Example #1
0
        /// <summary>
        /// Generate a single triangle for the given verticies
        /// and automatically add it to the list
        /// </summary>
        /// <param name="v1">Vertex 1</param>
        /// <param name="v2">Vertex 2</param>
        /// <param name="v3">Vertex 3</param>
        public void AddTriangle(Vector3 v1, Vector3 v2, Vector3 v3)
        {
            int vertexIndex = vertices.Count;

            vertices.Add(HexMetrics.Perturb(v1));
            vertices.Add(HexMetrics.Perturb(v2));
            vertices.Add(HexMetrics.Perturb(v3));
            triangles.Add(vertexIndex);
            triangles.Add(vertexIndex + 1);
            triangles.Add(vertexIndex + 2);
        }
Example #2
0
        private void TriangulateWaterfallInWater(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, float y1, float y2, float waterY)
        {
            v1.y = v2.y = y1;
            v3.y = v4.y = y2;
            v1   = HexMetrics.Perturb(v1);
            v2   = HexMetrics.Perturb(v2);
            v3   = HexMetrics.Perturb(v3);
            v4   = HexMetrics.Perturb(v4);
            float t = (waterY - y2) / (y1 - y2);

            v3 = Vector3.Lerp(v3, v1, t);
            v4 = Vector3.Lerp(v4, v2, t);
            rivers.AddQuadUnperturbed(v1, v2, v3, v4);
            rivers.AddQuadUV(0f, 1f, 0.8f, 1f);
        }
Example #3
0
        private void TriangulateCornerCliffTerraces(Vector3 begin, HexCell beginCell,
                                                    Vector3 left, HexCell leftCell, Vector3 right, HexCell rightCell)
        {
            float   b             = Mathf.Abs(1f / (leftCell.Elevation - beginCell.Elevation));
            Vector3 boundary      = Vector3.Lerp(HexMetrics.Perturb(begin), HexMetrics.Perturb(left), b);
            Color   boundaryColor = Color.Lerp(beginCell.Color, leftCell.Color, b);

            TriangulateBoundaryTriangle(right, rightCell, begin, beginCell, boundary, boundaryColor);

            if (leftCell.GetEdgeType(rightCell) == HexEdgeType.Slope)
            {
                TriangulateBoundaryTriangle(left, leftCell, right, rightCell, boundary, boundaryColor);
            }
            else
            {
                terrain.AddTriangleUnperturbed(HexMetrics.Perturb(left), HexMetrics.Perturb(right), boundary);
                terrain.AddTriangleColor(leftCell.Color, rightCell.Color, boundaryColor);
            }
        }
Example #4
0
        private void TriangulateBoundaryTriangle(Vector3 begin, HexCell beginCell,
                                                 Vector3 left, HexCell leftCell, Vector3 boundary, Color boundaryColor)
        {
            Vector3 v2 = HexMetrics.Perturb(HexMetrics.TerraceLerp(begin, left, 1));
            Color   c2 = HexMetrics.TerraceLerp(beginCell.Color, leftCell.Color, 1);

            terrain.AddTriangleUnperturbed(HexMetrics.Perturb(begin), v2, boundary);
            terrain.AddTriangleColor(beginCell.Color, c2, boundaryColor);

            for (int i = 2; i < HexMetrics.terraceSteps; i++)
            {
                Vector3 v1 = v2;
                Color   c1 = c2;
                v2 = HexMetrics.Perturb(HexMetrics.TerraceLerp(begin, left, i));
                c2 = HexMetrics.TerraceLerp(beginCell.Color, leftCell.Color, i);
                terrain.AddTriangleUnperturbed(v1, v2, boundary);
                terrain.AddTriangleColor(c1, c2, boundaryColor);
            }

            terrain.AddTriangleUnperturbed(v2, HexMetrics.Perturb(left), boundary);
            terrain.AddTriangleColor(c2, leftCell.Color, boundaryColor);
        }