save tile texture id into map

This commit is contained in:
2024-05-27 13:05:38 -04:00
parent 710eb80bf0
commit dcf6fc5972
8 changed files with 76 additions and 61 deletions

View File

@@ -44,43 +44,30 @@ fn chunk_rebuilder(
mut chunks: ResMut<PhosChunkRegistry>,
atlas: Res<ChunkAtlas>,
heightmap: Res<Map>,
tile_assets: Res<Assets<TileAsset>>,
tile_mappers: Res<Assets<TileMapperAsset>>,
mut meshes: ResMut<Assets<Mesh>>,
biome_painters: Res<Assets<BiomePainterAsset>>,
painter: Res<CurrentBiomePainter>,
) {
if queue.queue.len() == 0 {
return;
}
queue.queue.dedup();
let chunk_indices = queue.queue.clone();
let pool = AsyncComputeTaskPool::get();
for chunk_index in &queue.queue {
let chunk = chunks.chunks[*chunk_index];
// commands.entity(chunk).remove::<Handle<Mesh>>();
commands.entity(chunk).despawn();
}
let b_painter = biome_painters.get(painter.handle.clone());
let cur_painter = b_painter.unwrap();
let chunk_meshes: Vec<_> = queue
.queue
.par_iter()
.map(|idx| {
return prepare_chunk_mesh(
&heightmap.chunks[*idx],
&heightmap,
cur_painter,
&tile_assets,
&tile_mappers,
);
return prepare_chunk_mesh(&heightmap.chunks[*idx], &heightmap);
})
.collect();
let pool = AsyncComputeTaskPool::get();
for (mesh, collider_data, pos, index) in chunk_meshes {
let mut chunk = commands.spawn((
MaterialMeshBundle {