public void TriangulateEstuary(EdgeVertices edges1, EdgeVertices edges2, bool incomingRiver, Vector3 indices)
    {
        WaterShore.AddTriangle(edges2.v1, edges1.v2, edges1.v1);
        WaterShore.AddTriangle(edges2.v5, edges1.v5, edges1.v4);
        WaterShore.AddTriangleUV(new Vector2(0f, 1f), new Vector2(0f, 0f), new Vector2(0f, 0f));
        WaterShore.AddTriangleUV(new Vector2(0f, 1f), new Vector2(0f, 0f), new Vector2(0f, 0f));
        WaterShore.AddTriangleCellData(indices, Weights2, Weights1, Weights1);
        WaterShore.AddTriangleCellData(indices, Weights2, Weights1, Weights1);

        Estuaries.AddQuad(edges2.v1, edges1.v2, edges2.v2, edges1.v3);
        Estuaries.AddTriangle(edges1.v3, edges2.v2, edges2.v4);
        Estuaries.AddQuad(edges1.v3, edges1.v4, edges2.v4, edges2.v5);

        Estuaries.AddQuadUV(new Vector2(0f, 1f), new Vector2(0f, 0f), new Vector2(0f, 1f), new Vector2(0f, 0f));
        Estuaries.AddTriangleUV(new Vector2(0f, 0f), new Vector2(0f, 1f), new Vector2(0f, 1f));
        Estuaries.AddQuadUV(0f, 0f, 0f, 1f);

        Estuaries.AddQuadCellData(indices, Weights2, Weights1, Weights2, Weights1);
        Estuaries.AddTriangleCellData(indices, Weights1, Weights2, Weights2);
        Estuaries.AddQuadCellData(indices, Weights1, Weights2);

        if (incomingRiver)
        {
            Estuaries.AddQuadUV2(new Vector2(1.5f, 1f), new Vector2(0.7f, 1.15f), new Vector2(1f, 0.8f), new Vector2(0.5f, 1.1f));
            Estuaries.AddTriangleUV2(new Vector2(0.5f, 1.1f), new Vector2(1f, 0.8f), new Vector2(0f, 0.8f));
            Estuaries.AddQuadUV2(new Vector2(0.5f, 1.1f), new Vector2(0.3f, 1.15f), new Vector2(0f, 0.8f), new Vector2(-0.5f, 1f));
        }
        else
        {
            Estuaries.AddQuadUV2(new Vector2(-0.5f, -0.2f), new Vector2(0.3f, -0.35f), new Vector2(0f, 0f), new Vector2(0.5f, -0.3f));
            Estuaries.AddTriangleUV2(new Vector2(0.5f, -0.3f), new Vector2(0f, 0f), new Vector2(1f, 0f));
            Estuaries.AddQuadUV2(new Vector2(0.5f, -0.3f), new Vector2(0.7f, -0.35f), new Vector2(1f, 0f), new Vector2(1.5f, -0.2f));
        }
    }
Example #2
0
    /// <summary>
    /// 三角化河口
    /// </summary>
    /// <param name="e1">自身纯色区扇形边(弧)</param>
    /// <param name="e2">邻居纯色区扇形边(弧)</param>
    /// <param name="incomingRiver">是否是流入河</param>
    /// <param name="indices">临近六边形</param>
    void TriangulateEstuary(EdgeVertices e1, EdgeVertices e2, bool incomingRiver, Vector3 indices)
    {
        waterShore.AddTriangle(e2.v1, e1.v2, e1.v1);
        waterShore.AddTriangle(e2.v5, e1.v5, e1.v4);
        waterShore.AddTriangleUV(new Vector2(0f, 1f), new Vector2(0f, 0f), new Vector2(0f, 0f));
        waterShore.AddTriangleUV(new Vector2(0f, 1f), new Vector2(0f, 0f), new Vector2(0f, 0f));
        waterShore.AddTriangleCellData(indices, weights2, weights1, weights1);                      // 第一个顶点位于邻居六边形内所以用weights2,第二三个顶点位于自身六边形所以用weights1
        waterShore.AddTriangleCellData(indices, weights2, weights1, weights1);

        // 河口顶点 : e2:     v1----v5
        //            e1:      v2--v4
        //
        estuaries.AddQuad(e2.v1, e1.v2, e2.v2, e1.v3);
        estuaries.AddTriangle(e1.v3, e2.v2, e2.v4);
        estuaries.AddQuad(e1.v3, e1.v4, e2.v4, e2.v5);

        // 该UV的v用于判断离岸远近,u用于匹配瀑布水流消失插值(瀑布下方为1,扩散外围为0)
        estuaries.AddQuadUV(new Vector2(0f, 1f), new Vector2(0f, 0f), new Vector2(1f, 1f), new Vector2(0f, 0f));
        estuaries.AddTriangleUV(new Vector2(0f, 0f), new Vector2(1f, 1f), new Vector2(1f, 1f));
        estuaries.AddQuadUV(new Vector2(0f, 0f), new Vector2(0f, 0f), new Vector2(1f, 1f), new Vector2(0f, 1f));

