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 += HexMetrics.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 = HexMetrics.GetSecondSolidCorner(direction);
                }
                else
                {
                    if (!hasRoadThroughEdge && !cell.HasRoadThroughEdge(direction.Previous()))
                    {
                        return;
                    }
                    corner = HexMetrics.GetFirstSolidCorner(direction);
                }
                roadCenter += corner * 0.5f;
                if (cell.IncomingRiver == direction.Next() && (
                        cell.HasRoadThroughEdge(direction.Next2()) ||
                        cell.HasRoadThroughEdge(direction.Opposite())
                        ))
                {
                    features.AddBridge(roadCenter, center - corner * 0.5f);
                }
                center += corner * 0.25f;
            }
            else if (cell.IncomingRiver == cell.OutgoingRiver.Previous())
            {
                roadCenter -= HexMetrics.GetSecondCorner(cell.IncomingRiver) * 0.2f;
            }
            else if (cell.IncomingRiver == cell.OutgoingRiver.Next())
            {
                roadCenter -= HexMetrics.GetFirstCorner(cell.IncomingRiver) * 0.2f;
            }
            else if (previousHasRiver && nextHasRiver)
            {
                if (!hasRoadThroughEdge)
                {
                    return;
                }
                Vector3 offset = HexMetrics.GetSolidEdgeMiddle(direction) * HexMetrics.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;
                }
                Vector3 offset = HexMetrics.GetSolidEdgeMiddle(middle);
                roadCenter += offset * 0.25f;

                if (direction == middle &&
                    cell.HasRoadThroughEdge(direction.Opposite()))
                {
                    features.AddBridge(
                        roadCenter,
                        center - offset * (HexMetrics.innerToOuter * 0.7f)
                        );
                }
            }

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

            TriangulateRoad(roadCenter, mL, mR, e, hasRoadThroughEdge, cell.Index);
            if (previousHasRiver)
            {
                TriangulateRoadEdge(roadCenter, center, mL, cell.Index);
            }
            if (nextHasRiver)
            {
                TriangulateRoadEdge(roadCenter, mR, center, cell.Index);
            }
        }
Ejemplo n.º 2
0
        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;

            // push the road center in the opposite direction of river
            if (cell.HasRiverBeginOrEnd)
            {
                roadCenter += HexMetrics.GetSolidEdgeMiddle(cell.RiverBeginOrEndDirection.Opposite()) * (1f / 3f);
            }
            // Check if river is a straight
            else if (cell.IncomingRiver == cell.OutgoingRiver.Opposite())
            {
                Vector3 corner;
                if (previousHasRiver)
                {
                    // Skip triangulation if there is no road on this side on=f the river
                    if (!hasRoadThroughEdge && !cell.HasRoadThroughEdge(direction.Next()))
                    {
                        return;
                    }
                    corner = HexMetrics.GetSecondSolidCorner(direction);
                }
                else
                {
                    // Skip triangulation if there is no road on this side on=f the river
                    if (!hasRoadThroughEdge && !cell.HasRoadThroughEdge(direction.Previous()))
                    {
                        return;
                    }
                    corner = HexMetrics.GetFirstSolidCorner(direction);
                }
                roadCenter += corner * 0.5f;
                // Add bridge once per cell, if there is a road on both sides
                if (cell.IncomingRiver == direction.Next() && (cell.HasRoadThroughEdge(direction.Next2()) || cell.HasRoadThroughEdge(direction.Opposite())))
                {
                    features.AddBridge(roadCenter, center - corner * 0.5f);
                }
                center += corner * 0.25f;
            }
            // Check if river is a zigzag
            else if (cell.IncomingRiver == cell.OutgoingRiver.Previous())
            {
                roadCenter -= HexMetrics.GetSecondCorner(cell.IncomingRiver) * 0.2f;
            }
            else if (cell.IncomingRiver == cell.OutgoingRiver.Next())
            {
                roadCenter -= HexMetrics.GetFirstCorner(cell.IncomingRiver) * 0.2f;
            }
            // Check if we are inside of a curve
            else if (previousHasRiver && nextHasRiver)
            {
                if (!hasRoadThroughEdge)
                {
                    return;
                }
                Vector3 offset = HexMetrics.GetSolidEdgeMiddle(direction) * HexMetrics.innerToOutter;
                roadCenter += offset * 0.7f;
                center     += offset * 0.5f;
            }
            // We are outside of a curve
            else
            {
                HexDirection middle;
                if (previousHasRiver)
                {
                    middle = direction.Next();
                }
                else if (nextHasRiver)
                {
                    middle = direction.Previous();
                }
                else
                {
                    middle = direction;
                }
                if (!cell.HasRoadThroughEdge(middle.Previous()) && !cell.HasRoadThroughEdge(middle) && !cell.HasRoadThroughEdge(middle.Next()))
                {
                    return;
                }
                Vector3 offset = HexMetrics.GetSolidEdgeMiddle(middle);
                roadCenter += offset * 0.25f;
                // Add bridge once per cell, if there is a road on both sides
                if (direction == middle && cell.HasRoadThroughEdge(direction.Opposite()))
                {
                    features.AddBridge(roadCenter, center - offset * (HexMetrics.innerToOutter * 0.7f));
                }
            }

            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);
            }
        }