everything is broken
This commit is contained in:
@@ -5,151 +5,173 @@ pub const OUTER_RADIUS: f32 = 1.;
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pub const INNER_RADIUS: f32 = OUTER_RADIUS * 0.866025404;
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pub fn offset3d_to_world(offset: Vec3) -> Vec3 {
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let x = (offset.x + offset.z * 0.5 - (offset.z / 2.).floor()) * (INNER_RADIUS * 2.);
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return Vec3::new(x, offset.y, offset.z * OUTER_RADIUS * 1.5);
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let x = (offset.x + (offset.z * 0.5) - (offset.z / 2.).floor()) * (INNER_RADIUS * 2.);
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return Vec3::new(x, offset.y, offset.z * OUTER_RADIUS * 1.5);
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}
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pub fn offset_to_world(offset: IVec2) -> Vec3 {
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let x = (offset.x as f32 + offset.y as f32 * 0.5 - (offset.y as f32 / 2.).floor())
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* (INNER_RADIUS * 2.);
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return Vec3::new(x, 0., offset.y as f32 * OUTER_RADIUS * 1.5);
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pub fn offset_to_world(offset: IVec2, height: f32) -> Vec3 {
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let off = offset.as_vec2();
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let x = (off.x + (off.y * 0.5) - (off.y / 2.).floor()) * (INNER_RADIUS * 2.);
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return Vec3::new(x, height, off.y * OUTER_RADIUS * 1.5);
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}
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pub fn offset_to_hex(offset: IVec2) -> IVec3 {
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return IVec3 {
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x: offset.x,
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y: offset.y,
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z: -offset.x - offset.y,
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};
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return IVec3 {
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x: offset.x,
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y: offset.y,
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z: -offset.x - offset.y,
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};
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}
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pub fn snap_to_hex_grid(world_pos: Vec3) -> Vec3 {
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return offset_to_world(world_to_offset_pos(world_pos));
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return offset_to_world(world_to_offset_pos(world_pos), world_pos.y);
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}
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pub fn world_to_offset_pos(world_pos: Vec3) -> IVec2 {
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let offset = world_pos.z / (OUTER_RADIUS * 3.);
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let x = (world_pos.x / (INNER_RADIUS * 2.)) - offset;
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let z = -world_pos.x - offset;
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let offset = world_pos.z / (OUTER_RADIUS * 3.);
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let x = (world_pos.x / (INNER_RADIUS * 2.)) - offset;
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let z = -world_pos.x - offset;
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let ix = x.round() as i32;
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let iz = z.round() as i32;
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let ox = ix + iz / 2;
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let oz = iz;
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return IVec2::new(ox, oz);
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let ix = x.round() as i32;
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let iz = z.round() as i32;
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let ox = ix + iz / 2;
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let oz = iz;
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return IVec2::new(ox, oz);
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}
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pub fn tile_to_world_distance(dist: i32) -> f32 {
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return dist as f32 * (2. * INNER_RADIUS);
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return dist as f32 * (2. * INNER_RADIUS);
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}
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pub fn get_tile_count(radius: i32)->i32{
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pub fn get_tile_count(radius: i32) -> i32 {
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return 1 + 3 * (radius + 1) * radius;
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}
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#[derive(Default, Clone, Copy)]
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#[derive(Default, Debug, Clone, Copy, Eq, PartialEq)]
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pub struct HexCoord {
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pub hex: IVec3,
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pub offset: IVec2,
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pub world: Vec3,
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pub hex: IVec3,
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}
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impl PartialEq<Self> for HexCoord {
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fn eq(&self, other: &Self) -> bool {
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return self.offset == other.offset;
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}
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}
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impl Eq for HexCoord {}
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impl HexCoord {
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pub const DIRECTIONS: [IVec3; 6] = [
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IVec3::new(1, -1, 0),
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IVec3::new(1, 0, -1),
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IVec3::new(0, 1, -1),
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IVec3::new(-1, 1, 0),
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IVec3::new(-1, 0, 1),
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IVec3::new(0, -1, 1),
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];
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pub const DIRECTIONS: [IVec3; 6] = [
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IVec3::new(1, 1, 0),
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IVec3::new(1, 0, -1),
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IVec3::new(1, -1, 0),
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IVec3::new(0, -1, 1),
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IVec3::new(-1, 0, 1),
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IVec3::new(0, 1, -1),
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];
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pub const ZERO: HexCoord = HexCoord {
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offset: IVec2::ZERO,
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hex: IVec3::ZERO,
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world: Vec3::ZERO,
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};
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pub const ZERO: HexCoord = HexCoord { hex: IVec3::ZERO };
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pub fn new(x: i32, z: i32) -> Self {
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return Self::from_offset(IVec2::new(x, z));
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}
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pub fn from_grid_pos(x: usize, z: usize) -> Self {
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return HexCoord::new(x as i32, z as i32);
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}
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pub fn from_offset(offset_pos: IVec2) -> Self {
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return HexCoord {
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offset: offset_pos,
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hex: offset_to_hex(offset_pos),
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world: offset3d_to_world(offset_pos.extend(0).xzy().as_vec3()),
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};
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}
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pub fn new(x: i32, z: i32) -> Self {
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return Self::from_offset(IVec2::new(x, z));
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}
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pub fn from_grid_pos(x: usize, z: usize) -> Self {
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return HexCoord::new(x as i32, z as i32);
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}
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pub fn from_offset(offset_pos: IVec2) -> Self {
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return HexCoord {
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hex: offset_to_hex(offset_pos),
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};
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}
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pub fn to_chunk_pos(&self) -> IVec2 {
