Files
phos-neo/game/main/src/utlis/chunk_utils.rs
2026-02-26 15:57:42 -05:00

95 lines
2.7 KiB
Rust

#[cfg(feature = "tracing")]
use bevy::log::*;
use bevy::{
asset::Assets,
ecs::system::Res,
math::{IVec2, UVec2, Vec3},
mesh::Mesh,
};
use bevy_rapier3d::geometry::{Collider, TriMeshFlags};
use rayon::iter::{IntoParallelRefMutIterator, ParallelIterator};
use world_generation::{
biome_painter::BiomePainter,
generators::{
chunk_colliders::generate_chunk_collider,
mesh_generator::{generate_chunk_mesh, generate_chunk_water_mesh},
packed_mesh_generator::generate_packed_chunk_mesh,
},
hex_utils::offset_to_world,
prelude::{Chunk, Map, MeshChunkData},
tile_manager::TileAsset,
tile_mapper::TileMapperAsset,
};
pub fn paint_map(
map: &mut Map,
painter: &BiomePainter,
tiles: &Res<Assets<TileAsset>>,
mappers: &Res<Assets<TileMapperAsset>>,
) {
map.chunks.par_iter_mut().for_each(|chunk: &mut Chunk| {
paint_chunk(chunk, painter, tiles, mappers);
});
}
pub fn paint_chunk(
chunk: &mut Chunk,
painter: &BiomePainter,
tiles: &Res<Assets<TileAsset>>,
mappers: &Res<Assets<TileMapperAsset>>,
) {
for z in 0..Chunk::SIZE {
for x in 0..Chunk::SIZE {
let idx = x + z * Chunk::SIZE;
let height = chunk.heights[idx];
let biome_id = chunk.biome_id[idx];
let biome = &painter.biomes[biome_id];
let mapper = mappers.get(biome.tile_mapper.id());
let tile_handle = mapper.unwrap().sample_tile(height);
let tile = tiles.get(tile_handle).unwrap();
chunk.textures[idx] = [tile.texture_id, tile.side_texture_id];
}
}
}
pub fn prepare_chunk_mesh(
chunk: &MeshChunkData,
sealevel: f32,
chunk_offset: IVec2,
chunk_index: usize,
map_size: UVec2,
) -> (Mesh, Mesh, (Vec<Vec3>, Vec<[u32; 3]>), Vec3, usize) {
#[cfg(feature = "tracing")]
let _gen_mesh = info_span!("Generate Chunk").entered();
let chunk_mesh = generate_chunk_mesh(chunk);
let water_mesh = generate_chunk_water_mesh(chunk, sealevel, map_size.x as usize, map_size.y as usize);
let col_data = generate_chunk_collider(chunk);
return (
chunk_mesh,
water_mesh,
col_data,
offset_to_world(chunk_offset * Chunk::SIZE as i32, 0.),
chunk_index,
);
}
pub fn prepare_chunk_mesh_with_collider(
chunk: &MeshChunkData,
sealevel: f32,
chunk_offset: IVec2,
chunk_index: usize,
map_size: UVec2,
) -> (Mesh, Mesh, Collider, Vec3, usize) {
let (chunk_mesh, water_mesh, (col_verts, col_indicies), pos, index) =
prepare_chunk_mesh(chunk, sealevel, chunk_offset, chunk_index, map_size);
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)
.expect("Failed to generate chunk collision mesh");
}
return (chunk_mesh, water_mesh, collider, pos, index);
}