private void Triangulate(HexDirection direction, HexCell cell)
        {
            Vector3      center = cell.Position;
            EdgeVertices e      = new EdgeVertices(
                center + HexMetrics.GetFirstSolidCorner(direction),
                center + HexMetrics.GetSecondSolidCorner(direction)
                );

            if (cell.HasRiver)
            {
                if (cell.HasRiverThroughEdge(direction))
                {
                    e.v3.y = cell.StreamBedY;
                    if (cell.HasRiverBeginOrEnd)
                    {
                        TriangulateWithRiverBeginOrEnd(direction, cell, center, e);
                    }
                    else
                    {
                        TriangulateWithRiver(direction, cell, center, e);
                    }
                }
                else
                {
                    TriangulateAdjacentToRiver(direction, cell, center, e);
                }
            }
            else
            {
                TriangulateWithoutRiver(direction, cell, center, e);
                if (!cell.IsUnderwater && !cell.HasRoadThroughEdge(direction))
                {
                    features.AddFeature(cell, (center + e.v1 + e.v5) * (1f / 3f));
                }
            }

            if (direction <= HexDirection.SE)
            {
                TriangulateConnection(direction, cell, e);
            }

            if (cell.IsUnderwater)
            {
                TriangulateWater(direction, cell, center);
            }
        }
        private void TriangulateAdjacentToRiver(
            HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e
            )
        {
            if (cell.HasRoads)
            {
                TriangulateRoadAdjacentToRiver(direction, cell, center, e);
            }

            if (cell.HasRiverThroughEdge(direction.Next()))
            {
                if (cell.HasRiverThroughEdge(direction.Previous()))
                {
                    center += HexMetrics.GetSolidEdgeMiddle(direction) *
                              (HexMetrics.innerToOuter * 0.5f);
                }
                else if (
                    cell.HasRiverThroughEdge(direction.Previous2())
                    )
                {
                    center += HexMetrics.GetFirstSolidCorner(direction) * 0.25f;
                }
            }
            else if (
                cell.HasRiverThroughEdge(direction.Previous()) &&
                cell.HasRiverThroughEdge(direction.Next2())
                )
            {
                center += HexMetrics.GetSecondSolidCorner(direction) * 0.25f;
            }

            EdgeVertices m = new EdgeVertices(
                Vector3.Lerp(center, e.v1, 0.5f),
                Vector3.Lerp(center, e.v5, 0.5f)
                );

            TriangulateEdgeStrip(m, weights1, cell.Index, e, weights1, cell.Index);
            TriangulateEdgeFan(center, m, cell.Index);

            if (!cell.IsUnderwater && !cell.HasRoadThroughEdge(direction))
            {
                features.AddFeature(cell, (center + e.v1 + e.v5) * (1f / 3f));
            }
        }
Example #3
0
        void TriangulateWaterShore(HexDirection direction, HexCell cell, HexCell neighbor, Vector3 center)
        {
            // Triangulate as a fan
            EdgeVertices e1 = new EdgeVertices(center + HexMetrics.GetFirstWaterCorner(direction), center + HexMetrics.GetSecondWaterCorner(direction));

            water.AddTriangle(center, e1.v1, e1.v2);
            water.AddTriangle(center, e1.v2, e1.v3);
            water.AddTriangle(center, e1.v3, e1.v4);
            water.AddTriangle(center, e1.v4, e1.v5);

            // Triangulate the strip
            Vector3 center2 = neighbor.Position;

            center2.y = center.y;
            EdgeVertices e2 = new EdgeVertices(center2 + HexMetrics.GetSecondSolidCorner(direction.Opposite()), center2 + HexMetrics.GetFirstSolidCorner(direction.Opposite()));

            if (cell.HasRiverThroughEdge(direction))
            {
                TriangulateEstuary(e1, e2, cell.HasIncomingRiver && cell.IncomingRiver == direction);
            }
            else
            {
                waterShore.AddQuad(e1.v1, e1.v2, e2.v1, e2.v2);
                waterShore.AddQuad(e1.v2, e1.v3, e2.v2, e2.v3);
                waterShore.AddQuad(e1.v3, e1.v4, e2.v3, e2.v4);
                waterShore.AddQuad(e1.v4, e1.v5, e2.v4, e2.v5);
                waterShore.AddQuadUV(0f, 0f, 0f, 1f);
                waterShore.AddQuadUV(0f, 0f, 0f, 1f);
                waterShore.AddQuadUV(0f, 0f, 0f, 1f);
                waterShore.AddQuadUV(0f, 0f, 0f, 1f);
            }