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return IVec2 {
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x: (self.offset.x as f32 / Chunk::SIZE as f32).floor() as i32,
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y: (self.offset.y as f32 / Chunk::SIZE as f32).floor() as i32,
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};
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}
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pub fn is_in_bounds(&self, map_height: usize, map_width: usize) -> bool {
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if self.hex.x < 0 || self.hex.y < 0 {
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return false;
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}
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pub fn to_chunk_index(&self, width: usize) -> usize {
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let pos = self.to_chunk_pos();
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return pos.x as usize + pos.y as usize * width;
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}
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if self.hex.x >= map_width as i32 || self.hex.y >= map_height as i32 {
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return false;
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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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}
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return true;
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}
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pub fn rotate_around(&self, center: &HexCoord, angle: i32) -> HexCoord {
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if self == center || angle == 0 {
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return self.clone();
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}
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pub fn to_chunk_pos(&self) -> IVec2 {
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return IVec2 {
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x: (self.hex.x as f32 / Chunk::SIZE as f32).floor() as i32,
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y: (self.hex.y as f32 / Chunk::SIZE as f32).floor() as i32,
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};
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}
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let mut a = angle % 6;
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let mut pc = self.hex - center.hex;
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pub fn to_chunk(&self) -> HexCoord {
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let c_pos = self.to_chunk_pos();
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return HexCoord::from_offset(
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(
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self.hex.x - (c_pos.x * Chunk::SIZE as i32),
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self.hex.y - (c_pos.y * Chunk::SIZE as i32),
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)
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.into(),
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);
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}
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if a > 0 {
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for _ in 0..a {
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pc = Self::slide_right(pc);
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}
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} else {
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a = a.abs();
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for _ in 0..a {
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pc = Self::slide_left(pc);
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}
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}
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return HexCoord::from_offset(pc.xy() + center.hex.xy());
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}
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pub fn to_world(&self, height: f32) -> Vec3 {
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return offset_to_world(self.hex.xy(), height);
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}
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fn slide_left(hex: IVec3) -> IVec3 {
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return (hex * -1).yzx();
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}
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pub fn to_offset(&self) -> IVec2 {
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return self.hex.xy();
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}
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fn slide_right(hex: IVec3) -> IVec3 {
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return (hex * -1).zxy();
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}
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pub fn to_index(&self, width: usize) -> i32 {
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return self.hex.x + self.hex.y * width as i32 + self.hex.y / 2;
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}
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pub fn to_chunk_index(&self, width: usize) -> i32 {
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let pos = self.to_chunk_pos();
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return pos.x + pos.y * width as i32;
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}
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pub fn scale(&self, dir: i32, radius: usize)-> HexCoord{
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pub fn to_chunk_local_index(&self) -> i32 {
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return self.to_chunk().to_index(Chunk::SIZE);
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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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}
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pub fn rotate_around(&self, center: &HexCoord, angle: i32) -> HexCoord {
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if self == center || angle == 0 {
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return self.clone();
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}
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let mut a = angle % 6;
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let mut pc = self.hex - center.hex;
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if a > 0 {
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for _ in 0..a {
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pc = Self::slide_right(pc);
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}
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} else {
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a = a.abs();
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for _ in 0..a {
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pc = Self::slide_left(pc);
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}
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}
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return HexCoord::from_offset(pc.xy() + center.hex.xy());
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}
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fn slide_left(hex: IVec3) -> IVec3 {
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return (hex * -1).yzx();
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}
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fn slide_right(hex: IVec3) -> IVec3 {
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return (hex * -1).zxy();
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}
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pub fn scale(&self, dir: i32, radius: usize) -> HexCoord {
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let s = Self::DIRECTIONS[(dir % 6) as usize] * radius as i32;
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return Self::from_offset(self.hex.xy() + s.xy());
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}
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pub fn get_neighbor(&self, dir: usize)-> HexCoord{
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pub fn get_neighbor(&self, dir: usize) -> HexCoord {
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let d = Self::DIRECTIONS[dir % 6];
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return Self::from_offset(self.hex.xy() + d.xy());
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}
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pub fn get_neighbors(&self) -> [HexCoord; 6]{
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pub fn get_neighbors(&self) -> [HexCoord; 6] {
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return [
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self.get_neighbor(0),
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self.get_neighbor(1),
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@@ -157,6 +179,6 @@ impl HexCoord {
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self.get_neighbor(3),
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self.get_neighbor(4),
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self.get_neighbor(5),
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]
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];
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}
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}
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@@ -1,5 +1,7 @@
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pub mod prelude {
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use crate::hex_utils::HexCoord;
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use bevy::math::IVec2;
