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Use octee for normals and uvs seperatly #32

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26 changes: 23 additions & 3 deletions gaiku-amethyst/examples/terrain.rs
Original file line number Diff line number Diff line change
Expand Up @@ -17,6 +17,7 @@ use amethyst::{
palette::{rgb::Rgb, Srgb},
plugins::{RenderShaded3D, RenderSkybox, RenderToWindow},
types::{DefaultBackend, TextureData},
visibility::BoundingSphere,
ActiveCamera, Camera, Material, MaterialDefaults, Mesh, RenderingBundle,
},
ui::{RenderUi, UiBundle},
Expand Down Expand Up @@ -133,7 +134,8 @@ impl GameLoad {
for chunk in chunks.iter() {
let mesh = VoxelBaker::bake::<Chunk, GaikuTexture2d, GaikuMesh>(chunk, &options).unwrap();
if let Some(mesh) = mesh {
meshes.push((mesh, chunk.position()));
let dimensions = [chunk.width(), chunk.height(), chunk.depth()];
meshes.push((mesh, chunk.position(), dimensions));
}
}

Expand All @@ -145,7 +147,7 @@ impl GameLoad {
} else {
Matrix4::identity()
};
for (mut mesh_gox, position) in meshes {
for (mut mesh_gox, position, dimensions) in meshes {
let (mesh, mat) = {
if swap_axes {
// Swap y/z for amethyst coordinate system
Expand Down Expand Up @@ -198,7 +200,25 @@ impl GameLoad {
pos.set_translation(position_trans);
pos.set_scale(scale);

let _voxel = world.create_entity().with(mesh).with(mat).with(pos).build();
let radius =
((dimensions[0].pow(2) + dimensions[1].pow(2) + dimensions[2].pow(2)) as f32).sqrt() * 0.60;
let center = [
dimensions[0] as f32 / 2.,
dimensions[1] as f32 / 2.,
dimensions[2] as f32 / 2.,
];
let bounding_sphere = BoundingSphere {
center: center.into(),
radius,
};

let _voxel = world
.create_entity()
.with(mesh)
.with(mat)
.with(pos)
.with(bounding_sphere)
.build();
}
}
}
1 change: 1 addition & 0 deletions gaiku-common/src/boundary.rs
Original file line number Diff line number Diff line change
Expand Up @@ -41,6 +41,7 @@ impl Boundary {
&& self.end.z > point.z
}

#[allow(dead_code)]
pub fn intersects(&self, range: &Boundary) -> bool {
!(range.start.x > self.start.x
|| range.start.y > self.start.y
Expand Down
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