use *;
use crateTerrainChunkMesh;
/*
pub(crate) fn update_loading_state (
mut commands:Commands,
meshes: Res <Assets<Mesh>>,
terrain_mesh_query: Query< Entity , (With<TerrainChunkMesh>, Without<ColliderData>) >,
// terrain_viewer: Query<&GlobalTransform, With<TerrainViewer>>,
mut terrain_loading_state: ResMut<NextState<TerrainLoadingState>>,
) {
let collision_needs_building = terrain_mesh_query.iter().collect::<Vec<Entity>>().is_empty();
if collision_needs_building {
terrain_loading_state.set (TerrainLoadingState::Loading);
}else{
terrain_loading_state.set(TerrainLoadingState::Complete);
}
}*/