save tile texture id into map
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@@ -2,6 +2,7 @@
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use bevy::log::*;
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use bevy::{asset::Assets, ecs::system::Res, math::Vec3, render::mesh::Mesh};
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use bevy_rapier3d::geometry::{Collider, TriMeshFlags};
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use rayon::iter::{IntoParallelRefMutIterator, ParallelIterator};
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use world_generation::{
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biome_painter::BiomePainterAsset,
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chunk_colliders::generate_chunk_collider,
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@@ -12,16 +13,41 @@ use world_generation::{
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tile_mapper::TileMapperAsset,
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};
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pub fn prepare_chunk_mesh(
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chunk: &Chunk,
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heightmap: &Map,
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pub fn paint_map(
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map: &mut Map,
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painter: &BiomePainterAsset,
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tile_assets: &Res<Assets<TileAsset>>,
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tile_mappers: &Res<Assets<TileMapperAsset>>,
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) -> (Mesh, (Vec<Vec3>, Vec<[u32; 3]>), Vec3, usize) {
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tiles: &Res<Assets<TileAsset>>,
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mappers: &Res<Assets<TileMapperAsset>>,
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) {
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map.chunks.par_iter_mut().for_each(|chunk: &mut Chunk| {
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paint_chunk(chunk, painter, tiles, mappers);
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});
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}
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pub fn paint_chunk(
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chunk: &mut Chunk,
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painter: &BiomePainterAsset,
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tiles: &Res<Assets<TileAsset>>,
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mappers: &Res<Assets<TileMapperAsset>>,
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) {
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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 idx = x + z * Chunk::SIZE;
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let height = chunk.heights[idx];
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let moisture = chunk.moisture[idx];
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let temperature = chunk.temperature[idx];
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let biome = mappers.get(painter.sample_biome(moisture, temperature));
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let tile_handle = biome.unwrap().sample_tile(height);
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let tile = tiles.get(tile_handle).unwrap();
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chunk.textures[idx] = [tile.texture_id, tile.side_texture_id];
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}
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}
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}
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pub fn prepare_chunk_mesh(chunk: &Chunk, heightmap: &Map) -> (Mesh, (Vec<Vec3>, Vec<[u32; 3]>), Vec3, usize) {
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#[cfg(feature = "tracing")]
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let _gen_mesh = info_span!("Generate Chunk").entered();
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let mesh = generate_chunk_mesh(chunk, &heightmap, painter, &tile_assets, &tile_mappers);
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let mesh = generate_chunk_mesh(chunk, &heightmap);
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let col_data = generate_chunk_collider(chunk, &heightmap);
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return (
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@@ -32,15 +58,8 @@ pub fn prepare_chunk_mesh(
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);
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}
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pub fn prepare_chunk_mesh_with_collider(
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chunk: &Chunk,
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heightmap: &Map,
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painter: &BiomePainterAsset,
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tile_assets: &Res<Assets<TileAsset>>,
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tile_mappers: &Res<Assets<TileMapperAsset>>,
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) -> (Mesh, Collider, Vec3, usize) {
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let (mesh, (col_verts, col_indicies), pos, index) =
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prepare_chunk_mesh(chunk, heightmap, painter, tile_assets, tile_mappers);
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pub fn prepare_chunk_mesh_with_collider(chunk: &Chunk, heightmap: &Map) -> (Mesh, Collider, Vec3, usize) {
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let (mesh, (col_verts, col_indicies), pos, index) = prepare_chunk_mesh(chunk, heightmap);
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let collider: Collider;
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{
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#[cfg(feature = "tracing")]
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