hex coords
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@@ -6,30 +6,24 @@ pub fn generate_heightmap(height: usize, width: usize, cfg: &GenerationConfig, s
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let mut chunks: Vec<Chunk> = Vec::with_capacity(height * width);
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for z in 0..height {
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for x in 0..width {
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chunks.push(generate_chunk(x as f64, z as f64, 32, cfg, seed));
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chunks.push(generate_chunk(x as f64, z as f64, cfg, seed));
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}
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}
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return Map {
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chunks: chunks,
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height: height,
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width: width,
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chunks,
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height,
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width,
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};
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}
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pub fn generate_chunk(
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chunk_x: f64,
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chunk_z: f64,
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size: usize,
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cfg: &GenerationConfig,
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seed: u32,
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) -> Chunk {
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let mut result: Vec<f32> = Vec::with_capacity(size * size);
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pub fn generate_chunk(chunk_x: f64, chunk_z: f64, cfg: &GenerationConfig, seed: u32) -> Chunk {
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let mut result: Vec<f32> = Vec::with_capacity(Chunk::SIZE * Chunk::SIZE);
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let noise = SuperSimplex::new(seed);
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for z in 0..size {
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for x in 0..size {
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for z in 0..Chunk::SIZE {
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for x in 0..Chunk::SIZE {
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result.push(sample_point(
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x as f64 + chunk_x * size as f64,
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z as f64 + chunk_z * size as f64,
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x as f64 + chunk_x * Chunk::SIZE as f64,
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z as f64 + chunk_z * Chunk::SIZE as f64,
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&cfg,
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&noise,
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));
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@@ -37,7 +31,6 @@ pub fn generate_chunk(
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}
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return Chunk {
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points: result,
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size: size,
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chunk_offset: IVec2::new(chunk_x as i32, chunk_z as i32),
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};
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}
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@@ -1,9 +1,162 @@
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use crate::prelude::Chunk;
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use bevy::prelude::*;
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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 to_hex_pos(pos: Vec3) -> Vec3 {
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let x = (pos.x + pos.z * 0.5 - (pos.z / 2.).floor()) * (INNER_RADIUS * 2.);
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return Vec3::new(x, pos.y, pos.z * OUTER_RADIUS * 1.5);
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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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}
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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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}
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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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}
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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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}
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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 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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}
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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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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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}
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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 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 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 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 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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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: i32)-> HexCoord{
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let s = Self::DIRECTIONS[dir % 6] * radius;
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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: i32)-> 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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return [
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self.get_neighbor(0),
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self.get_neighbor(1),
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self.get_neighbor(2),
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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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@@ -20,9 +20,12 @@ pub mod prelude {
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}
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pub struct Chunk {
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pub points: Vec<f32>,
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pub size: usize,
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pub chunk_offset: IVec2,
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}
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impl Chunk {
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pub const SIZE: usize = 32;
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}
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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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@@ -1,5 +1,5 @@
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use crate::{
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hex_utils::{to_hex_pos, INNER_RADIUS, OUTER_RADIUS},
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hex_utils::{offset3d_to_world, INNER_RADIUS, OUTER_RADIUS},
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prelude::*,
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};
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use bevy::{
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@@ -20,17 +20,17 @@ const HEX_CORNERS: [Vec3; 6] = [
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];
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pub fn generate_chunk_mesh(chunk: &Chunk) -> Mesh {
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let vertex_count: usize = chunk.size * chunk.size;
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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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let mut normals = Vec::with_capacity(vertex_count);
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let mut indices = Vec::with_capacity(vertex_count);
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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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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 off_pos = Vec3::new(x as f32, height, z as f32);
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let grid_pos = to_hex_pos(off_pos);
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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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}
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}
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