Ejemplo n.º 1
0
    void MakeCornerBridge(GridMesh mesh, Vector3 v0, GridDirection bridgeDirection)
    {
        Vector3 b0 = GridMetrics.GetBridge(bridgeDirection.Previous());
        Vector3 b1 = GridMetrics.GetBridge(bridgeDirection.Next());

        mesh.AddQuad(v0, v0 + b0, v0 + b0 + b1, v0 + b1);
        if (mesh.useUVCoordinates)
        {
            mesh.AddQuadUV(0f, 0f, 0f, 1f);
        }
    }
Ejemplo n.º 2
0
    void MakeBridge(GridMesh mesh, Vector3 v0, Vector3 v1, GridDirection bridgeDirection)
    {
        Vector3 bridge = GridMetrics.GetBridge(bridgeDirection);
        Vector3 e0     = v0 + bridge;
        Vector3 e1     = v1 + bridge;

        mesh.AddQuad(v0, e0, e1, v1);
        if (mesh.useUVCoordinates)
        {
            mesh.AddQuadUV(0f, 0f, 0f, 1f);
        }
    }
Ejemplo n.º 3
0
    void AddMeshForSquare(SquareCell cell)
    {
        Vector3 centre         = cell.transform.localPosition;
        Vector3 verticleCentre = centre + Vector3.up * cell.CentreElevation * GridMetrics.elevationStep;
        Vector3 vb0            = centre + GridMetrics.GetEdge(GridDirection.SW);
        Vector3 vb1            = centre + GridMetrics.GetEdge(GridDirection.NW);
        Vector3 vb2            = centre + GridMetrics.GetEdge(GridDirection.NE);
        Vector3 vb3            = centre + GridMetrics.GetEdge(GridDirection.SE);

        vb0 = vb0 + Vector3.up * (cell.GridElevations.Y0) * GridMetrics.elevationStep;
        vb1 = vb1 + Vector3.up * (cell.GridElevations.Y1) * GridMetrics.elevationStep;
        vb2 = vb2 + Vector3.up * (cell.GridElevations.Y2) * GridMetrics.elevationStep;
        vb3 = vb3 + Vector3.up * (cell.GridElevations.Y3) * GridMetrics.elevationStep;

        Vector3 vs0 = centre + GridMetrics.GetSolidEdge(GridDirection.SW);
        Vector3 vs1 = centre + GridMetrics.GetSolidEdge(GridDirection.NW);
        Vector3 vs2 = centre + GridMetrics.GetSolidEdge(GridDirection.NE);
        Vector3 vs3 = centre + GridMetrics.GetSolidEdge(GridDirection.SE);


        Vector3 bridgeW = GridMetrics.GetBridge(GridDirection.W);
        Vector3 bridgeN = GridMetrics.GetBridge(GridDirection.N);
        Vector3 bridgeE = GridMetrics.GetBridge(GridDirection.E);
        Vector3 bridgeS = GridMetrics.GetBridge(GridDirection.S);

        Vector3 vS0 = vs0 + bridgeS + GetVertexBlendElevation(cell.GridElevations, GridDirection.SW, GridDirection.S);
        Vector3 vW0 = vs0 + bridgeW + GetVertexBlendElevation(cell.GridElevations, GridDirection.SW, GridDirection.W);
        Vector3 vN1 = vs1 + bridgeN + GetVertexBlendElevation(cell.GridElevations, GridDirection.NW, GridDirection.N);
        Vector3 vW1 = vs1 + bridgeW + GetVertexBlendElevation(cell.GridElevations, GridDirection.NW, GridDirection.W);
        Vector3 vN2 = vs2 + bridgeN + GetVertexBlendElevation(cell.GridElevations, GridDirection.NE, GridDirection.N);
        Vector3 vE2 = vs2 + bridgeE + GetVertexBlendElevation(cell.GridElevations, GridDirection.NE, GridDirection.E);
        Vector3 vE3 = vs3 + bridgeE + GetVertexBlendElevation(cell.GridElevations, GridDirection.SE, GridDirection.E);
        Vector3 vS3 = vs3 + bridgeS + GetVertexBlendElevation(cell.GridElevations, GridDirection.SE, GridDirection.S);