        // 六边形格子数据
        estuaries.AddQuadCellData(indices, weights2, weights1, weights2, weights1);
        estuaries.AddTriangleCellData(indices, weights1, weights2, weights2);
        estuaries.AddQuadCellData(indices, weights1, weights2);

        // 如果是流入河流的河口
        if (incomingRiver)
        {
            // uv2 用于匹配河水流动, v为河水流动方向
            // 由于是河口位于桥的下面,所以v坐标是0.8~1,
            // 由于水平面纯色区占比只有0.6,陆地水面交接处的桥是0.2+0.4,比陆地与陆地交接处的桥(0.2+0.2)大了50%,所以v坐标扩大50%,变成0.8~1.1
            estuaries.AddQuadUV2(new Vector2(1.5f, 1f), new Vector2(0.7f, 1.15f), new Vector2(1f, 0.8f), new Vector2(0.5f, 1.1f));
            estuaries.AddTriangleUV2(new Vector2(0.5f, 1.1f), new Vector2(1f, 0.8f), new Vector2(0f, 0.8f));
            estuaries.AddQuadUV2(new Vector2(0.5f, 1.1f), new Vector2(0.3f, 1.15f), new Vector2(0f, 0.8f), new Vector2(-0.5f, 1f));
        }
        // 如果是流出河流的河口(翻转uv)
        else
        {
            estuaries.AddQuadUV2(new Vector2(-0.5f, -0.2f), new Vector2(0.3f, -0.35f), new Vector2(0f, 0f), new Vector2(0.5f, -0.3f));
            estuaries.AddTriangleUV2(new Vector2(0.5f, -0.3f), new Vector2(0f, 0f), new Vector2(1f, 0f));
            estuaries.AddQuadUV2(new Vector2(0.5f, -0.3f), new Vector2(0.7f, -0.35f), new Vector2(1f, 0f), new Vector2(1.5f, -0.2f));
        }
    }
Example #3
0
    void TriangulateEstuary(EdgeVertices e1, EdgeVertices e2, bool incomingRiver, Vector3 indices)
    {
        waterShore.AddTriangle(e2.v1, e1.v2, e1.v1);
        waterShore.AddTriangle(e2.v5, e1.v5, e1.v4);
        waterShore.AddTriangleUV(
            new Vector2(0f, 1f),
            new Vector2(0f, 0f),
            new Vector2(0f, 0f)
            );
        waterShore.AddTriangleUV(
            new Vector2(0f, 1f),
            new Vector2(0f, 0f),
            new Vector2(0f, 0f)
            );
        waterShore.AddTriangleCellData(indices, weights2, weights1, weights1);
        waterShore.AddTriangleCellData(indices, weights2, weights1, weights1);

        estuaries.AddQuad(e2.v1, e1.v2, e2.v2, e1.v3);
        estuaries.AddTriangle(e1.v3, e2.v2, e2.v4);
        estuaries.AddQuad(e1.v3, e1.v4, e2.v4, e2.v5);
        estuaries.AddQuadUV(
            new Vector2(0f, 1f),
            new Vector2(0f, 0f),
            new Vector2(1f, 1f),
            new Vector2(0f, 0f)
            );
        estuaries.AddTriangleUV(
            new Vector2(0f, 0f),
            new Vector2(1f, 1f),
            new Vector2(1f, 1f)
            );
        estuaries.AddQuadUV(
            new Vector2(0f, 0f),
            new Vector2(0f, 0f),
            new Vector2(1f, 1f),
            new Vector2(0f, 1f)
            );
        estuaries.AddQuadCellData(indices, weights2, weights1, weights2, weights1);
        estuaries.AddTriangleCellData(indices, weights2, weights1, weights2);
        estuaries.AddQuadCellData(indices, weights1, weights2);

        if (incomingRiver)
        {
            estuaries.AddQuadUV2(
                new Vector2(1.5f, 1f),
                new Vector2(0.7f, 1.15f),
                new Vector2(1f, 0.8f),
                new Vector2(0.5f, 1.1f)
                );
            estuaries.AddTriangleUV2(
                new Vector2(0.5f, 1.1f),
                new Vector2(1f, 0.8f),
                new Vector2(0f, 0.8f)
                );
            estuaries.AddQuadUV2(
                new Vector2(0.5f, 1.1f),
                new Vector2(0.3f, 1.15f),
                new Vector2(0f, 0.8f),
                new Vector2(-0.5f, 1f)
                );
        }
        else
        {
            estuaries.AddQuadUV2(
                new Vector2(-0.5f, -0.3f),
                new Vector2(0.3f, -0.35f),
                new Vector2(0f, 0f),
                new Vector2(0.5f, -0.3f)
                );
            estuaries.AddTriangleUV2(
                new Vector2(0.5f, -0.3f),
                new Vector2(0f, 0f),
                new Vector2(1f, 0f)
                );
            estuaries.AddQuadUV2(
                new Vector2(0.5f, -0.3f),
                new Vector2(0.7f, -0.35f),
                new Vector2(1f, 0f),
                new Vector2(1.5f, -0.2f)
                );
        }
    }