everything is broken

This commit is contained in:
2024-03-30 21:32:12 -04:00
parent 402b8eb93c
commit b7853beb88
7 changed files with 359 additions and 201 deletions

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@@ -1,14 +1,14 @@
[workspace] [workspace]
members = [ members = [
"game/main", "game/main",
"engine/world_generation" "engine/world_generation"
, "game/camera_system"] , "game/camera_system"]
resolver = "2" resolver = "2"
# Enable a small amount of optimization in debug mode # Enable a small amount of optimization in debug mode
[profile.dev] #[profile.dev]
opt-level = 1 #opt-level = 1
# Enable high optimizations for dependencies (incl. Bevy), but not for our code: # Enable high optimizations for dependencies (incl. Bevy), but not for our code:
[profile.dev.package."*"] [profile.dev.package."*"]

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@@ -5,151 +5,173 @@ pub const OUTER_RADIUS: f32 = 1.;
pub const INNER_RADIUS: f32 = OUTER_RADIUS * 0.866025404; pub const INNER_RADIUS: f32 = OUTER_RADIUS * 0.866025404;
pub fn offset3d_to_world(offset: Vec3) -> Vec3 { pub fn offset3d_to_world(offset: Vec3) -> Vec3 {
let x = (offset.x + offset.z * 0.5 - (offset.z / 2.).floor()) * (INNER_RADIUS * 2.); let x = (offset.x + (offset.z * 0.5) - (offset.z / 2.).floor()) * (INNER_RADIUS * 2.);
return Vec3::new(x, offset.y, offset.z * OUTER_RADIUS * 1.5); return Vec3::new(x, offset.y, offset.z * OUTER_RADIUS * 1.5);
} }
pub fn offset_to_world(offset: IVec2) -> Vec3 { pub fn offset_to_world(offset: IVec2, height: f32) -> Vec3 {
let x = (offset.x as f32 + offset.y as f32 * 0.5 - (offset.y as f32 / 2.).floor()) let off = offset.as_vec2();
* (INNER_RADIUS * 2.); let x = (off.x + (off.y * 0.5) - (off.y / 2.).floor()) * (INNER_RADIUS * 2.);
return Vec3::new(x, 0., offset.y as f32 * OUTER_RADIUS * 1.5); return Vec3::new(x, height, off.y * OUTER_RADIUS * 1.5);
} }
pub fn offset_to_hex(offset: IVec2) -> IVec3 { pub fn offset_to_hex(offset: IVec2) -> IVec3 {
return IVec3 { return IVec3 {
x: offset.x, x: offset.x,
y: offset.y, y: offset.y,
z: -offset.x - offset.y, z: -offset.x - offset.y,
}; };
} }
pub fn snap_to_hex_grid(world_pos: Vec3) -> Vec3 { pub fn snap_to_hex_grid(world_pos: Vec3) -> Vec3 {
return offset_to_world(world_to_offset_pos(world_pos)); return offset_to_world(world_to_offset_pos(world_pos), world_pos.y);
} }
pub fn world_to_offset_pos(world_pos: Vec3) -> IVec2 { pub fn world_to_offset_pos(world_pos: Vec3) -> IVec2 {
let offset = world_pos.z / (OUTER_RADIUS * 3.); let offset = world_pos.z / (OUTER_RADIUS * 3.);
let x = (world_pos.x / (INNER_RADIUS * 2.)) - offset; let x = (world_pos.x / (INNER_RADIUS * 2.)) - offset;
let z = -world_pos.x - offset; let z = -world_pos.x - offset;
let ix = x.round() as i32; let ix = x.round() as i32;
let iz = z.round() as i32; let iz = z.round() as i32;
let ox = ix + iz / 2; let ox = ix + iz / 2;
let oz = iz; let oz = iz;
return IVec2::new(ox, oz); return IVec2::new(ox, oz);
} }
pub fn tile_to_world_distance(dist: i32) -> f32 { pub fn tile_to_world_distance(dist: i32) -> f32 {
return dist as f32 * (2. * INNER_RADIUS); return dist as f32 * (2. * INNER_RADIUS);
} }
pub fn get_tile_count(radius: i32)->i32{ pub fn get_tile_count(radius: i32) -> i32 {
