Example #1
0
    void AddCliffEdge(SquareCell cell, GridDirection direction)
    {
        GridDirection prev     = direction.Previous();
        GridDirection next     = direction.Next();
        GridDirection prevN    = prev.Previous2();
        GridDirection nextN    = next.Next2();
        SquareCell    neighbor = cell.GetNeighbor(direction);

        if (neighbor != null)
        {
            Vector3 c0 = new Vector3(cell.coordinates.X, 0, cell.coordinates.Z) + GridMetrics.GetEdge(prev) + Vector3.up * (int)cell.GridElevations[prev] * GridMetrics.elevationStep;
            Vector3 c1 = new Vector3(cell.coordinates.X, 0, cell.coordinates.Z) + GridMetrics.GetEdge(next) + Vector3.up * (int)cell.GridElevations[next] * GridMetrics.elevationStep;
            Vector3 n0 = new Vector3(neighbor.coordinates.X, 0, neighbor.coordinates.Z) + GridMetrics.GetEdge(prevN) + Vector3.up * (int)neighbor.GridElevations[prevN] * GridMetrics.elevationStep;
            Vector3 n1 = new Vector3(neighbor.coordinates.X, 0, neighbor.coordinates.Z) + GridMetrics.GetEdge(nextN) + Vector3.up * (int)neighbor.GridElevations[nextN] * GridMetrics.elevationStep;
            if (c0 != n0 && c1 != n1)
            {
                if (c0.y > n0.y && n1.y > c1.y) // if edges cross heights along edge X
                {
                    Vector2 cross      = CrossingPoint(c1.y - c0.y, n1.y - n0.y, c0.y, n0.y);
                    Vector3 worldCross = new Vector3(cell.coordinates.X, 0, cell.coordinates.Z)
                                         + GridMetrics.GetEdge(direction.Previous())
                                         + (cross.x * 2 * GridMetrics.GetEdge(direction.Next2()))
                                         + new Vector3(0, cross.y, 0);
                    terrain.AddTriangle(worldCross, c0, n0);
                    terrain.AddTriangleColor(Color.cyan);
                    terrain.AddTriangle(worldCross, n1, c1);
                    terrain.AddTriangleColor(Color.green);
                }
                else if (c0.y > n0.y && c1.y > n1.y) // if one edge is always above the other
                {
                    terrain.AddQuad(c0, n0, n1, c1);
                    terrain.AddQuadColor(retainingWallColor);
                }
            }
            else if (c0.y > n0.y)
            {
                terrain.AddTriangle(c0, n0, c1);
                terrain.AddTriangleColor(retainingWallColor);
            }
            else if (c1.y > n1.y)
            {
                terrain.AddTriangle(c0, n1, c1);
                terrain.AddTriangleColor(retainingWallColor);
            }
        }
    }
Example #2
0
    public int GetElevationDifference(GridDirection direction)
    {
        int differencePrev = (int)this[direction.Previous()] - (int)this[direction.Opposite().Next()];
        int differenceNext = (int)this[direction.Next()] - (int)this[direction.Opposite().Previous()];
        int result         = Mathf.Max(differencePrev, differenceNext);

        return(result);
    }
Example #3
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);
        }
    }
Example #4
0
 public void ChangeVertexElevation(GridDirection vertex, int value)
 {
     if (value == 0 && ((HasRoadThroughEdge(vertex.Next()) && (GetElevationDifference(vertex.Next()) > 3 || HasCliff(vertex.Next()))) ||
                        (HasRoadThroughEdge(vertex.Previous()) && (GetElevationDifference(vertex.Previous()) > 3 || HasCliff(vertex.Previous())))
                        ))
     {
         Debug.Log("Could not change elevation");
     }
     else
     {
         vertexElevations[vertex] += value;
         GroundMaterial.SetToMud(this, ref tile);
     }
 }
Example #5
0
    public bool HasCliff(GridDirection direction)
    {
        SquareCell neighbor = GetNeighbor(direction);