            // Don't forget the corner triangle
            HexCell nextNeighbor = cell.GetNeighbor(direction.Next());

            if (nextNeighbor != null)
            {
                Vector3 v3 = nextNeighbor.Position + (nextNeighbor.IsUnderwater ? HexMetrics.GetFirstWaterCorner(direction.Previous()) : HexMetrics.GetFirstSolidCorner(direction.Previous()));
                v3.y = center.y;
                waterShore.AddTriangle(e1.v5, e2.v5, v3);
                waterShore.AddTriangleUV(new Vector2(0f, 0f), new Vector2(0f, 1f), new Vector2(0f, nextNeighbor.IsUnderwater ? 0f : 1f));
            }
        }
        private void TriangulateWithRiver(
            HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e
            )
        {
            Vector3 centerL, centerR;

            if (cell.HasRiverThroughEdge(direction.Opposite()))
            {
                centerL = center +
                          HexMetrics.GetFirstSolidCorner(direction.Previous()) * 0.25f;
                centerR = center +
                          HexMetrics.GetSecondSolidCorner(direction.Next()) * 0.25f;
            }
            else if (cell.HasRiverThroughEdge(direction.Next()))
            {
                centerL = center;
                centerR = Vector3.Lerp(center, e.v5, 2f / 3f);
            }
            else if (cell.HasRiverThroughEdge(direction.Previous()))
            {
                centerL = Vector3.Lerp(center, e.v1, 2f / 3f);
                centerR = center;
            }
            else if (cell.HasRiverThroughEdge(direction.Next2()))
            {
                centerL = center;
                centerR = center +
                          HexMetrics.GetSolidEdgeMiddle(direction.Next()) *
                          (0.5f * HexMetrics.innerToOuter);
            }
            else
            {
                centerL = center +
                          HexMetrics.GetSolidEdgeMiddle(direction.Previous()) *
                          (0.5f * HexMetrics.innerToOuter);
                centerR = center;
            }
            center = Vector3.Lerp(centerL, centerR, 0.5f);

            EdgeVertices m = new EdgeVertices(
                Vector3.Lerp(centerL, e.v1, 0.5f),
                Vector3.Lerp(centerR, e.v5, 0.5f),
                1f / 6f
                );

            m.v3.y = center.y = e.v3.y;

            TriangulateEdgeStrip(m, weights1, cell.Index, e, weights1, cell.Index);

            terrain.AddTriangle(centerL, m.v1, m.v2);
            terrain.AddQuad(centerL, center, m.v2, m.v3);
            terrain.AddQuad(center, centerR, m.v3, m.v4);
            terrain.AddTriangle(centerR, m.v4, m.v5);

            Vector3 indices;

            indices.x = indices.y = indices.z = cell.Index;
            terrain.AddTriangleCellData(indices, weights1);
            terrain.AddQuadCellData(indices, weights1);
            terrain.AddQuadCellData(indices, weights1);
            terrain.AddTriangleCellData(indices, weights1);