return 1 + 3 * (radius + 1) * radius; return 1 + 3 * (radius + 1) * radius;
} }
#[derive(Default, Clone, Copy)] #[derive(Default, Debug, Clone, Copy, Eq, PartialEq)]
pub struct HexCoord { pub struct HexCoord {
pub hex: IVec3, pub hex: IVec3,
pub offset: IVec2,
pub world: Vec3,
} }
impl PartialEq<Self> for HexCoord {
fn eq(&self, other: &Self) -> bool {
return self.offset == other.offset;
}
}
impl Eq for HexCoord {}
impl HexCoord { impl HexCoord {
pub const DIRECTIONS: [IVec3; 6] = [ pub const DIRECTIONS: [IVec3; 6] = [
IVec3::new(1, -1, 0), IVec3::new(1, 1, 0),
IVec3::new(1, 0, -1), IVec3::new(1, 0, -1),
IVec3::new(0, 1, -1), IVec3::new(1, -1, 0),
IVec3::new(-1, 1, 0), IVec3::new(0, -1, 1),
IVec3::new(-1, 0, 1), IVec3::new(-1, 0, 1),
IVec3::new(0, -1, 1), IVec3::new(0, 1, -1),
]; ];
pub const ZERO: HexCoord = HexCoord { pub const ZERO: HexCoord = HexCoord { hex: IVec3::ZERO };
offset: IVec2::ZERO,
hex: IVec3::ZERO,
world: Vec3::ZERO,
};
pub fn new(x: i32, z: i32) -> Self { pub fn new(x: i32, z: i32) -> Self {
return Self::from_offset(IVec2::new(x, z)); return Self::from_offset(IVec2::new(x, z));
} }
pub fn from_grid_pos(x: usize, z: usize) -> Self { pub fn from_grid_pos(x: usize, z: usize) -> Self {
return HexCoord::new(x as i32, z as i32); return HexCoord::new(x as i32, z as i32);
} }
pub fn from_offset(offset_pos: IVec2) -> Self { pub fn from_offset(offset_pos: IVec2) -> Self {
return HexCoord { return HexCoord {
offset: offset_pos, hex: offset_to_hex(offset_pos),
hex: offset_to_hex(offset_pos), };
world: offset3d_to_world(offset_pos.extend(0).xzy().as_vec3()), }
};
}
pub fn to_chunk_pos(&self) -> IVec2 { pub fn is_in_bounds(&self, map_height: usize, map_width: usize) -> bool {
return IVec2 { if self.hex.x < 0 || self.hex.y < 0 {
x: (self.offset.x as f32 / Chunk::SIZE as f32).floor() as i32, return false;
y: (self.offset.y as f32 / Chunk::SIZE as f32).floor() as i32, }
};
}
pub fn to_chunk_index(&self, width: usize) -> usize { if self.hex.x >= map_width as i32 || self.hex.y >= map_height as i32 {
let pos = self.to_chunk_pos(); return false;
return pos.x as usize + pos.y as usize * width; }
}
pub fn distance(&self, other: &HexCoord) -> i32 { return true;
return (self.hex.x - other.hex.x).abs() }
+ (self.hex.y - other.hex.y).abs()
+ (self.hex.z - other.hex.z).abs();
}
pub fn rotate_around(&self, center: &HexCoord, angle: i32) -> HexCoord { pub fn to_chunk_pos(&self) -> IVec2 {
if self == center || angle == 0 { return IVec2 {
return self.clone(); x: (self.hex.x as f32 / Chunk::SIZE as f32).floor() as i32,
} y: (self.hex.y as f32 / Chunk::SIZE as f32).floor() as i32,
};
}
let mut a = angle % 6; pub fn to_chunk(&self) -> HexCoord {
let mut pc = self.hex - center.hex; let c_pos = self.to_chunk_pos();
return HexCoord::from_offset(
(
self.hex.x - (c_pos.x * Chunk::SIZE as i32),
self.hex.y - (c_pos.y * Chunk::SIZE as i32),
)
.into(),
);
}
if a > 0 { pub fn to_world(&self, height: f32) -> Vec3 {
for _ in 0..a { return offset_to_world(self.hex.xy(), height);
pc = Self::slide_right(pc); }
}
} else {
a = a.abs();
for _ in 0..a {
pc = Self::slide_left(pc);
}
}
return HexCoord::from_offset(pc.xy() + center.hex.xy());
}
fn slide_left(hex: IVec3) -> IVec3 { pub fn to_offset(&self) -> IVec2 {
