void TriangulateAdjacentToRiver(HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e) { //alter channel center if (cell.HasRoads) { TriangulateRoadAdjacentToRiver(direction, cell, center, e); } if (cell.HasRiverThroughEdge(direction.Next())) { if (cell.HasRiverThroughEdge(direction.Previous())) { center += HexMetric.GetSolidEdgeMiddle(direction) * (HexMetric.innerToOuter * 0.5f); } else if (cell.HasRiverThroughEdge(direction.Previous2())) { center += HexMetric.GetFirstSolidCorner(direction) * 0.25f; } } else if (cell.HasRiverThroughEdge(direction.Previous()) && cell.HasRiverThroughEdge(direction.Next2())) { center += HexMetric.GetSecondSolidCorner(direction) * 0.25f; } EdgeVertices m = new EdgeVertices(Vector3.Lerp(center, e.v1, 0.5f), Vector3.Lerp(center, e.v5, 0.5f)); TriangulateEdgeStrip(m, color1, cell.TerrainTypeIndex, e, color1, cell.TerrainTypeIndex); TriangulateEdgeFan(center, m, cell.TerrainTypeIndex); if (!cell.IsUnderwater && !cell.HasRiverThroughEdge(direction)) { features.AddFeature((center + e.v1 + e.v5) * (1f / 3f), cell); } }
void TriangulateWaterShore(HexDirection direction, HexCell cell, HexCell neighbor, Vector3 center) { EdgeVertices e1 = new EdgeVertices( center + HexMetric.GetFirstWaterCorner(direction), center + HexMetric.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 center2 = neighbor.Position; center2.y = center.y; EdgeVertices e2 = new EdgeVertices( center2 + HexMetric.GetSecondSolidCorner(direction.Opposite()), center2 + HexMetric.GetFirstSolidCorner(direction.Opposite()) ); if (cell.HasRiverThroughEdge(direction)) { TriangulateEstuary(e1, e2, 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); } HexCell nextNeighbor = cell.GetNeighbor(direction.Next()); if (nextNeighbor != null) { Vector3 v3 = nextNeighbor.Position + (nextNeighbor.IsUnderwater ? HexMetric.GetFirstWaterCorner(direction.Previous()) : HexMetric.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)); } }
void Triangulate(HexDirection direction, HexCell cell) { Vector3 center = cell.Position; EdgeVertices e = new EdgeVertices( center + HexMetric.GetFirstSolidCorner(direction), center + HexMetric.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.HasRiverThroughEdge(direction)) { features.AddFeature((center + e.v1 + e.v5) * (1f / 3f), cell); } } if (direction <= HexDirection.SE) { TriangulateConnection(direction, cell, e); } if (cell.IsUnderwater) { TriangulateWater(direction, cell, center); } }
void TriangulateWithRiver(HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e) { //outer walls Vector3 centerL, centerR; if (cell.HasRiverThroughEdge(direction.Opposite())) { centerL = center + HexMetric.GetFirstSolidCorner(direction.Previous()) * 0.25f; centerR = center + HexMetric.GetSecondSolidCorner(direction.Next()) * 0.25f; } // sharp turns 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; } // two way turns else if (cell.HasRiverThroughEdge(direction.Next2())) { centerL = center; centerR = center + HexMetric.GetSolidEdgeMiddle(direction.Next()) * (0.5f * HexMetric.innerToOuter); } else { centerL = center + HexMetric.GetSolidEdgeMiddle(direction.Previous()) * (0.5f * HexMetric.innerToOuter); centerR = center; } //mid point of channel 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; //fill area TriangulateEdgeStrip(m, color1, cell.TerrainTypeIndex, e, color1, cell.TerrainTypeIndex); 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); terrain.AddTriangleColor(color1); terrain.AddQuadColor(color1); terrain.AddQuadColor(color1); terrain.AddTriangleColor(color1); Vector3 types; types.x = types.y = types.z = cell.TerrainTypeIndex; terrain.AddTriangleTerrainTypes(types); terrain.AddQuadTerrainTypes(types); terrain.AddQuadTerrainTypes(types); terrain.AddTriangleTerrainTypes(types); //river water quads if (!cell.IsUnderwater) { bool reversed = cell.IncomingRiver == direction; TriangulateRiverQuad(centerL, centerR, m.v2, m.v4, cell.RiverSurfaceY, 0.4f, reversed); TriangulateRiverQuad(m.v2, m.v4, e.v2, e.v4, cell.RiverSurfaceY, 0.6f, reversed); } }
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 += HexMetric.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 = HexMetric.GetSecondSolidCorner(direction); } else { if ( !hasRoadThroughEdge && !cell.HasRoadThroughEdge(direction.Previous()) ) { return; } corner = HexMetric.GetFirstSolidCorner(direction); } roadCenter += corner * 0.5f; center += corner * 0.25f; } else if (cell.IncomingRiver == cell.OutgoingRiver.Previous()) { roadCenter -= HexMetric.GetSecondCorner(cell.IncomingRiver) * 0.2f; } else if (cell.IncomingRiver == cell.OutgoingRiver.Next()) { roadCenter -= HexMetric.GetFirstCorner(cell.IncomingRiver) * 0.2f; } else if (previousHasRiver && nextHasRiver) { if (!hasRoadThroughEdge) { return; } Vector3 offset = HexMetric.GetSolidEdgeMiddle(direction) * HexMetric.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; } roadCenter += HexMetric.GetSolidEdgeMiddle(middle) * 0.25f; } 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); } }