        if (neighbor)
        {
            bool noCliff = (int)vertexElevations[direction.Previous()] == (int)neighbor.vertexElevations[direction.Opposite().Next()] && (int)vertexElevations[direction.Next()] == (int)neighbor.vertexElevations[direction.Opposite().Previous()];
            return(!noCliff);
        }
        else
        {
            return(false);
        }
    }
Example #6
0
 void EditCell(SquareCell cell, Vector3 hitpoint)
 {
     if (activeMode == EditMode.color)
     {
         cell.Tile = activeTileMaterial.GetClone;
     }
     else if (activeMode == EditMode.elevation)
     {
         GridDirection vertex = squareGrid.GetVertex(hitpoint);
         if (Input.GetMouseButton(0) && (stopWatch.ElapsedMilliseconds > 500f || freshClick))
         {
             cell.ChangeVertexElevation(vertex, 1);
             if (!allowCliffs)
             {
                 if (cell.GetNeighbor(vertex))
                 {
                     cell.GetNeighbor(vertex).ChangeVertexElevation(vertex.Opposite(), 1);
                 }
                 if (cell.GetNeighbor(vertex.Next()))
                 {
                     cell.GetNeighbor(vertex.Next()).ChangeVertexElevation(vertex.Previous2(), 1);
                 }
                 if (cell.GetNeighbor(vertex.Previous()))
                 {
                     cell.GetNeighbor(vertex.Previous()).ChangeVertexElevation(vertex.Next2(), 1);
                 }
             }
             stopWatch.Reset();
             stopWatch.Start();
         }
         if (Input.GetMouseButton(1) && (stopWatch.ElapsedMilliseconds > 500f || freshClick))
         {
             cell.ChangeVertexElevation(vertex, -1);
             if (!allowCliffs)
             {
                 if (cell.GetNeighbor(vertex))
                 {
                     cell.GetNeighbor(vertex).ChangeVertexElevation(vertex.Opposite(), -1);
                 }
                 if (cell.GetNeighbor(vertex.Next()))
                 {
                     cell.GetNeighbor(vertex.Next()).ChangeVertexElevation(vertex.Previous2(), -1);
                 }
                 if (cell.GetNeighbor(vertex.Previous()))
                 {
                     cell.GetNeighbor(vertex.Previous()).ChangeVertexElevation(vertex.Next2(), -1);
                 }
             }
             stopWatch.Reset();
             stopWatch.Start();
         }
     }
     else if (activeMode == EditMode.rivers)
     {
         if (Input.GetMouseButton(1))
         {
             cell.RemoveRivers();
             Explosion(cell);
         }
         else if (isDrag)
         {
             SquareCell otherCell = cell.GetNeighbor(dragDirection.Opposite()); // work with brushes
             if (otherCell)
             {
                 otherCell.SetOutgoingRiver(dragDirection);
             }
         }
     }
     else if (activeMode == EditMode.roads)
     {
         float fracX = hitpoint.x - Mathf.Floor(hitpoint.x);
         float fracZ = hitpoint.z - Mathf.Floor(hitpoint.z);
         if (fracX > 0.25f && fracX < 0.75f || fracZ > 0.25f && fracZ < 0.75f)
         {
             GridDirection edge = squareGrid.GetEdge(hitpoint);
             if (Input.GetMouseButton(1))
             {
                 cell.RemoveRoad(edge);
                 Explosion(cell);
             }
             else
             {
                 cell.AddRoad(edge);
             }
         }
     }
     else if (activeMode == EditMode.water_level)
     {
         if (Input.GetMouseButton(0) && freshClick)
         {
             cell.WaterLevel++;
         }
         else if (Input.GetMouseButton(1) && freshClick)
         {
             cell.WaterLevel--;
         }
     }
     else if (activeMode == EditMode.building)
     {
         if (Input.GetMouseButton(0) && freshClick)
         {
             cell.UrbanLevel++;
         }
         if (Input.GetMouseButton(1) && freshClick)
         {
             cell.UrbanLevel = 0;
             Explosion(cell);
         }
     }
     else if (activeMode == EditMode.trees)
     {
         if (Input.GetMouseButton(0) && freshClick)
         {
             cell.PlantLevel++;
         }
         if (Input.GetMouseButton(1) && freshClick)
         {
             cell.PlantLevel = 0;
             Explosion(cell);
         }
     }
     else if (activeMode == EditMode.rocks)
     {
         if (Input.GetMouseButton(0) && freshClick)
         {
             cell.ScenaryObject = 1;
         }
         if (Input.GetMouseButton(1) && freshClick)
         {
             cell.ScenaryObject = 0;
             Explosion(cell);
         }
     }
     else if (activeMode == EditMode.mast)
     {
         if (Input.GetMouseButton(0) && freshClick)
         {
             cell.ScenaryObject = 2;
         }
         if (Input.GetMouseButton(1) && freshClick)
         {
             cell.ScenaryObject = 0;
             Explosion(cell);
         }
     }
     else if (activeMode == EditMode.lighthouse)
     {
         if (Input.GetMouseButton(0) && freshClick)
         {
             cell.ScenaryObject = 3;
         }
         if (Input.GetMouseButton(1) && freshClick)
         {
             cell.ScenaryObject = 0;
             Explosion(cell);
         }
     }
     else if (activeMode == EditMode.industry)
     {
         if (Input.GetMouseButton(0) && freshClick)
         {
             cell.Industry = (int)activeIndustry + 1;
         }
         if (Input.GetMouseButton(1) && freshClick)
         {
             cell.Industry = 0;
             Explosion(cell);
         }
     }
     else if (activeMode == EditMode.town)
     {
         if (cell.Town == null)
         {
             GameObject  town    = Instantiate(townPrefab);
             TownManager manager = town.GetComponent <TownManager>();
             town.transform.position = GridCoordinates.ToPosition(cell.coordinates) + new Vector3(0, cell.CentreElevation * GridMetrics.elevationStep, 0);
             manager.Init(cell);
             cell.Town = manager;
         }
     }
 }
Example #7
0
    void AddColors(SquareCell cell, GridDirection direction)
    {
        SquareCell prevNeighbor  = cell.GetNeighbor(direction.Previous()) ?? cell;
        SquareCell neighbor      = cell.GetNeighbor(direction) ?? cell;
        SquareCell nextNeighbor  = cell.GetNeighbor(direction.Next()) ?? cell;
        SquareCell next2Neighbor = cell.GetNeighbor(direction.Next2()) ?? cell;
        SquareCell next3Neighbor = cell.GetNeighbor(direction.Next3()) ?? cell;

