Ejemplo n.º 1
0
    void TriangulateAdjacentToRiver(HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e)
    {
        //alter channel center
        if (cell.HasRoads)
        {
            TriangulateRoadAdjacentToRiver(direction, cell, center, e);
        }
        if (cell.HasRiverThroughEdge(direction.Next()))
        {
            if (cell.HasRiverThroughEdge(direction.Previous()))
            {
                center += HexMetric.GetSolidEdgeMiddle(direction) * (HexMetric.innerToOuter * 0.5f);
            }
            else if (cell.HasRiverThroughEdge(direction.Previous2()))
            {
                center += HexMetric.GetFirstSolidCorner(direction) * 0.25f;
            }
        }
        else if (cell.HasRiverThroughEdge(direction.Previous()) && cell.HasRiverThroughEdge(direction.Next2()))
        {
            center += HexMetric.GetSecondSolidCorner(direction) * 0.25f;
        }

        EdgeVertices m = new EdgeVertices(Vector3.Lerp(center, e.v1, 0.5f), Vector3.Lerp(center, e.v5, 0.5f));

        TriangulateEdgeStrip(m, color1, cell.TerrainTypeIndex, e, color1, cell.TerrainTypeIndex);
        TriangulateEdgeFan(center, m, cell.TerrainTypeIndex);
        if (!cell.IsUnderwater && !cell.HasRiverThroughEdge(direction))
        {
            features.AddFeature((center + e.v1 + e.v5) * (1f / 3f), cell);
        }
    }
Ejemplo n.º 2
0
    void TriangulateWaterShore(HexDirection direction, HexCell cell, HexCell neighbor, Vector3 center)
    {
        EdgeVertices e1 = new EdgeVertices(
            center + HexMetric.GetFirstWaterCorner(direction),
            center + HexMetric.GetSecondWaterCorner(direction)
            );

        water.AddTriangle(center, e1.v1, e1.v2);
        water.AddTriangle(center, e1.v2, e1.v3);
        water.AddTriangle(center, e1.v3, e1.v4);
        water.AddTriangle(center, e1.v4, e1.v5);

        Vector3 center2 = neighbor.Position;

        center2.y = center.y;
        EdgeVertices e2 = new EdgeVertices(
            center2 + HexMetric.GetSecondSolidCorner(direction.Opposite()),
            center2 + HexMetric.GetFirstSolidCorner(direction.Opposite())
            );

        if (cell.HasRiverThroughEdge(direction))
        {
            TriangulateEstuary(e1, e2, cell.IncomingRiver == direction);
        }
        else
        {
            waterShore.AddQuad(e1.v1, e1.v2, e2.v1, e2.v2);
            waterShore.AddQuad(e1.v2, e1.v3, e2.v2, e2.v3);
            waterShore.AddQuad(e1.v3, e1.v4, e2.v3, e2.v4);
            waterShore.AddQuad(e1.v4, e1.v5, e2.v4, e2.v5);
            waterShore.AddQuadUV(0f, 0f, 0f, 1f);
            waterShore.AddQuadUV(0f, 0f, 0f, 1f);
            waterShore.AddQuadUV(0f, 0f, 0f, 1f);
            waterShore.AddQuadUV(0f, 0f, 0f, 1f);
        }

        HexCell nextNeighbor = cell.GetNeighbor(direction.Next());

        if (nextNeighbor != null)
        {
            Vector3 v3 = nextNeighbor.Position + (nextNeighbor.IsUnderwater ? HexMetric.GetFirstWaterCorner(direction.Previous()) : HexMetric.GetFirstSolidCorner(direction.Previous()));
            v3.y = center.y;
            waterShore.AddTriangle(e1.v5, e2.v5, v3); waterShore.AddTriangleUV(new Vector2(0f, 0f), new Vector2(0f, 1f), new Vector2(0f, nextNeighbor.IsUnderwater ? 0f : 1f));
        }
    }
Ejemplo n.º 3
0
    void Triangulate(HexDirection direction, HexCell cell)
    {
        Vector3      center = cell.Position;
        EdgeVertices e      = new EdgeVertices(
            center + HexMetric.GetFirstSolidCorner(direction),
            center + HexMetric.GetSecondSolidCorner(direction)
            );

        if (cell.HasRiver)
        {
            if (cell.HasRiverThroughEdge(direction))
            {
                e.v3.y = cell.StreamBedY;
                if (cell.HasRiverBeginOrEnd)
                {
                    TriangulateWithRiverBeginOrEnd(direction, cell, center, e);
                }
                else
                {
                    TriangulateWithRiver(direction, cell, center, e);
                }
            }
            else
            {
                TriangulateAdjacentToRiver(direction, cell, center, e);
            }
        }
        else
        {
            TriangulateWithoutRiver(direction, cell, center, e);
            if (!cell.IsUnderwater && !cell.HasRiverThroughEdge(direction))
            {
                features.AddFeature((center + e.v1 + e.v5) * (1f / 3f), cell);
            }
        }
        if (direction <= HexDirection.SE)
        {
            TriangulateConnection(direction, cell, e);
        }
        if (cell.IsUnderwater)
        {
            TriangulateWater(direction, cell, center);
        }
    }
Ejemplo n.º 4
0
    void TriangulateWithRiver(HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e)
    {
        //outer walls
        Vector3 centerL, centerR;

        if (cell.HasRiverThroughEdge(direction.Opposite()))
        {
            centerL = center +
                      HexMetric.GetFirstSolidCorner(direction.Previous()) * 0.25f;
            centerR = center +
                      HexMetric.GetSecondSolidCorner(direction.Next()) * 0.25f;
        }
        // sharp turns
        else if (cell.HasRiverThroughEdge(direction.Next()))
        {
            centerL = center;
            centerR = Vector3.Lerp(center, e.v5, 2f / 3f);
        }
        else if (cell.HasRiverThroughEdge(direction.Previous()))
        {
            centerL = Vector3.Lerp(center, e.v1, 2f / 3f);
            centerR = center;
        }
        // two way turns
        else if (cell.HasRiverThroughEdge(direction.Next2()))
        {
            centerL = center;
            centerR = center + HexMetric.GetSolidEdgeMiddle(direction.Next()) * (0.5f * HexMetric.innerToOuter);
        }
        else
        {
            centerL = center + HexMetric.GetSolidEdgeMiddle(direction.Previous()) * (0.5f * HexMetric.innerToOuter);
            centerR = center;
        }

