Example #1
0
        private 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(0f, 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, 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));
            }
        }