Example #1
0
    private void TriangulateWaterfallInWater(
        Vector3 vertex1,
        Vector3 vertex2,
        Vector3 vertex3,
        Vector3 vertex4,
        float y1,
        float y2,
        float waterY,
        Vector3 indices,
        float hexOuterRadius,
        int wrapSize,
        MapMeshChunkLayer rivers
        )
    {
        vertex1.y = vertex2.y = y1;
        vertex3.y = vertex4.y = y2;

        vertex1 = HexagonPoint.Perturb(
            vertex1,
            hexOuterRadius,
            wrapSize
            );

        vertex2 = HexagonPoint.Perturb(
            vertex2,
            hexOuterRadius,
            wrapSize
            );

        vertex3 = HexagonPoint.Perturb(
            vertex3,
            hexOuterRadius,
            wrapSize
            );

        vertex4 = HexagonPoint.Perturb(
            vertex4,
            hexOuterRadius,
            wrapSize
            );

        float t = (waterY - y2) / (y1 - y2);

        vertex3 = Vector3.Lerp(vertex3, vertex1, t);
        vertex4 = Vector3.Lerp(vertex4, vertex2, t);

        rivers.AddQuadUnperturbed(
            vertex1,
            vertex2,
            vertex3,
            vertex4
            );

        rivers.AddQuadUV(0f, 1f, 0.8f, 1f);
        rivers.AddQuadHexData(indices, _weights1, _weights2);
    }
    private void AddWallSegment(
        Vector3 nearLeft,
        Vector3 farLeft,
        Vector3 nearRight,
        Vector3 farRight,
        float hexOuterRadius,
        int wrapSize,
        bool addTower = false
    ) {
        nearLeft = HexagonPoint.Perturb(
            nearLeft,
            hexOuterRadius,
            wrapSize
        );
        
        farLeft = HexagonPoint.Perturb(
            farLeft,
            hexOuterRadius,
            wrapSize
        );
        
        nearRight = HexagonPoint.Perturb(
            nearRight,
            hexOuterRadius,
            wrapSize
        );
        
        farRight = HexagonPoint.Perturb(
            farRight,
            hexOuterRadius,
            wrapSize
        );

        Vector3 left = HexagonPoint.WallLerp(nearLeft, farLeft);
        Vector3 right = HexagonPoint.WallLerp(nearRight, farRight);

        Vector3 leftThicknessOffset = 
            HexagonPoint.WallThicknessOffset(nearLeft, farLeft);
        Vector3 rightThicknessOffset = 
            HexagonPoint.WallThicknessOffset(nearRight, farRight);

        float leftTop = left.y + HexagonPoint.wallHeight;
        float rightTop = right.y + HexagonPoint.wallHeight;

        Vector3 vertex1;
        Vector3 vertex2;
        Vector3 vertex3;
        Vector3 vertex4;

        vertex1 = vertex3 = left - leftThicknessOffset;
        vertex2 = vertex4 = right - rightThicknessOffset;
        vertex3.y = leftTop;
        vertex4.y = rightTop;
        walls.AddQuadUnperturbed(vertex1, vertex2, vertex3, vertex4);

        Vector3 top1 = vertex3;
        Vector3 top2 = vertex4;

        vertex1 = vertex3 = left + leftThicknessOffset;
        vertex2 = vertex4 = right + rightThicknessOffset;
        vertex3.y = leftTop;
        vertex4.y = rightTop;
        walls.AddQuadUnperturbed(vertex2, vertex1, vertex4, vertex3);

        walls.AddQuadUnperturbed(top1, top2, vertex3, vertex4);

        if (addTower) {
            Transform towerInstance = Instantiate(wallTower);
            towerInstance.transform.localPosition = (left + right) * 0.5f;
            Vector3 rightDirection = right - left;
            rightDirection.y = 0f;
            towerInstance.transform.right = rightDirection;
            towerInstance.SetParent(_container, false);
        }
    }