biome sampling
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@@ -1,8 +1,8 @@
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use crate::biome_painter::BiomePainterAsset;
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use crate::hex_utils::HexCoord;
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use crate::prelude::*;
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use crate::tile_manager::TileAsset;
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use crate::tile_mapper::TileMapperAsset;
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use crate::{biome_asset::BiomeAsset, biome_painter::BiomePainterAsset};
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use bevy::{
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prelude::*,
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render::{
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@@ -16,6 +16,7 @@ pub fn generate_packed_chunk_mesh(
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map: &Map,
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painter: &BiomePainterAsset,
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tiles: &Res<Assets<TileAsset>>,
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biomes: &Res<Assets<BiomeAsset>>,
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mappers: &Res<Assets<TileMapperAsset>>,
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) -> Mesh {
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let vertex_count: usize = Chunk::SIZE * Chunk::SIZE * 6;
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@@ -31,8 +32,12 @@ pub fn generate_packed_chunk_mesh(
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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 biome = biomes
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.get(painter.sample_biome(biomes, moisture, temperature, 1.))
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.unwrap();
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let mapper = mappers.get(biome.tile_mapper.clone());
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let tile_handle = mapper.unwrap().sample_tile(height);
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let tile = tiles.get(tile_handle).unwrap();
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create_packed_tile(
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