private void TriangulateRoadEdge(Vector3 centre, Vector3 ml, Vector3 mr, float index)
        {
            Roads.AddTriangle(centre, ml, mr);
            Roads.AddTriangleUV(new Vector3(1f, 0f), new Vector3(0f, 0f), new Vector3(0f, 0f));
            var indices = new Vector3(index, index, index);

            Roads.AddTriangleCellData(indices, weights1);
        }
    /// <summary>
    /// Creates the geometry for connecting different roads that converge on the cell center.
    /// </summary>
    void TriangulateRoadEdge(Vector3 center, Vector3 mL, Vector3 mR, float index)
    {
        Roads.AddTriangle(center, mL, mR);
        Roads.AddTriangleUV(new Vector2(1f, 0f), new Vector2(0f, 0f), new Vector2(0f, 0f));
        Vector3 indices;

        indices.x = indices.y = indices.z = index;
        Roads.AddTriangleCellData(indices, weights1);
    }
Beispiel #3
0
 void TriangulateRoad(Vector3 center, Vector3 mL, Vector3 mR, EdgeVertices edge, bool hasRoadThroughCellEdge)
 {
     if (hasRoadThroughCellEdge)
     {
         Vector3 mC = Vector3.Lerp(mL, mR, 0.5f);
         TriangulateRoadSegment(mL, mC, mR, edge.V2, edge.V3, edge.V4);
         Roads.AddTriangle(center, mL, mC);
         Roads.AddTriangle(center, mC, mR);
         Roads.AddTriangleUV(new Vector2(1f, 0f), new Vector2(0f, 0f), new Vector2(1f, 0f));
         Roads.AddTriangleUV(new Vector2(1f, 0f), new Vector2(1f, 0f), new Vector2(0f, 0f));
     }
     else
     {
         TriangulateRoadEdge(center, mL, mR);
     }
 }
 private void TriangulateRoad(
     Vector3 centre, Vector3 ml, Vector3 mr,
     EdgeVertices e, bool hasRoadThroughEdge, float index)
 {
     if (hasRoadThroughEdge)
     {
         var indices = new Vector3(index, index, index);
         var mc      = Vector3.Lerp(ml, mr, 0.5f);
         TriangulateRoadSegment(ml, mc, mr, e.v2, e.v3, e.v4, weights1, weights1, indices);
         Roads.AddTriangle(centre, ml, mc);
         Roads.AddTriangle(centre, mc, mr);
         Roads.AddTriangleUV(new Vector3(1f, 0f), new Vector3(0f, 0f), new Vector3(1f, 0f));
         Roads.AddTriangleUV(new Vector3(1f, 0f), new Vector3(1f, 0f), new Vector3(0f, 0f));
         Roads.AddTriangleCellData(indices, weights1);
         Roads.AddTriangleCellData(indices, weights1);
     }
     else
     {
         TriangulateRoadEdge(centre, ml, mr, index);
     }
 }
    /// <summary>
    /// Creates road geometry for cell center.
    /// </summary>
    void TriangulateRoad(Vector3 center, Vector3 mL, Vector3 mR, EdgeVertices e, bool hasRoadThroughCellEdge, float index)
    {
        if (hasRoadThroughCellEdge)           // Road in this direction ?
        {
            Vector3 indices;
            indices.x = indices.y = indices.z = index;
            Vector3 mC = Vector3.Lerp(mL, mR, 0.5f);
            TriangulateRoadSegment(mL, mC, mR, e.v2, e.v3, e.v4, weights1, weights1, indices);

            // Center connection triangles
            Roads.AddTriangle(center, mL, mC);
            Roads.AddTriangle(center, mC, mR);
            Roads.AddTriangleUV(new Vector2(1f, 0f), new Vector2(0f, 0f), new Vector2(1f, 0f));
            Roads.AddTriangleUV(new Vector2(1f, 0f), new Vector2(1f, 0f), new Vector2(0f, 0f));

            Roads.AddTriangleCellData(indices, weights1);
            Roads.AddTriangleCellData(indices, weights1);
        }
        else
        {
            // Then road exists in cell but not at this edge so draw auxiliary road geometry
            TriangulateRoadEdge(center, mL, mR, index);
        }
    }
Beispiel #6
0
 void TriangulateRoadEdge(Vector3 center, Vector3 mL, Vector3 mR)
 {
     Roads.AddTriangle(center, mL, mR);
     Roads.AddTriangleUV(new Vector2(1f, 0f), new Vector2(0f, 0f), new Vector2(0f, 0f));
 }