        Color previousMix     = (GetColor(prevNeighbor, cell) + cell.Color) / 2f;
        Color neighborMix     = (GetColor(neighbor, cell) + cell.Color + GetColor(prevNeighbor, cell) + GetColor(nextNeighbor, cell)) / 4f;
        Color nextMix         = (GetColor(nextNeighbor, cell) + cell.Color) / 2f;
        Color nextNeighborMix = (GetColor(nextNeighbor, cell) + cell.Color + GetColor(next2Neighbor, cell) + GetColor(next3Neighbor, cell)) / 4f;
        Color next2Mix        = (GetColor(next3Neighbor, cell) + cell.Color) / 2f;

        if (cell.HasRiver)
        {
            if (cell.HasRiverThroughEdge(direction.Previous()))
            {
                terrain.AddTriangleColor(cell.Color);
            }
            if (cell.HasRiverThroughEdge(direction.Next()))
            {
                terrain.AddTriangleColor(cell.Color);
            }
            terrain.AddTriangleColor(cell.Color);
            terrain.AddTriangleColor(cell.Color);
        }
        else
        {
            terrain.AddTriangleColor(cell.Color);
        }
        if (cell.HasRiverThroughEdge(direction.Next()))
        {
            terrain.AddQuadColor(cell.Color, nextMix, nextMix, cell.Color);
            terrain.AddQuadColor(cell.Color, nextMix, nextMix, cell.Color);
        }
        else
        {
            terrain.AddQuadColor(cell.Color, nextMix, nextMix, cell.Color);
        }                                                                   // next Edge
        if (cell.HasRiverThroughEdge(direction.Previous()))
        {
            terrain.AddQuadColor(cell.Color, cell.Color, previousMix, previousMix);
            terrain.AddQuadColor(cell.Color, cell.Color, previousMix, previousMix);
        }
        else
        {
            terrain.AddQuadColor(cell.Color, cell.Color, previousMix, previousMix);
        }                                                                            // previous Edge
        if (cell.HasRiverThroughEdge(direction))
        {
        }
        else
        {
            terrain.AddQuadColor(cell.Color, previousMix, neighborMix, nextMix);
        }                                                                        // direction Corner
        if (cell.HasRiverThroughEdge(direction.Next2()))
        {
        }
        else
        {
            terrain.AddQuadColor(cell.Color, nextMix, nextNeighborMix, next2Mix);
        }                                                                        // next Corner
    }
Example #8
0
    void AddHalfCell(SquareCell cell, GridDirection direction, Vector3 centre, Vector3 v0, Vector3 v1, Vector3 v2, Vector3 va, Vector3 vb, Vector3 vc, Vector3 vd, Vector3 vx, Vector3 vy, Vector3 vz)
    {
        Vector3    riverbed         = centre + Vector3.up * (cell.CentreElevation + GridMetrics.streamBedElevationOffset) * GridMetrics.elevationStep;
        Vector3    midSolidEdgePrev = centre + GridMetrics.GetSolidEdge(direction.Previous()) + Vector3.up * (cell.CentreElevation + GridMetrics.streamBedElevationOffset) * GridMetrics.elevationStep;
        Vector3    midSolidEdgeNext = centre + GridMetrics.GetSolidEdge(direction.Next()) + Vector3.up * (cell.CentreElevation + GridMetrics.streamBedElevationOffset) * GridMetrics.elevationStep;
        SquareCell neighborPrev     = cell.GetNeighbor(direction.Previous()) ?? cell;
        SquareCell neighborNext     = cell.GetNeighbor(direction.Next()) ?? cell;
        Vector3    midEdgePrev      = centre + GridMetrics.GetEdge(direction.Previous()) + Vector3.up * ((cell.CentreElevation + neighborPrev.CentreElevation) / 2 + GridMetrics.streamBedElevationOffset) * GridMetrics.elevationStep;
        Vector3    midEdgeNext      = centre + GridMetrics.GetEdge(direction.Next()) + Vector3.up * ((cell.CentreElevation + neighborNext.CentreElevation) / 2 + GridMetrics.streamBedElevationOffset) * GridMetrics.elevationStep;