return (hex * -1).yzx(); return self.hex.xy();
} }
fn slide_right(hex: IVec3) -> IVec3 { pub fn to_index(&self, width: usize) -> i32 {
return (hex * -1).zxy(); return self.hex.x + self.hex.y * width as i32 + self.hex.y / 2;
} }
pub fn to_chunk_index(&self, width: usize) -> i32 {
let pos = self.to_chunk_pos();
return pos.x + pos.y * width as i32;
}
pub fn scale(&self, dir: i32, radius: usize)-> HexCoord{ pub fn to_chunk_local_index(&self) -> i32 {
return self.to_chunk().to_index(Chunk::SIZE);
}
pub fn distance(&self, other: &HexCoord) -> i32 {
return (self.hex.x - other.hex.x).abs()
+ (self.hex.y - other.hex.y).abs()
+ (self.hex.z - other.hex.z).abs();
}
pub fn rotate_around(&self, center: &HexCoord, angle: i32) -> HexCoord {
if self == center || angle == 0 {
return self.clone();
}
let mut a = angle % 6;
let mut pc = self.hex - center.hex;
if a > 0 {
for _ in 0..a {
pc = Self::slide_right(pc);
}
} else {
a = a.abs();
for _ in 0..a {
pc = Self::slide_left(pc);
}
}
return HexCoord::from_offset(pc.xy() + center.hex.xy());
}
fn slide_left(hex: IVec3) -> IVec3 {
return (hex * -1).yzx();
}
fn slide_right(hex: IVec3) -> IVec3 {
return (hex * -1).zxy();
}
pub fn scale(&self, dir: i32, radius: usize) -> HexCoord {
let s = Self::DIRECTIONS[(dir % 6) as usize] * radius as i32; let s = Self::DIRECTIONS[(dir % 6) as usize] * radius as i32;
return Self::from_offset(self.hex.xy() + s.xy()); return Self::from_offset(self.hex.xy() + s.xy());
} }
pub fn get_neighbor(&self, dir: usize)-> HexCoord{ pub fn get_neighbor(&self, dir: usize) -> HexCoord {
let d = Self::DIRECTIONS[dir % 6]; let d = Self::DIRECTIONS[dir % 6];
return Self::from_offset(self.hex.xy() + d.xy()); return Self::from_offset(self.hex.xy() + d.xy());
} }
pub fn get_neighbors(&self) -> [HexCoord; 6]{ pub fn get_neighbors(&self) -> [HexCoord; 6] {
return [ return [
self.get_neighbor(0), self.get_neighbor(0),
self.get_neighbor(1), self.get_neighbor(1),
@@ -157,6 +179,6 @@ impl HexCoord {
self.get_neighbor(3), self.get_neighbor(3),
self.get_neighbor(4), self.get_neighbor(4),
self.get_neighbor(5), self.get_neighbor(5),
] ];
} }
} }

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@@ -1,5 +1,7 @@
pub mod prelude { pub mod prelude {
use crate::hex_utils::HexCoord;
use bevy::math::IVec2; use bevy::math::IVec2;
use bevy::prelude::Resource;
pub struct GenerationConfig { pub struct GenerationConfig {
pub noise_scale: f64, pub noise_scale: f64,
@@ -26,24 +28,33 @@ pub mod prelude {
impl Chunk { impl Chunk {
pub const SIZE: usize = 32; pub const SIZE: usize = 32;
} }
#[derive(Resource)]
pub struct Map { pub struct Map {
pub chunks: Vec<Chunk>, pub chunks: Vec<Chunk>,
pub height: usize, pub height: usize,
pub width: usize, pub width: usize,
} }
impl Map {
pub fn get_neighbors(&self, pos: &HexCoord) -> [Option<f32>; 6] {
let mut results: [Option<f32>; 6] = [None; 6];
let n_tiles = pos.get_neighbors();
for i in 0..6 {
let n_tile = n_tiles[i];
if !n_tile.is_in_bounds(self.height, self.width) {
continue;
}
let c_idx = n_tile.to_chunk_index(self.width);
let chunk = &self.chunks[c_idx as usize];
let local = n_tile.to_chunk_local_index();
results[i] = (Some(chunk.points[local as usize]));
}
return results;
}
}
} }
