Files
phos-neo/game/main/src/utlis/chunk_utils.rs

52 lines
1.7 KiB
Rust

#[cfg(feature = "tracing")]
use bevy::log::*;
use bevy::{asset::Assets, ecs::system::Res, math::Vec3, render::mesh::Mesh};
use bevy_rapier3d::geometry::{Collider, TriMeshFlags};
use world_generation::{
biome_painter::BiomePainterAsset,
chunk_colliders::generate_chunk_collider,
hex_utils::{offset_to_index, offset_to_world},
mesh_generator::generate_chunk_mesh,
prelude::{Chunk, Map},
tile_manager::TileAsset,
tile_mapper::TileMapperAsset,
};
pub fn prepare_chunk_mesh(
chunk: &Chunk,
heightmap: &Map,
painter: &BiomePainterAsset,
tile_assets: &Res<Assets<TileAsset>>,
tile_mappers: &Res<Assets<TileMapperAsset>>,
) -> (Mesh, (Vec<Vec3>, Vec<[u32; 3]>), Vec3, usize) {
#[cfg(feature = "tracing")]
let _gen_mesh = info_span!("Generate Chunk").entered();
let mesh = generate_chunk_mesh(chunk, &heightmap, painter, &tile_assets, &tile_mappers);
let col_data = generate_chunk_collider(chunk, &heightmap);
return (
mesh,
col_data,
offset_to_world(chunk.chunk_offset * Chunk::SIZE as i32, 0.),
offset_to_index(chunk.chunk_offset, heightmap.width),
);
}
pub fn prepare_chunk_mesh_with_collider(
chunk: &Chunk,
heightmap: &Map,
painter: &BiomePainterAsset,
tile_assets: &Res<Assets<TileAsset>>,
tile_mappers: &Res<Assets<TileMapperAsset>>,
) -> (Mesh, Collider, Vec3, usize) {
let (mesh, (col_verts, col_indicies), pos, index) =
prepare_chunk_mesh(chunk, heightmap, painter, tile_assets, tile_mappers);
let collider: Collider;
{
#[cfg(feature = "tracing")]
let _collider_span = info_span!("Create Collider Trimesh").entered();
collider = Collider::trimesh_with_flags(col_verts, col_indicies, TriMeshFlags::DELETE_DUPLICATE_TRIANGLES);
}
return (mesh, collider, pos, index);
}