Ejemplo n.º 1
0
    void TriangulateConnection(HexDirection direction, HexCell cell, EdgeVertices e1)
    {
        //Is border cell?
        HexCell neighbor = cell.GetNeighbor(direction);

        if (neighbor == null)
        {
            return;
        }
        //create bridge between cells
        Vector3 bridge = HexMetric.GetBridge(direction);

        bridge.y = neighbor.Position.y - cell.Position.y;
        EdgeVertices e2 = new EdgeVertices(e1.v1 + bridge, e1.v5 + bridge);

        if (cell.HasRiverThroughEdge(direction))
        {
            e2.v3.y = neighbor.StreamBedY;
            if (!cell.IsUnderwater)
            {
                if (!neighbor.IsUnderwater)
                {
                    TriangulateRiverQuad(e1.v2, e1.v4, e2.v2, e2.v4, cell.RiverSurfaceY, neighbor.RiverSurfaceY, 0.8f, cell.HasIncomingRiver && cell.IncomingRiver == direction);
                }
                else if (cell.Elevation > neighbor.WaterLevel)
                {
                    TriangulateWaterfallInWater(e1.v2, e1.v4, e2.v2, e2.v4, cell.RiverSurfaceY, neighbor.RiverSurfaceY, neighbor.WaterSurfaceY);
                }
            }
            else if (
                !neighbor.IsUnderwater && neighbor.Elevation > cell.WaterLevel)
            {
                TriangulateWaterfallInWater(e2.v4, e2.v2, e1.v4, e1.v2, neighbor.RiverSurfaceY, cell.RiverSurfaceY, cell.WaterSurfaceY);
            }
        }
        if (cell.GetEdgeType(direction) == HexEdgeType.Slope)
        {
            TriangulateEdgeTerraces(e1, cell, e2, neighbor, cell.HasRoadThroughEdge(direction));
        }
        else // cliffs or flat cells
        {
            TriangulateEdgeStrip(e1, color1, cell.TerrainTypeIndex, e2, color2, cell.TerrainTypeIndex, cell.HasRoadThroughEdge(direction));
        }
        //create triangle that connects three cells together
        HexCell nextNeighbor = cell.GetNeighbor(direction.Next());

        if (direction <= HexDirection.E && nextNeighbor != null)
        {
            Vector3 v5 = e1.v5 + HexMetric.GetBridge(direction.Next());
            v5.y = nextNeighbor.Position.y;
            if (cell.Elevation <= neighbor.Elevation)
            {
                if (cell.Elevation <= nextNeighbor.Elevation)
                {
                    TriangulateCorner(e1.v5, cell, e2.v5, neighbor, v5, nextNeighbor);
                }
                else
                {
                    TriangulateCorner(v5, nextNeighbor, e1.v5, cell, e2.v5, neighbor);
                }
            }
            else if (neighbor.Elevation <= nextNeighbor.Elevation)
            {
                TriangulateCorner(e2.v5, neighbor, v5, nextNeighbor, e1.v5, cell);
            }
            else
            {
                TriangulateCorner(v5, nextNeighbor, e1.v5, cell, e2.v5, neighbor);
            }
        }
    }