pub mod heightmap; pub mod heightmap;
pub mod hex_utils; pub mod hex_utils;
pub mod mesh_generator; pub mod mesh_generator;
#[cfg(test)]
mod tests {
use super::*;
// #[test]
// fn it_works() {
// let result = add(2, 2);
// assert_eq!(result, 4);
// }
}

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@@ -1,3 +1,4 @@
use crate::hex_utils::HexCoord;
use crate::{ use crate::{
hex_utils::{offset3d_to_world, INNER_RADIUS, OUTER_RADIUS}, hex_utils::{offset3d_to_world, INNER_RADIUS, OUTER_RADIUS},
prelude::*, prelude::*,
@@ -19,7 +20,7 @@ const HEX_CORNERS: [Vec3; 6] = [
Vec3::new(-INNER_RADIUS, 0., 0.5 * OUTER_RADIUS), Vec3::new(-INNER_RADIUS, 0., 0.5 * OUTER_RADIUS),
]; ];
pub fn generate_chunk_mesh(chunk: &Chunk) -> Mesh { pub fn generate_chunk_mesh(chunk: &Chunk, map: &Map) -> Mesh {
let vertex_count: usize = Chunk::SIZE * Chunk::SIZE; let vertex_count: usize = Chunk::SIZE * Chunk::SIZE;
let mut verts = Vec::with_capacity(vertex_count); let mut verts = Vec::with_capacity(vertex_count);
let mut uvs = Vec::with_capacity(vertex_count); let mut uvs = Vec::with_capacity(vertex_count);
@@ -28,10 +29,22 @@ pub fn generate_chunk_mesh(chunk: &Chunk) -> Mesh {
for z in 0..Chunk::SIZE { for z in 0..Chunk::SIZE {
for x in 0..Chunk::SIZE { for x in 0..Chunk::SIZE {
let height = chunk.points[x + z * Chunk::SIZE]; let coord = HexCoord::from_grid_pos(x, z);
let height = chunk.points[coord.to_index(Chunk::SIZE) as usize];
let off_pos = Vec3::new(x as f32, height, z as f32); let off_pos = Vec3::new(x as f32, height, z as f32);
let grid_pos = offset3d_to_world(off_pos); let grid_pos = offset3d_to_world(off_pos);
create_tile(grid_pos, &mut verts, &mut uvs, &mut normals, &mut indices); let n = map.get_neighbors(&HexCoord::from_offset(
coord.to_offset() + chunk.chunk_offset,
));
create_tile(
grid_pos,
&n,
&mut verts,
&mut uvs,
&mut normals,
&mut indices,
0,
);
} }
} }
@@ -51,10 +64,12 @@ pub fn generate_chunk_mesh(chunk: &Chunk) -> Mesh {
//TODO: figure out texture index //TODO: figure out texture index
fn create_tile( fn create_tile(
pos: Vec3, pos: Vec3,
neighbors: &[Option<f32>; 6],
verts: &mut Vec<Vec3>, verts: &mut Vec<Vec3>,
uvs: &mut Vec<Vec2>, uvs: &mut Vec<Vec2>,
normals: &mut Vec<Vec3>, normals: &mut Vec<Vec3>,
indices: &mut Vec<u32>, indices: &mut Vec<u32>,
texture_index: u32,
) { ) {
let idx = verts.len() as u32; let idx = verts.len() as u32;
let center = Vec3::new(pos.x, 0., pos.z); let center = Vec3::new(pos.x, 0., pos.z);
@@ -70,4 +85,69 @@ fn create_tile(
indices.push(idx + 1 + i as u32); indices.push(idx + 1 + i as u32);
indices.push(idx + 1 + ((i as u32 + 1) % 6)); indices.push(idx + 1 + ((i as u32 + 1) % 6));
} }
for i in 0..neighbors.len() {
let cur_n = neighbors[i];
match cur_n {
Some(n_height) => {
if true {
create_tile_wall(
pos,
i,
pos.y + 1.,
verts,
uvs,
normals,
indices,
texture_index,
);
}
}
_ => {}
}
}
}
fn create_tile_wall(
pos: Vec3,
dir: usize,
height: f32,
verts: &mut Vec<Vec3>,
uvs: &mut Vec<Vec2>,
normals: &mut Vec<Vec3>,
indices: &mut Vec<u32>,
_texture_index: u32,
) {
println!("{dir}");
let p1 = HEX_CORNERS[(dir + 1) % 6] + pos;
let p2 = HEX_CORNERS[(dir + 2) % 6] + pos;
let p3 = Vec3::new(p1.x, height, p1.z);
let p4 = Vec3::new(p2.x, height, p2.z);