            if (!cell.IsUnderwater)
            {
                bool reversed = cell.IncomingRiver == direction;
                TriangulateRiverQuad(
                    centerL, centerR, m.v2, m.v4, cell.RiverSurfaceY, 0.4f, reversed, indices
                    );
                TriangulateRiverQuad(
                    m.v2, m.v4, e.v2, e.v4, cell.RiverSurfaceY, 0.6f, reversed, indices
                    );
            }
        }
        private void TriangulateRoadAdjacentToRiver(
            HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e
            )
        {
            bool    hasRoadThroughEdge = cell.HasRoadThroughEdge(direction);
            bool    previousHasRiver   = cell.HasRiverThroughEdge(direction.Previous());
            bool    nextHasRiver       = cell.HasRiverThroughEdge(direction.Next());
            Vector2 interpolators      = GetRoadInterpolators(direction, cell);
            Vector3 roadCenter         = center;

            if (cell.HasRiverBeginOrEnd)
            {
                roadCenter += HexMetrics.GetSolidEdgeMiddle(
                    cell.RiverBeginOrEndDirection.Opposite()
                    ) * (1f / 3f);
            }
            else if (cell.IncomingRiver == cell.OutgoingRiver.Opposite())
            {
                Vector3 corner;
                if (previousHasRiver)
                {
                    if (!hasRoadThroughEdge && !cell.HasRoadThroughEdge(direction.Next()))
                    {
                        return;
                    }
                    corner = HexMetrics.GetSecondSolidCorner(direction);
                }
                else
                {
                    if (!hasRoadThroughEdge && !cell.HasRoadThroughEdge(direction.Previous()))
                    {
                        return;
                    }
                    corner = HexMetrics.GetFirstSolidCorner(direction);
                }
                roadCenter += corner * 0.5f;
                if (cell.IncomingRiver == direction.Next() && (
                        cell.HasRoadThroughEdge(direction.Next2()) ||
                        cell.HasRoadThroughEdge(direction.Opposite())
                        ))
                {
                    features.AddBridge(roadCenter, center - corner * 0.5f);
                }
                center += corner * 0.25f;
            }
            else if (cell.IncomingRiver == cell.OutgoingRiver.Previous())
            {
                roadCenter -= HexMetrics.GetSecondCorner(cell.IncomingRiver) * 0.2f;
            }
            else if (cell.IncomingRiver == cell.OutgoingRiver.Next())
            {
                roadCenter -= HexMetrics.GetFirstCorner(cell.IncomingRiver) * 0.2f;
            }
            else if (previousHasRiver && nextHasRiver)
            {
                if (!hasRoadThroughEdge)
                {
                    return;
                }
                Vector3 offset = HexMetrics.GetSolidEdgeMiddle(direction) * HexMetrics.innerToOuter;
                roadCenter += offset * 0.7f;
                center     += offset * 0.5f;
            }
            else
            {
                HexDirection middle;
                if (previousHasRiver)
                {
                    middle = direction.Next();
                }
                else if (nextHasRiver)
                {
                    middle = direction.Previous();
                }
                else
                {
                    middle = direction;
                }
                if (
                    !cell.HasRoadThroughEdge(middle) &&
                    !cell.HasRoadThroughEdge(middle.Previous()) &&
                    !cell.HasRoadThroughEdge(middle.Next())
                    )
                {
                    return;
                }
                Vector3 offset = HexMetrics.GetSolidEdgeMiddle(middle);
                roadCenter += offset * 0.25f;

                if (direction == middle &&
                    cell.HasRoadThroughEdge(direction.Opposite()))
                {
                    features.AddBridge(
                        roadCenter,
                        center - offset * (HexMetrics.innerToOuter * 0.7f)
                        );
                }
            }

            Vector3 mL = Vector3.Lerp(roadCenter, e.v1, interpolators.x);
            Vector3 mR = Vector3.Lerp(roadCenter, e.v5, interpolators.y);

            TriangulateRoad(roadCenter, mL, mR, e, hasRoadThroughEdge, cell.Index);
            if (previousHasRiver)
            {
                TriangulateRoadEdge(roadCenter, center, mL, cell.Index);
            }
            if (nextHasRiver)
            {
                TriangulateRoadEdge(roadCenter, mR, center, cell.Index);
            }
        }
        private void TriangulateWaterShore(
            HexDirection direction, HexCell cell, HexCell neighbor, Vector3 center
            )
        {
            EdgeVertices e1 = new EdgeVertices(
                center + HexMetrics.GetFirstWaterCorner(direction),
                center + HexMetrics.GetSecondWaterCorner(direction)
                );

            water.AddTriangle(center, e1.v1, e1.v2);
            water.AddTriangle(center, e1.v2, e1.v3);
            water.AddTriangle(center, e1.v3, e1.v4);
            water.AddTriangle(center, e1.v4, e1.v5);

