re-working the editor nodes
de-coupling godot resources from internal runtime logic
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@@ -1,5 +1,5 @@
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use crate::chunk::chunk::CHUNK_SIZE;
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use crate::chunk::{Chunk, ChunkMesh};
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use crate::chunk::{SubChunk, ChunkMesh};
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use crate::editor::voxel_registry::VoxelRegistry;
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use crate::meshing::Mesher;
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use godot::prelude::*;
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@@ -20,7 +20,7 @@ impl BinaryGreedyMesher {
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Self
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}
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pub fn generate_mesh(&self, chunk: &Chunk, mesh: &mut ChunkMesh) {
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pub fn generate_mesh(&self, chunk: &SubChunk, mesh: &mut ChunkMesh) {
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mesh.vertices.clear();
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mesh.normals.clear();
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mesh.indices.clear();
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@@ -34,7 +34,7 @@ impl BinaryGreedyMesher {
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self.mesh_face(chunk, mesh, 5); // +Z (forward)
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}
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fn mesh_face(&self, chunk: &Chunk, mesh: &mut ChunkMesh, face_dir: usize) {
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fn mesh_face(&self, chunk: &SubChunk, mesh: &mut ChunkMesh, face_dir: usize) {
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let size = CHUNK_SIZE as usize;
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// For each slice perpendicular to the face direction
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@@ -191,7 +191,7 @@ impl BinaryGreedyMesher {
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quad: GreedyQuad,
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face_dir: usize,
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axis: usize,
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chunk: &Chunk,
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chunk: &SubChunk,
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) {
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let base_idx = mesh.vertices.len() as i32;
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@@ -297,13 +297,13 @@ impl BinaryGreedyMesher {
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}
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impl Mesher for BinaryGreedyMesher {
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fn generate_mesh(&self, chunk: &Chunk, mesh: &mut ChunkMesh) {
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fn generate_mesh(&self, chunk: &SubChunk, mesh: &mut ChunkMesh) {
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self.generate_mesh(chunk, mesh);
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}
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fn generate_mesh_with_registry(
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&self,
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chunk: &Chunk,
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chunk: &SubChunk,
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_registry: &VoxelRegistry,
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mesh: &mut ChunkMesh,
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) {
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