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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.0.clone());
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map.regenerate = false;
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let chunk_material = 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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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 =
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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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);
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})
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.collect();
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for (mesh, (col_verts, col_indicies), pos) in chunk_meshes {
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commands.spawn((
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MaterialMeshBundle {
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mesh: meshes.add(mesh),
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material: chunk_material.clone(),
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transform: Transform::from_translation(pos),
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..default()
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},
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PhosChunk,
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Collider::trimesh(col_verts, col_indicies),
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));
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}
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}
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#[derive(Resource)]
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struct SphereMat(Handle<StandardMaterial>);
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