let normal = Vec3::Y;
let idx = verts.len() as u32;
verts.push(p1);
verts.push(p2);
verts.push(p3);
verts.push(p4);
normals.push(normal);
normals.push(normal);
normals.push(normal);
normals.push(normal);
indices.push(idx);
indices.push(idx + 2);
indices.push(idx + 1);
indices.push(idx + 1);
indices.push(idx + 2);
indices.push(idx + 3);
uvs.push(Vec2::new(0., 0.));
uvs.push(Vec2::new(1., 0.));
uvs.push(Vec2::new(0., 1.));
uvs.push(Vec2::new(1., 1.));
} }

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@@ -18,20 +18,22 @@ pub struct PhosCameraPlugin;
impl Plugin for PhosCameraPlugin { impl Plugin for PhosCameraPlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.add_systems(Startup, setup) app.add_systems(Startup, setup).add_systems(
.add_systems(Update, (update_camera, grab_mouse, update_camera_mouse)); Update,
(grab_mouse, (update_camera, update_camera_mouse).chain()),
);
} }
} }
fn setup(mut commands: Commands) { fn setup(mut commands: Commands) {
commands.spawn(( commands.spawn((
Camera3dBundle { Camera3dBundle {
transform: Transform::from_xyz(-200., 300., -200.) transform: Transform::from_xyz(0., 30., 0.)
.looking_at(Vec3::new(1000., 0., 1000.), Vec3::Y), .looking_at(Vec3::new(1000., 0., 1000.), Vec3::Y),
..default() ..default()
}, },
PhosCamera { PhosCamera {
speed: 100., speed: 50.,
..default() ..default()
}, },
)); ));
@@ -56,17 +58,18 @@ fn update_camera(
if keyboard_input.pressed(KeyCode::KeyS) { if keyboard_input.pressed(KeyCode::KeyS) {
move_vec += Vec3::Z; move_vec += Vec3::Z;
} }
let rot = transform.rotation;
move_vec = (rot * move_vec.normalize_or_zero()) * cam.speed * time.delta_seconds();
if keyboard_input.pressed(KeyCode::ShiftLeft) { if keyboard_input.pressed(KeyCode::ShiftLeft) {
move_vec += Vec3::NEG_Y; move_vec += Vec3::from(transform.down());
} }
if keyboard_input.pressed(KeyCode::Space) { if keyboard_input.pressed(KeyCode::Space) {
move_vec += Vec3::Y; move_vec += Vec3::from(transform.up());
} }
if move_vec.length_squared() == 0. {
return; transform.translation += move_vec.normalize_or_zero() * cam.speed * time.delta_seconds();
}
let rot = transform.rotation;
transform.translation += (rot * move_vec.normalize()) * cam.speed * time.delta_seconds();
} }
fn update_camera_mouse( fn update_camera_mouse(
@@ -80,19 +83,25 @@ fn update_camera_mouse(
return; return;
} }
let mut transform = cam_query.single_mut(); let mut transform = cam_query.single_mut();
let cam_rot = mouse_move.read().map(|event| event.delta).sum::<Vec2>() * time.delta_seconds(); let window_scale = window.height().min(window.width());
let (mut pitch, mut yaw, _) = transform.rotation.to_euler(EulerRot::XYZ); for ev in mouse_move.read() {
let (mut yaw, mut pitch, _) = transform.rotation.to_euler(EulerRot::YXZ);
match window.cursor.grab_mode {
CursorGrabMode::None => (),
_ => {
// Using smallest of height or width ensures equal vertical and horizontal sensitivity
pitch -= (ev.delta.y * time.delta_seconds() * 5.).to_radians();
yaw -= (ev.delta.x * time.delta_seconds() * 5.).to_radians();
}
}
pitch -= cam_rot.y.to_radians(); pitch = pitch.clamp(-1.54, 1.54);
yaw -= cam_rot.x.to_radians();
pitch = pitch.clamp(-1.54, 1.54);
// if rot_x > PI && cam_rot.x < 2. * PI {
// rot_x = PI;
// }