            Vector3 indices;

            indices.x = indices.z = cell.Index;
            indices.y = neighbor.Index;
            water.AddTriangleCellData(indices, weights1);
            water.AddTriangleCellData(indices, weights1);
            water.AddTriangleCellData(indices, weights1);
            water.AddTriangleCellData(indices, weights1);

            Vector3 center2 = neighbor.Position;

            if (neighbor.ColumnIndex < cell.ColumnIndex - 1)
            {
                center2.x += HexMetrics.wrapSize * HexMetrics.innerDiameter;
            }
            else if (neighbor.ColumnIndex > cell.ColumnIndex + 1)
            {
                center2.x -= HexMetrics.wrapSize * HexMetrics.innerDiameter;
            }
            center2.y = center.y;
            EdgeVertices e2 = new EdgeVertices(
                center2 + HexMetrics.GetSecondSolidCorner(direction.Opposite()),
                center2 + HexMetrics.GetFirstSolidCorner(direction.Opposite())
                );

            if (cell.HasRiverThroughEdge(direction))
            {
                TriangulateEstuary(e1, e2,
                                   cell.HasIncomingRiver && cell.IncomingRiver == direction, indices);
            }
            else
            {
                waterShore.AddQuad(e1.v1, e1.v2, e2.v1, e2.v2);
                waterShore.AddQuad(e1.v2, e1.v3, e2.v2, e2.v3);
                waterShore.AddQuad(e1.v3, e1.v4, e2.v3, e2.v4);
                waterShore.AddQuad(e1.v4, e1.v5, e2.v4, e2.v5);
                waterShore.AddQuadUV(0f, 0f, 0f, 1f);
                waterShore.AddQuadUV(0f, 0f, 0f, 1f);
                waterShore.AddQuadUV(0f, 0f, 0f, 1f);
                waterShore.AddQuadUV(0f, 0f, 0f, 1f);
                waterShore.AddQuadCellData(indices, weights1, weights2);
                waterShore.AddQuadCellData(indices, weights1, weights2);
                waterShore.AddQuadCellData(indices, weights1, weights2);
                waterShore.AddQuadCellData(indices, weights1, weights2);
            }

            HexCell nextNeighbor = cell.GetNeighbor(direction.Next());

            if (nextNeighbor != null)
            {
                Vector3 center3 = nextNeighbor.Position;
                if (nextNeighbor.ColumnIndex < cell.ColumnIndex - 1)
                {
                    center3.x += HexMetrics.wrapSize * HexMetrics.innerDiameter;
                }
                else if (nextNeighbor.ColumnIndex > cell.ColumnIndex + 1)
                {
                    center3.x -= HexMetrics.wrapSize * HexMetrics.innerDiameter;
                }
                Vector3 v3 = center3 + (nextNeighbor.IsUnderwater ?
                                        HexMetrics.GetFirstWaterCorner(direction.Previous()) :
                                        HexMetrics.GetFirstSolidCorner(direction.Previous()));
                v3.y = center.y;
                waterShore.AddTriangle(e1.v5, e2.v5, v3);
                waterShore.AddTriangleUV(
                    new Vector2(0f, 0f),
                    new Vector2(0f, 1f),
                    new Vector2(0f, nextNeighbor.IsUnderwater ? 0f : 1f)
                    );
                indices.z = nextNeighbor.Index;
                waterShore.AddTriangleCellData(
                    indices, weights1, weights2, weights3
                    );
            }
        }
Example #7
0
        void TriangulateRoadAdjacentToRiver(HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e)
        {
            bool    hasRoadThroughEdge = cell.HasRoadThroughEdge(direction);
            bool    previousHasRiver   = cell.HasRiverThroughEdge(direction.Previous());
            bool    nextHasRiver       = cell.HasRiverThroughEdge(direction.Next());
            Vector2 interpolators      = GetRoadInterpolators(direction, cell);
            Vector3 roadCenter         = center;

