Exemple #1
0
    void TriangulateWater(HexDirection direction, HexCell cell)
    {
        EdgeVertices closerWaterEdge = cell.WaterEdges[(int)direction];

        // water fan
        Water.AddTriangleUnperturbed(cell.WaterCenter, closerWaterEdge.V1, closerWaterEdge.V5);

        HexCell neighbor = cell.GetNeighbor(direction);

        if (neighbor == null)
        {
            return;
        }

        // estuary
        if (!neighbor.IsUnderwater && cell.HasRiverThroughEdge(direction))
        {
            TriangulateEstuary(cell, direction);
        }

        EdgeVertices furtherEdge      = neighbor.Edges[(int)direction.Opposite()];
        EdgeVertices furtherWaterEdge = neighbor.WaterEdges[(int)direction.Opposite()];
        HexDirection nextDirection    = direction.Next();
        HexCell      nextNeighbor     = cell.GetNeighbor(nextDirection);
        HexCell      previousNeighbor = cell.GetNeighbor(direction.Previous());

        // neighbor is under water as well
        if (neighbor.IsUnderwater)
        {
            if (direction <= HexDirection.SouthEast)
            {
                Water.AddQuadUnperturbed(closerWaterEdge.V1, closerWaterEdge.V5, furtherWaterEdge.V5, furtherWaterEdge.V1);
            }
        }
        // estuary is on the right side
        else if (nextNeighbor != null && nextNeighbor.HasEstuaryThroughEdge(direction.Previous()))
        {
            Vector3 v4 = furtherEdge.V1;
            v4.y = HexMetrics.WaterSurfaceY;
            WaterShore.AddQuadUnperturbed(closerWaterEdge.V1, closerWaterEdge.V5, furtherWaterEdge.V5, v4);
            WaterShore.AddQuadUV(0f, 0f, 0f, 1f);
        }
        // estuary is on the left side
        else if (previousNeighbor != null && previousNeighbor.HasEstuaryThroughEdge(direction.Next()))
        {
            Vector3 v3 = furtherEdge.V5;
            v3.y = HexMetrics.WaterSurfaceY;
            WaterShore.AddQuadUnperturbed(closerWaterEdge.V1, closerWaterEdge.V5, v3, furtherWaterEdge.V1);
            WaterShore.AddQuadUV(0f, 0f, 0f, 1f);
        }
        // standard connection quad
        else if (!cell.HasRiverThroughEdge(direction))
        {
            WaterShore.AddQuadUnperturbed(closerWaterEdge.V1, closerWaterEdge.V5, furtherWaterEdge.V5, furtherWaterEdge.V1);
            WaterShore.AddQuadUV(0f, 0f, 0f, 1f);
        }

        // calculate connection triangles
        if (neighbor.IsUnderwater)
        {
            if (direction <= HexDirection.East && nextNeighbor != null && nextNeighbor.IsUnderwater)
            {
                Vector3 v3 = nextNeighbor.WaterEdges[(int)nextDirection.Opposite()].V5;
                Water.AddTriangleUnperturbed(closerWaterEdge.V5, furtherWaterEdge.V1, v3);
            }
        }
        // calculate water shore
        else if (cell.HasRiverThroughEdge(direction) && nextNeighbor != null)
        {
            Vector3 v2 = neighbor.Edges[(int)direction.Opposite()].V1;
            v2.y = HexMetrics.WaterSurfaceY;
            Vector3 v3 = nextNeighbor.WaterEdges[(int)nextDirection.Opposite()].V5;

            WaterShore.AddTriangleUnperturbed(closerWaterEdge.V5, v2, v3);
            WaterShore.AddTriangleUV(new Vector2(0f, 0f), new Vector2(0f, 1f),
                                     new Vector2(0f, nextNeighbor.IsUnderwater ? 0f : 1f));
        }
        else if (nextNeighbor != null)
        {
            Vector3 v2, v3;
            // estuary is on the right side
            if (cell.HasRiverThroughEdge(nextDirection))
            {
                v2   = furtherWaterEdge.V1;
                v3   = nextNeighbor.Edges[(int)nextDirection.Opposite()].V5;
                v3.y = HexMetrics.WaterSurfaceY;
            }
            // estuary is on the left side
            else if (nextNeighbor.HasEstuaryThroughEdge(direction.Previous()))
            {
                v2   = furtherEdge.V1;
                v2.y = HexMetrics.WaterSurfaceY;
                v3   = nextNeighbor.WaterEdges[(int)nextDirection.Opposite()].V5;
            }
            else
            {
                v2 = furtherWaterEdge.V1;
                v3 = nextNeighbor.WaterEdges[(int)nextDirection.Opposite()].V5;
            }

            WaterShore.AddTriangleUnperturbed(closerWaterEdge.V5, v2, v3);
            WaterShore.AddTriangleUV(new Vector2(0f, 0f), new Vector2(0f, 1f),
                                     new Vector2(0f, nextNeighbor.IsUnderwater ? 0f : 1f));
        }
    }