save tile texture id into map
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@@ -7,7 +7,7 @@ use serde::{Deserialize, Serialize};
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use crate::tile_mapper::TileMapperAsset;
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#[derive(Serialize, Deserialize, Debug, TypePath, Asset)]
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#[derive(Serialize, Deserialize, Debug, TypePath, Asset, Clone)]
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pub struct BiomePainterAsset {
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#[serde(skip)]
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pub biomes: Vec<Handle<TileMapperAsset>>,
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@@ -1,5 +1,6 @@
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use bevy::math::IVec2;
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use bevy::prelude::{FloatExt, Vec2};
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use bevy::utils::default;
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use noise::{NoiseFn, SuperSimplex};
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use rayon::iter::{IntoParallelIterator, ParallelIterator};
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@@ -50,6 +51,7 @@ pub fn generate_chunk(chunk_x: f64, chunk_z: f64, cfg: &GenerationConfig, seed:
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moisture: moisture,
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temperature: temp,
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chunk_offset: IVec2::new(chunk_x as i32, chunk_z as i32),
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..default()
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};
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}
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@@ -70,11 +70,24 @@ pub mod prelude {
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pub struct Chunk {
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pub heights: [f32; Chunk::SIZE * Chunk::SIZE],
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pub textures: [[u32; 2]; Chunk::SIZE * Chunk::SIZE],
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pub moisture: [f32; Chunk::SIZE * Chunk::SIZE],
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pub temperature: [f32; Chunk::SIZE * Chunk::SIZE],
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pub chunk_offset: IVec2,
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}
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impl Default for Chunk {
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fn default() -> Self {
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Self {
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heights: [0.; Chunk::SIZE * Chunk::SIZE],
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textures: [[0;2]; Chunk::SIZE * Chunk::SIZE],
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moisture: [0.; Chunk::SIZE * Chunk::SIZE],
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temperature: [0.; Chunk::SIZE * Chunk::SIZE],
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chunk_offset: Default::default(),
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}
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}
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}
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impl Chunk {
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pub const SIZE: usize = 64;
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pub const WORLD_WIDTH: f32 = Chunk::SIZE as f32 * SHORT_DIAGONAL;
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@@ -13,13 +13,7 @@ use bevy::{
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},
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};
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pub fn generate_chunk_mesh(
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chunk: &Chunk,
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map: &Map,
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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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) -> Mesh {
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pub fn generate_chunk_mesh(chunk: &Chunk, map: &Map) -> Mesh {
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#[cfg(feature = "tracing")]
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let span = info_span!("generate_chunk_mesh").entered();
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@@ -31,17 +25,13 @@ pub fn generate_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.heights[x + z * Chunk::SIZE];
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let moisture = chunk.moisture[x + z * Chunk::SIZE];
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let temperature = chunk.temperature[x + z * 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 off_pos = Vec3::new(x as f32, height, z as f32);
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let tile_pos = offset3d_to_world(off_pos);
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let coord =
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HexCoord::from_offset(IVec2::new(x as i32, z as i32) + (chunk.chunk_offset * Chunk::SIZE as i32));
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let n = map.get_neighbors(&coord);
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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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create_tile(
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tile_pos,
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@@ -51,8 +41,8 @@ pub fn generate_chunk_mesh(
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&mut indices,
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&mut normals,
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// &mut tex,
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tile.texture_id,
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tile.side_texture_id,
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chunk.textures[idx][0],
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chunk.textures[idx][1],
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);
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}
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}
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@@ -24,7 +24,7 @@ impl TileManager {
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}
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}
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#[derive(Serialize, Deserialize, Debug, TypePath, Asset)]
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#[derive(Serialize, Deserialize, Debug, TypePath, Asset, Clone)]
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pub struct TileAsset {
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#[serde(skip)]
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pub id: usize,
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@@ -44,43 +44,30 @@ fn chunk_rebuilder(
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mut chunks: ResMut<PhosChunkRegistry>,
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atlas: Res<ChunkAtlas>,
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heightmap: Res<Map>,
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tile_assets: Res<Assets<TileAsset>>,
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tile_mappers: Res<Assets<TileMapperAsset>>,
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mut meshes: ResMut<Assets<Mesh>>,
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biome_painters: Res<Assets<BiomePainterAsset>>,
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painter: Res<CurrentBiomePainter>,