transform.rotation = // Order is important to prevent unintended roll
Quat::from_axis_angle(Vec3::Y, yaw) * Quat::from_axis_angle(Vec3::X, pitch); transform.rotation =
Quat::from_axis_angle(Vec3::Y, yaw) * Quat::from_axis_angle(Vec3::X, pitch);
}
} }
fn grab_mouse( fn grab_mouse(

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@@ -20,7 +20,6 @@ fn main() {
}), }),
..default() ..default()
}), }),
WireframePlugin,
WorldInspectorPlugin::new(), WorldInspectorPlugin::new(),
PhosGamePlugin, PhosGamePlugin,
)) ))

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@@ -1,7 +1,9 @@
use bevy::asset::io::memory::Value::Vec;
use bevy::pbr::wireframe::{WireframeConfig, WireframePlugin};
use bevy::{pbr::CascadeShadowConfig, prelude::*}; use bevy::{pbr::CascadeShadowConfig, prelude::*};
use camera_system::PhosCameraPlugin; use camera_system::PhosCameraPlugin;
use iyes_perf_ui::prelude::*; use iyes_perf_ui::prelude::*;
use world_generation::hex_utils::offset_to_world; use world_generation::hex_utils::{offset_to_world, HexCoord};
use world_generation::{ use world_generation::{
heightmap::generate_heightmap, hex_utils::offset3d_to_world, heightmap::generate_heightmap, hex_utils::offset3d_to_world,
mesh_generator::generate_chunk_mesh, prelude::*, mesh_generator::generate_chunk_mesh, prelude::*,
@@ -13,11 +15,17 @@ impl Plugin for PhosGamePlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.add_plugins(PhosCameraPlugin); app.add_plugins(PhosCameraPlugin);
app.add_systems(Startup, init_game) app.add_systems(Startup, init_game)
.add_systems(Startup, create_map); .add_systems(Startup, create_map)
.add_systems(Update, draw_gizmos);
app.add_plugins(bevy::diagnostic::FrameTimeDiagnosticsPlugin) app.add_plugins(bevy::diagnostic::FrameTimeDiagnosticsPlugin)
.add_plugins(bevy::diagnostic::EntityCountDiagnosticsPlugin) .add_plugins(bevy::diagnostic::EntityCountDiagnosticsPlugin)
.add_plugins(bevy::diagnostic::SystemInformationDiagnosticsPlugin) .add_plugins(bevy::diagnostic::SystemInformationDiagnosticsPlugin)
.add_plugins(PerfUiPlugin); .add_plugins(PerfUiPlugin);
app.add_plugins(WireframePlugin);
// app.insert_resource(WireframeConfig {
// global: true,
// default_color: Color::CYAN,
// });
} }
} }
@@ -30,76 +38,103 @@ fn init_game(mut commands: Commands) {
commands.spawn(DirectionalLightBundle { commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight { directional_light: DirectionalLight {
shadows_enabled: false, shadows_enabled: true,
..default() ..default()
}, },
cascade_shadow_config: CascadeShadowConfig { cascade_shadow_config: CascadeShadowConfig {
bounds: vec![20., 40., 80., 1000., 5000., 19000., 20000.], bounds: vec![500., 1000., 5000., 10000.],
..default() ..default()
}, },
transform: Transform::from_xyz(0.0, 16.0, 5.).looking_at(Vec3::ZERO, Vec3::Y), transform: Transform::from_xyz(500., 160.0, 500.).looking_at(Vec3::ZERO, Vec3::Y),
..default() ..default()
}); });
} }
fn draw_gizmos(mut gizmos: Gizmos, hm: Res<Map>) {
gizmos.arrow(Vec3::ZERO, Vec3::Y * 1.5, Color::GREEN);
gizmos.arrow(Vec3::ZERO, Vec3::Z * 1.5, Color::BLUE);
gizmos.arrow(Vec3::ZERO, Vec3::X * 1.5, Color::RED);
let ch = &hm.chunks[0];
let coord = HexCoord::new(16, 16);
let h = ch.points[coord.to_chunk_local_index() as usize];