        if (cell.GridElevations.Y0 == cell.GridElevations.Y2)  // keep diagonals level
        {
            vs0 += Vector3.up * (cell.GridElevations.Y0) * GridMetrics.elevationStep;
            vs1 += GetDoubleVertexBlendElevation(cell.GridElevations, GridDirection.NW);
            vs2 += Vector3.up * (cell.GridElevations.Y2) * GridMetrics.elevationStep;
            vs3 += GetDoubleVertexBlendElevation(cell.GridElevations, GridDirection.SE);
        }
        else if (cell.GridElevations.Y1 == cell.GridElevations.Y3)
        {
            vs0 += GetDoubleVertexBlendElevation(cell.GridElevations, GridDirection.SW);
            vs1 += Vector3.up * (cell.GridElevations.Y1) * GridMetrics.elevationStep;
            vs2 += GetDoubleVertexBlendElevation(cell.GridElevations, GridDirection.NE);
            vs3 += Vector3.up * (cell.GridElevations.Y3) * GridMetrics.elevationStep;
        }
        else
        {
            vs0 += GetDoubleVertexBlendElevation(cell.GridElevations, GridDirection.SW);
            vs1 += GetDoubleVertexBlendElevation(cell.GridElevations, GridDirection.NW);
            vs2 += GetDoubleVertexBlendElevation(cell.GridElevations, GridDirection.NE);
            vs3 += GetDoubleVertexBlendElevation(cell.GridElevations, GridDirection.SE);
        }

        // Works out which diagonal to add
        if (cell.GridElevations.Y0 == cell.GridElevations.Y2 || Mathf.Abs(cell.GridElevations.Y0 - cell.GridElevations.Y2) < Mathf.Abs(cell.GridElevations.Y1 - cell.GridElevations.Y3))  // sets direction of the triangle pairs in the quad
        {
            AddHalfCell(cell, GridDirection.NW, centre, vs0, vs1, vs2, vN1, vN2, vW0, vW1, vb1, vb2, vE2);
            AddHalfCell(cell, GridDirection.SE, centre, vs2, vs3, vs0, vS3, vS0, vE2, vE3, vb3, vb0, vW0);
        }
        else
        {
            AddHalfCell(cell, GridDirection.SW, centre, vs3, vs0, vs1, vW0, vW1, vS3, vS0, vb0, vb1, vN1);
            AddHalfCell(cell, GridDirection.NE, centre, vs1, vs2, vs3, vE2, vE3, vN1, vN2, vb2, vb3, vS3);
        }
        if (cell.HasRoads)
        {
            TriangulateRoadCentre(cell, verticleCentre, vs0, vs1, vs2, vs3);
        }
        if (cell.HasRiver)
        {
            if (cell.HasRiverThroughEdge(GridDirection.N))
            {
                TriangulateWithRiver(GridDirection.N, cell, centre, vs1, vb1, vb2, vs2, 0f);
            }
            else
            {
                TriangulateWithRiver(GridDirection.N, cell, centre, vs1, vb1, vb2, vs2, 0f);
            }
            if (cell.HasRiverThroughEdge(GridDirection.E))
            {
                TriangulateWithRiver(GridDirection.E, cell, centre, vs2, vb2, vb3, vs3, 0.5f);
            }
            else
            {
                TriangulateWithRiver(GridDirection.E, cell, centre, vs2, vb2, vb3, vs3, 0.5f);
            }
            if (cell.HasRiverThroughEdge(GridDirection.S))
            {
                TriangulateWithRiver(GridDirection.S, cell, centre, vs3, vb3, vb0, vs0, 1f);
            }
            else
            {
                TriangulateWithRiver(GridDirection.S, cell, centre, vs3, vb3, vb0, vs0, 1f);
            }
            if (cell.HasRiverThroughEdge(GridDirection.W))
            {
                TriangulateWithRiver(GridDirection.W, cell, centre, vs0, vb0, vb1, vs1, 0.5f);
            }
            else
            {
                TriangulateWithRiver(GridDirection.W, cell, centre, vs0, vb0, vb1, vs1, 0.5f);
            }
        }
        if (cell.IsUnderwater)
        {
            AddWaterForSquare(cell, centre);
        }
        if (!cell.IsUnderwater && !cell.HasRoads)
        {
            features.AddFeature(cell, verticleCentre);
        }
    }