updated asset loader

prep for adding biomes
This commit is contained in:
2024-04-18 22:09:50 -04:00
parent 9fb305a887
commit df76dc7169
6 changed files with 60 additions and 19 deletions

View File

@@ -33,7 +33,9 @@ pub fn generate_chunk(chunk_x: f64, chunk_z: f64, cfg: &GenerationConfig, seed:
}
}
return Chunk {
points: result,
heights: result,
moisture: result.clone(),
tempurature: result.clone(),
chunk_offset: IVec2::new(chunk_x as i32, chunk_z as i32),
};
}

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@@ -128,15 +128,15 @@ impl HexCoord {
return IVec2::new(self.hex.x + (self.hex.y / 2), self.hex.y);
}
pub fn to_index(&self, width: usize) -> i32 {
return (self.hex.x + self.hex.y * width as i32) + (self.hex.y / 2);
pub fn to_index(&self, width: usize) -> usize {
return ((self.hex.x + self.hex.y * width as i32) + (self.hex.y / 2)) as usize;
}
pub fn to_chunk_index(&self, width: usize) -> i32 {
pub fn to_chunk_index(&self, width: usize) -> usize {
let pos = self.to_chunk_pos();
return pos.x + pos.y * width as i32;
return (pos.x + pos.y * width as i32) as usize;
}
pub fn to_chunk_local_index(&self) -> i32 {
pub fn to_chunk_local_index(&self) -> usize {
return self.to_chunk().to_index(Chunk::SIZE);
}

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@@ -32,7 +32,9 @@ pub mod prelude {
}
pub struct Chunk {
pub points: [f32; Chunk::SIZE * Chunk::SIZE],
pub heights: [f32; Chunk::SIZE * Chunk::SIZE],
pub moisture: [f32; Chunk::SIZE * Chunk::SIZE],
pub tempurature: [f32; Chunk::SIZE * Chunk::SIZE],
pub chunk_offset: IVec2,
}
@@ -59,12 +61,27 @@ pub mod prelude {
continue;
}
let c_idx = n_tile.to_chunk_index(self.width);
let chunk = &self.chunks[c_idx as usize];
let chunk = &self.chunks[c_idx];
let local = n_tile.to_chunk_local_index();
results[i] = Some(chunk.points[local as usize]);
results[i] = Some(chunk.heights[local]);
}
return results;
}
pub fn get_height(&self, pos: &HexCoord) -> f32 {
let chunk = &self.chunks[pos.to_chunk_index(self.width)];
return chunk.heights[pos.to_chunk_local_index()];
}
pub fn get_moisture(&self, pos: &HexCoord) -> f32 {
let chunk = &self.chunks[pos.to_chunk_index(self.width)];
return chunk.moisture[pos.to_chunk_local_index()];
}
pub fn get_tempurature(&self, pos: &HexCoord) -> f32 {
let chunk = &self.chunks[pos.to_chunk_index(self.width)];
return chunk.tempurature[pos.to_chunk_local_index()];
}
}
pub const ATTRIBUTE_TEXTURE_INDEX: MeshVertexAttribute =

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@@ -29,7 +29,7 @@ pub fn generate_chunk_mesh(chunk: &Chunk, map: &Map) -> Mesh {
for z in 0..Chunk::SIZE {
for x in 0..Chunk::SIZE {
let height = chunk.points[x + z * Chunk::SIZE];
let height = chunk.heights[x + z * Chunk::SIZE];
let off_pos = Vec3::new(x as f32, height, z as f32);
let tile_pos = offset3d_to_world(off_pos);
let coord = HexCoord::from_offset(

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@@ -1,6 +1,6 @@
use asset_loader::create_asset_loader;
use bevy::{
asset::{Asset, AssetLoader, AsyncReadExt},
asset::{Asset, Handle},
ecs::system::Resource,
reflect::TypePath,
};
@@ -29,12 +29,12 @@ pub struct TileAsset {
#[serde(skip)]
pub id: usize,
pub name: String,
#[serde(skip)]
pub texture_id: u32,
#[serde(skip)]
pub texture: String,
pub side_texture_id: u32,
#[serde(skip)]
pub side_texture_id: u32,
pub side_texture: String,
}
create_asset_loader!(TileAssetPlugin, TileAssetLoader, TileAsset, &["tile.json"]);
create_asset_loader!(TileAssetPlugin, TileAssetLoader, TileAsset, &["tile.json"],);