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) {
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if queue.queue.len() == 0 {
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return;
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}
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queue.queue.dedup();
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let chunk_indices = queue.queue.clone();
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let pool = AsyncComputeTaskPool::get();
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for chunk_index in &queue.queue {
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let chunk = chunks.chunks[*chunk_index];
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// commands.entity(chunk).remove::<Handle<Mesh>>();
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commands.entity(chunk).despawn();
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}
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let b_painter = biome_painters.get(painter.handle.clone());
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let cur_painter = b_painter.unwrap();
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let chunk_meshes: Vec<_> = queue
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.queue
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.par_iter()
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.map(|idx| {
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return prepare_chunk_mesh(
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&heightmap.chunks[*idx],
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&heightmap,
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cur_painter,
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&tile_assets,
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&tile_mappers,
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);
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return prepare_chunk_mesh(&heightmap.chunks[*idx], &heightmap);
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})
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.collect();
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let pool = AsyncComputeTaskPool::get();
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for (mesh, collider_data, pos, index) in chunk_meshes {
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let mut chunk = commands.spawn((
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MaterialMeshBundle {
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@@ -13,7 +13,7 @@ use crate::{
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prelude::{ChunkAtlas, PhosChunk, PhosChunkRegistry, PhosMap},
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shader_extensions::chunk_material::ChunkMaterial,
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utlis::{
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chunk_utils::{prepare_chunk_mesh, prepare_chunk_mesh_with_collider},
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chunk_utils::{paint_map, prepare_chunk_mesh, prepare_chunk_mesh_with_collider},
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render_distance_system::RenderDistanceVisibility,
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},
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};
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@@ -110,7 +110,14 @@ fn finalize_texture(
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map.regenerate = true;
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}
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fn create_map(mut commands: Commands, mut cam: Query<(&mut Transform, Entity), With<PhosCamera>>) {
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fn create_map(
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mut commands: Commands,
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mut cam: Query<(&mut Transform, Entity), With<PhosCamera>>,
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tile_assets: Res<Assets<TileAsset>>,
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tile_mappers: Res<Assets<TileMapperAsset>>,
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biome_painters: Res<Assets<BiomePainterAsset>>,
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painter: Res<CurrentBiomePainter>,
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) {
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let config = GenerationConfig {
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layers: vec![
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GeneratorLayer {
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@@ -180,7 +187,11 @@ fn create_map(mut commands: Commands, mut cam: Query<(&mut Transform, Entity), W
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size: UVec2::splat(1024 / Chunk::SIZE as u32),
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// size: UVec2::splat(1),
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};
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let heightmap = generate_heightmap(&config, 4);
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let mut heightmap = generate_heightmap(&config, 4);
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let b_painter = biome_painters.get(painter.handle.clone());
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let cur_painter = b_painter.unwrap();
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paint_map(&mut heightmap, cur_painter, &tile_assets, &tile_mappers);
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let (mut cam_t, cam_entity) = cam.single_mut();
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cam_t.translation = heightmap.get_center();
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@@ -197,24 +208,17 @@ fn spawn_map(
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mut meshes: ResMut<Assets<Mesh>>,
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atlas: Res<ChunkAtlas>,
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mut map: ResMut<PhosMap>,
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tile_assets: Res<Assets<TileAsset>>,
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tile_mappers: Res<Assets<TileMapperAsset>>,
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biome_painters: Res<Assets<BiomePainterAsset>>,
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painter: Res<CurrentBiomePainter>,
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) {
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if !map.ready || !map.regenerate {
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return;
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}
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let b_painter = biome_painters.get(painter.handle.clone());
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map.regenerate = false;
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let cur_painter = b_painter.unwrap();
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let chunk_meshes: Vec<_> = heightmap
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.chunks
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.par_iter()
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.map(|chunk: &Chunk| {
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return prepare_chunk_mesh_with_collider(chunk, &heightmap, cur_painter, &tile_assets, &tile_mappers);
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return prepare_chunk_mesh_with_collider(chunk, &heightmap);
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})
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.collect();
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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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