use tile mapper to render chunks
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@@ -1,4 +1,6 @@
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use crate::hex_utils::HexCoord;
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use crate::tile_manager::TileAsset;
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use crate::tile_mapper::TileMapperAsset;
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use crate::{
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hex_utils::{offset3d_to_world, INNER_RADIUS, OUTER_RADIUS},
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prelude::*,
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@@ -21,7 +23,12 @@ const HEX_CORNERS: [Vec3; 6] = [
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Vec3::new(-INNER_RADIUS, 0., 0.5 * OUTER_RADIUS),
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];
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pub fn generate_chunk_mesh(chunk: &Chunk, map: &Map) -> Mesh {
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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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tile_mapper: &TileMapperAsset,
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tiles: &Res<Assets<TileAsset>>,
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) -> Mesh {
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let vertex_count: usize = Chunk::SIZE * Chunk::SIZE * 6;
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let mut verts = Vec::with_capacity(vertex_count);
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let mut uvs = Vec::with_capacity(vertex_count);
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@@ -36,6 +43,9 @@ pub fn generate_chunk_mesh(chunk: &Chunk, map: &Map) -> Mesh {
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IVec2::new(x as i32, z as i32) + (chunk.chunk_offset * Chunk::SIZE as i32),
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);
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let n = map.get_neighbors(&coord);
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let tile_handle = tile_mapper.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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&n,
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@@ -43,7 +53,8 @@ pub fn generate_chunk_mesh(chunk: &Chunk, map: &Map) -> Mesh {
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&mut uvs,
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&mut indices,
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// &mut tex,
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(height % 7.) as u32,
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tile.texture_id,
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tile.side_texture_id,
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);
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}
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}
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@@ -67,9 +78,11 @@ fn create_tile(
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uvs: &mut Vec<Vec2>,
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indices: &mut Vec<u32>,
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texture_index: u32,
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side_texture_index: u32,
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) {
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let uv_offset = Vec2::splat(0.5);
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let tex_off = Vec2::new(texture_index as f32, 0.);
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let side_tex_off = Vec2::new(side_texture_index as f32, 0.);
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let idx = verts.len() as u32;
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uvs.push(uv_offset + tex_off);
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@@ -89,7 +102,7 @@ fn create_tile(
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match cur_n {
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Some(n_height) => {
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if n_height < pos.y {
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create_tile_wall(pos, i, n_height, verts, uvs, indices, tex_off);
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create_tile_wall(pos, i, n_height, verts, uvs, indices, side_tex_off);
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}
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}
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_ => {}
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