        if (cell.HasRiver)
        {
            if (cell.HasRiverThroughEdge(direction.Previous()))
            {
                terrain.AddTriangle(v0, midSolidEdgePrev, riverbed); // split tri into two tris
                terrain.AddTriangle(midSolidEdgePrev, v1, riverbed);
            }
            else
            {
                terrain.AddTriangle(v0, v1, riverbed);
            }                                          // edge with no river
            if (cell.HasRiverThroughEdge(direction.Next()))
            {
                terrain.AddTriangle(v1, midSolidEdgeNext, riverbed); // split tri into two tris
                terrain.AddTriangle(midSolidEdgeNext, v2, riverbed);
            }
            else
            {
                terrain.AddTriangle(v1, v2, riverbed);
            }                                          // edge with no river
        }
        else
        {
            terrain.AddTriangle(v0, v1, v2);
        }

        if (cell.HasRiverThroughEdge(direction.Next()))
        {
            terrain.AddQuad(v1, va, midEdgeNext, midSolidEdgeNext);
            terrain.AddQuad(midSolidEdgeNext, midEdgeNext, vb, v2);
        }
        else
        {
            terrain.AddQuad(v1, va, vb, v2);
        }                                    // top Edge
        if (cell.HasRiverThroughEdge(direction.Previous()))
        {
            terrain.AddQuad(v1, midSolidEdgePrev, midEdgePrev, vd);
            terrain.AddQuad(midSolidEdgePrev, v0, vc, midEdgePrev);
        }
        else
        {
            terrain.AddQuad(v1, v0, vc, vd);
        }                                     // left Edge
        if (cell.HasRiverThroughEdge(direction))
        {
        }
        else
        {
            terrain.AddQuad(v1, vd, vx, va);
        }                                    // direction edge
        if (cell.HasRiverThroughEdge(direction.Next2()))
        {
        }
        else
        {
            terrain.AddQuad(v2, vb, vy, vz);
        }                                   // clockwise edge
        AddColors(cell, direction);

        if (cell.HasRoadThroughEdge(direction.Next()))
        {
            midEdgeNext      = centre + GridMetrics.GetEdge(direction.Next()) + Vector3.up * ((int)cell.GridElevations[direction] + (int)cell.GridElevations[direction.Next2()]) / 2 * GridMetrics.elevationStep;
            midSolidEdgeNext = centre + GridMetrics.GetSolidEdge(direction.Next()) + Vector3.up * ((int)cell.GridElevations[direction] + (int)cell.GridElevations[direction.Next2()]) / 2 * GridMetrics.elevationStep;
            TriangulateRoadSegment(v1, midSolidEdgeNext, v2, va, midEdgeNext, vb);
        }
        if (cell.HasRoadThroughEdge(direction.Previous()))
        {
            midEdgePrev      = centre + GridMetrics.GetEdge(direction.Previous()) + Vector3.up * ((int)cell.GridElevations[direction] + (int)cell.GridElevations[direction.Previous2()]) / 2 * GridMetrics.elevationStep;
            midSolidEdgePrev = centre + GridMetrics.GetSolidEdge(direction.Previous()) + Vector3.up * ((int)cell.GridElevations[direction] + (int)cell.GridElevations[direction.Previous2()]) / 2 * GridMetrics.elevationStep;
            TriangulateRoadSegment(v0, midSolidEdgePrev, v1, vc, midEdgePrev, vd);
        }
    }
Example #9
0
 float GetStraightGrad(GridElevations el, GridDirection direction)
 {
     return((float)el[direction.Previous()] - (float)el[direction.Next()]);
 }
Example #10
0
    Vector3 GetDoubleVertexBlendElevation(GridElevations el, GridDirection direction)
    {
        float delta = (GetStraightGrad(el, direction.Previous()) - GetStraightGrad(el, direction.Next())) * GridMetrics.blendFactor / 2;

        return(Vector3.up * GridMetrics.elevationStep * ((float)el[direction] + delta));
    }