            // push the road center in the opposite direction of river
            if (cell.HasRiverBeginOrEnd)
            {
                roadCenter += HexMetrics.GetSolidEdgeMiddle(cell.RiverBeginOrEndDirection.Opposite()) * (1f / 3f);
            }
            // Check if river is a straight
            else if (cell.IncomingRiver == cell.OutgoingRiver.Opposite())
            {
                Vector3 corner;
                if (previousHasRiver)
                {
                    // Skip triangulation if there is no road on this side on=f the river
                    if (!hasRoadThroughEdge && !cell.HasRoadThroughEdge(direction.Next()))
                    {
                        return;
                    }
                    corner = HexMetrics.GetSecondSolidCorner(direction);
                }
                else
                {
                    // Skip triangulation if there is no road on this side on=f the river
                    if (!hasRoadThroughEdge && !cell.HasRoadThroughEdge(direction.Previous()))
                    {
                        return;
                    }
                    corner = HexMetrics.GetFirstSolidCorner(direction);
                }
                roadCenter += corner * 0.5f;
                // Add bridge once per cell, if there is a road on both sides
                if (cell.IncomingRiver == direction.Next() && (cell.HasRoadThroughEdge(direction.Next2()) || cell.HasRoadThroughEdge(direction.Opposite())))
                {
                    features.AddBridge(roadCenter, center - corner * 0.5f);
                }
                center += corner * 0.25f;
            }
            // Check if river is a zigzag
            else if (cell.IncomingRiver == cell.OutgoingRiver.Previous())
            {
                roadCenter -= HexMetrics.GetSecondCorner(cell.IncomingRiver) * 0.2f;
            }
            else if (cell.IncomingRiver == cell.OutgoingRiver.Next())
            {
                roadCenter -= HexMetrics.GetFirstCorner(cell.IncomingRiver) * 0.2f;
            }
            // Check if we are inside of a curve
            else if (previousHasRiver && nextHasRiver)
            {
                if (!hasRoadThroughEdge)
                {
                    return;
                }
                Vector3 offset = HexMetrics.GetSolidEdgeMiddle(direction) * HexMetrics.innerToOutter;
                roadCenter += offset * 0.7f;
                center     += offset * 0.5f;
            }
            // We are outside of a curve
            else
            {
                HexDirection middle;
                if (previousHasRiver)
                {
                    middle = direction.Next();
                }
                else if (nextHasRiver)
                {
                    middle = direction.Previous();
                }
                else
                {
                    middle = direction;
                }
                if (!cell.HasRoadThroughEdge(middle.Previous()) && !cell.HasRoadThroughEdge(middle) && !cell.HasRoadThroughEdge(middle.Next()))
                {
                    return;
                }
                Vector3 offset = HexMetrics.GetSolidEdgeMiddle(middle);
                roadCenter += offset * 0.25f;
                // Add bridge once per cell, if there is a road on both sides
                if (direction == middle && cell.HasRoadThroughEdge(direction.Opposite()))
                {
                    features.AddBridge(roadCenter, center - offset * (HexMetrics.innerToOutter * 0.7f));
                }
            }

            Vector3 mL = Vector3.Lerp(roadCenter, e.v1, interpolators.x);
            Vector3 mR = Vector3.Lerp(roadCenter, e.v5, interpolators.y);

            TriangulateRoad(roadCenter, mL, mR, e, hasRoadThroughEdge);
            if (previousHasRiver)
            {
                TriangulateRoadEdge(roadCenter, center, mL);
            }
            if (nextHasRiver)
            {
                TriangulateRoadEdge(roadCenter, mR, center);
            }
        }