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use bevy::prelude::Resource;
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pub struct GenerationConfig {
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pub noise_scale: f64,
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@@ -26,24 +28,33 @@ pub mod prelude {
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impl Chunk {
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pub const SIZE: usize = 32;
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}
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#[derive(Resource)]
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pub struct Map {
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pub chunks: Vec<Chunk>,
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pub height: usize,
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pub width: usize,
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}
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impl Map {
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pub fn get_neighbors(&self, pos: &HexCoord) -> [Option<f32>; 6] {
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let mut results: [Option<f32>; 6] = [None; 6];
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let n_tiles = pos.get_neighbors();
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for i in 0..6 {
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let n_tile = n_tiles[i];
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if !n_tile.is_in_bounds(self.height, self.width) {
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continue;
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}
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let c_idx = n_tile.to_chunk_index(self.width);
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let chunk = &self.chunks[c_idx as usize];
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let local = n_tile.to_chunk_local_index();
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results[i] = (Some(chunk.points[local as usize]));
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}
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return results;
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}
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}
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}
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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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#[cfg(test)]
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mod tests {
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use super::*;
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// #[test]
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// fn it_works() {
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// let result = add(2, 2);
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// assert_eq!(result, 4);
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// }
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}
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@@ -1,3 +1,4 @@
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use crate::hex_utils::HexCoord;
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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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@@ -19,7 +20,7 @@ const HEX_CORNERS: [Vec3; 6] = [
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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_mesh(chunk: &Chunk) -> Mesh {
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pub fn generate_chunk_mesh(chunk: &Chunk, map: &Map) -> Mesh {
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let vertex_count: usize = Chunk::SIZE * Chunk::SIZE;
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let mut verts = Vec::with_capacity(vertex_count);
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let mut uvs = Vec::with_capacity(vertex_count);
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@@ -28,10 +29,22 @@ pub fn generate_chunk_mesh(chunk: &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.points[x + z * Chunk::SIZE];
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let coord = HexCoord::from_grid_pos(x, z);
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let height = chunk.points[coord.to_index(Chunk::SIZE) as usize];
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let off_pos = Vec3::new(x as f32, height, z as f32);
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let grid_pos = offset3d_to_world(off_pos);
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create_tile(grid_pos, &mut verts, &mut uvs, &mut normals, &mut indices);
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let n = map.get_neighbors(&HexCoord::from_offset(
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coord.to_offset() + chunk.chunk_offset,
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));
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create_tile(
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grid_pos,
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&n,
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&mut verts,
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&mut uvs,
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&mut normals,
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&mut indices,
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0,
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);
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}
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}
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@@ -51,10 +64,12 @@ pub fn generate_chunk_mesh(chunk: &Chunk) -> Mesh {
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//TODO: figure out texture index
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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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verts: &mut Vec<Vec3>,
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uvs: &mut Vec<Vec2>,
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normals: &mut Vec<Vec3>,
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indices: &mut Vec<u32>,
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texture_index: u32,
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) {
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let idx = verts.len() as u32;
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let center = Vec3::new(pos.x, 0., pos.z);
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@@ -70,4 +85,69 @@ fn create_tile(
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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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}
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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 true {
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create_tile_wall(
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pos,
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i,
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pos.y + 1.,
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verts,
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uvs,
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normals,
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indices,
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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_tile_wall(
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pos: Vec3,
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dir: usize,
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height: f32,
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verts: &mut Vec<Vec3>,
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uvs: &mut Vec<Vec2>,
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normals: &mut Vec<Vec3>,
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indices: &mut Vec<u32>,
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_texture_index: u32,
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) {
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println!("{dir}");
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let p1 = HEX_CORNERS[(dir + 1) % 6] + pos;
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let p2 = HEX_CORNERS[(dir + 2) % 6] + pos;
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let p3 = Vec3::new(p1.x, height, p1.z);
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let p4 = Vec3::new(p2.x, height, p2.z);
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let normal = Vec3::Y;
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let idx = verts.len() as u32;
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verts.push(p1);
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verts.push(p2);
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verts.push(p3);
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verts.push(p4);
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normals.push(normal);
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normals.push(normal);
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normals.push(normal);
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normals.push(normal);
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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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uvs.push(Vec2::new(0., 0.));
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uvs.push(Vec2::new(1., 0.));
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uvs.push(Vec2::new(0., 1.));
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uvs.push(Vec2::new(1., 1.));
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}
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|
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Reference in New Issue
Block a user