gizmos.ray(coord.to_world(h), Vec3::Y, Color::RED);
gizmos.ray(coord.to_world(h), Vec3::Z * 1.5, Color::BLUE);
// let t = coord.get_neighbor(5);
// let h = ch.points[t.to_chunk_local_index() as usize];
// gizmos.ray(t.to_world(h), Vec3::Y * 1., Color::PINK);
let n = coord.get_neighbors();
for i in 0..6 {
let t = n[i];
let h = ch.points[t.to_chunk_local_index() as usize];
gizmos.ray(t.to_world(h), Vec3::Y * (i + 1) as f32, Color::CYAN);
}
}
fn create_map( fn create_map(
mut commands: Commands, mut commands: Commands,
mut materials: ResMut<Assets<StandardMaterial>>, mut materials: ResMut<Assets<StandardMaterial>>,
mut meshes: ResMut<Assets<Mesh>>, mut meshes: ResMut<Assets<Mesh>>,
) { ) {
let heightmap = generate_heightmap( let heightmap = generate_heightmap(
32, 1,
32, 1,
&GenerationConfig { &GenerationConfig {
layers: vec![GeneratorLayer { layers: vec![
base_roughness: 2.14, GeneratorLayer {
roughness: 0.87, base_roughness: 2.14,
strength: 2.93, roughness: 0.87,
min_value: -0.2, strength: 2.93,
persistence: 0.77, min_value: -0.2,
is_rigid: false, persistence: 0.77,
weight: 0., is_rigid: false,
weight_multi: 0., weight: 0.,
layers: 4, weight_multi: 0.,
first_layer_mask: false, layers: 4,
},GeneratorLayer { first_layer_mask: false,
base_roughness: 2.85, },
roughness: 2., GeneratorLayer {
strength: -0.23, base_roughness: 2.85,
min_value: -0., roughness: 2.,
persistence: 1., strength: -0.23,
is_rigid: false, min_value: -0.,
weight: 0., persistence: 1.,
weight_multi: 0., is_rigid: false,
layers: 4, weight: 0.,
first_layer_mask: false, weight_multi: 0.,
},GeneratorLayer { layers: 4,
base_roughness: 2.6, first_layer_mask: false,
roughness: 4., },
strength: 10.44, GeneratorLayer {
min_value: 0., base_roughness: 2.6,
persistence: 1.57, roughness: 4.,
is_rigid: true, strength: 10.44,
weight: 1., min_value: 0.,
weight_multi: 0.35, persistence: 1.57,
layers: 4, is_rigid: true,
first_layer_mask: true, weight: 1.,
},GeneratorLayer { weight_multi: 0.35,
base_roughness: 3.87, layers: 4,
roughness: 5.8, first_layer_mask: true,
strength: -1., },
min_value: 0., GeneratorLayer {
persistence: 0., base_roughness: 3.87,
is_rigid: true, roughness: 5.8,
weight: 1., strength: -1.,
weight_multi: 4.57, min_value: 0.,
layers: 3, persistence: 0.,
first_layer_mask: true, is_rigid: true,
}], weight: 1.,
weight_multi: 4.57,
layers: 3,
first_layer_mask: true,
},
],
noise_scale: 350., noise_scale: 350.,
sea_level: 4., sea_level: 4.,
}, },
1, 2,
); );
let debug_material = materials.add(StandardMaterial { let debug_material = materials.add(StandardMaterial {
@@ -107,9 +142,9 @@ fn create_map(
..default() ..default()
}); });
for chunk in heightmap.chunks { for chunk in &heightmap.chunks {
let mesh = generate_chunk_mesh(&chunk); let mesh = generate_chunk_mesh(&chunk, &heightmap);
let pos = offset_to_world(chunk.chunk_offset * Chunk::SIZE as i32); let pos = offset_to_world(chunk.chunk_offset * Chunk::SIZE as i32, 0.);
commands.spawn(PbrBundle { commands.spawn(PbrBundle {
mesh: meshes.add(mesh), mesh: meshes.add(mesh),
material: debug_material.clone(), material: debug_material.clone(),
@@ -117,4 +152,6 @@ fn create_map(
..default() ..default()
}); });
} }
commands.insert_resource(heightmap);
} }