        //mid point of channel
        EdgeVertices m = new EdgeVertices(Vector3.Lerp(centerL, e.v1, 0.5f), Vector3.Lerp(centerR, e.v5, 0.5f), 1f / 6f);

        m.v3.y = center.y = e.v3.y;
        //fill area
        TriangulateEdgeStrip(m, color1, cell.TerrainTypeIndex, e, color1, cell.TerrainTypeIndex);
        terrain.AddTriangle(centerL, m.v1, m.v2);
        terrain.AddQuad(centerL, center, m.v2, m.v3);
        terrain.AddQuad(center, centerR, m.v3, m.v4);
        terrain.AddTriangle(centerR, m.v4, m.v5);

        terrain.AddTriangleColor(color1);
        terrain.AddQuadColor(color1);
        terrain.AddQuadColor(color1);
        terrain.AddTriangleColor(color1);

        Vector3 types;

        types.x = types.y = types.z = cell.TerrainTypeIndex;
        terrain.AddTriangleTerrainTypes(types);
        terrain.AddQuadTerrainTypes(types);
        terrain.AddQuadTerrainTypes(types);
        terrain.AddTriangleTerrainTypes(types);

        //river water quads
        if (!cell.IsUnderwater)
        {
            bool reversed = cell.IncomingRiver == direction;

            TriangulateRiverQuad(centerL, centerR, m.v2, m.v4, cell.RiverSurfaceY, 0.4f, reversed);
            TriangulateRiverQuad(m.v2, m.v4, e.v2, e.v4, cell.RiverSurfaceY, 0.6f, reversed);
        }
    }
Ejemplo n.º 5
0
    private void TriangulateRoadAdjacentToRiver(HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e)
    {
        bool    hasRoadThroughEdge = cell.HasRoadThroughEdge(direction);
        bool    previousHasRiver   = cell.HasRiverThroughEdge(direction.Previous());
        bool    nextHasRiver       = cell.HasRiverThroughEdge(direction.Next());
        Vector2 interpolators      = GetRoadInterpolators(direction, cell);
        Vector3 roadCenter         = center;

        if (cell.HasRiverBeginOrEnd)
        {
            roadCenter += HexMetric.GetSolidEdgeMiddle(cell.RiverBeginOrEndDirection.Opposite()) * (1f / 3f);
        }
        else if (cell.IncomingRiver == cell.OutgoingRiver.Opposite())
        {
            Vector3 corner;
            if (previousHasRiver)
            {
                if (
                    !hasRoadThroughEdge &&
                    !cell.HasRoadThroughEdge(direction.Next())
                    )
                {
                    return;
                }
                corner = HexMetric.GetSecondSolidCorner(direction);
            }
            else
            {
                if (
                    !hasRoadThroughEdge &&
                    !cell.HasRoadThroughEdge(direction.Previous())
                    )
                {
                    return;
                }
                corner = HexMetric.GetFirstSolidCorner(direction);
            }
            roadCenter += corner * 0.5f;
            center     += corner * 0.25f;
        }

        else if (cell.IncomingRiver == cell.OutgoingRiver.Previous())
        {
            roadCenter -= HexMetric.GetSecondCorner(cell.IncomingRiver) * 0.2f;
        }

        else if (cell.IncomingRiver == cell.OutgoingRiver.Next())
        {
            roadCenter -= HexMetric.GetFirstCorner(cell.IncomingRiver) * 0.2f;
        }

        else if (previousHasRiver && nextHasRiver)
        {
            if (!hasRoadThroughEdge)
            {
                return;
            }

            Vector3 offset = HexMetric.GetSolidEdgeMiddle(direction) * HexMetric.innerToOuter;
            roadCenter += offset * 0.7f;
            center     += offset * 0.5f;
        }

        else
        {
            HexDirection middle;
            if (previousHasRiver)
            {
                middle = direction.Next();
            }
            else if (nextHasRiver)
            {
                middle = direction.Previous();
            }
            else
            {
                middle = direction;
            }
            if (
                !cell.HasRoadThroughEdge(middle) &&
                !cell.HasRoadThroughEdge(middle.Previous()) &&
                !cell.HasRoadThroughEdge(middle.Next())
                )
            {
                return;
            }
            roadCenter += HexMetric.GetSolidEdgeMiddle(middle) * 0.25f;
        }

        Vector3 mL = Vector3.Lerp(roadCenter, e.v1, interpolators.x);
        Vector3 mR = Vector3.Lerp(roadCenter, e.v5, interpolators.y);

        TriangulateRoad(roadCenter, mL, mR, e, hasRoadThroughEdge);
        if (previousHasRiver)
        {
            TriangulateRoadEdge(roadCenter, center, mL);
        }
        if (nextHasRiver)
        {
            TriangulateRoadEdge(roadCenter, mR, center);
        }
    }