Exemple #1
0
        private void TriangulateEdgeTerraces(
            EdgeVertices begin, HexCell beginCell,
            EdgeVertices end, HexCell endCell,
            bool hasRoad
            )
        {
            var   e2 = EdgeVertices.TerraceLerp(begin, end, 1);
            var   w2 = HexMetrics.TerraceLerp(weights1, weights2, 1);
            float i1 = beginCell.Index;
            float i2 = endCell.Index;

            TriangulateEdgeStrip(begin, weights1, i1, e2, w2, i2, hasRoad);

            for (var i = 2; i < HexMetrics.terraceSteps; i++)
            {
                var e1 = e2;
                var w1 = w2;
                e2 = EdgeVertices.TerraceLerp(begin, end, i);
                w2 = HexMetrics.TerraceLerp(weights1, weights2, i);
                TriangulateEdgeStrip(e1, w1, i1, e2, w2, i2, hasRoad);
            }

            TriangulateEdgeStrip(e2, w2, i1, end, weights2, i2, hasRoad);
        }
Exemple #2
0
        private void TriangulateConnection(
            HexDirection direction, HexCell cell, EdgeVertices e1
            )
        {
            var neighbor = cell.GetNeighbor(direction);

            if (neighbor == null)
            {
                return;
            }

            var bridge = HexMetrics.GetBridge(direction);

            bridge.y = neighbor.Position.y - cell.Position.y;
            var e2 = new EdgeVertices(
                e1.v1 + bridge,
                e1.v5 + bridge
                );

            var hasRiver = cell.HasRiverThroughEdge(direction);
            var hasRoad  = cell.HasRoadThroughEdge(direction);

            if (hasRiver)
            {
                e2.v3.y = neighbor.StreamBedY;
                Vector3 indices;
                indices.x = indices.z = cell.Index;
                indices.y = neighbor.Index;

                if (!cell.IsUnderwater)
                {
                    if (!neighbor.IsUnderwater)
                    {
                        TriangulateRiverQuad(
                            e1.v2, e1.v4, e2.v2, e2.v4,
                            cell.RiverSurfaceY, neighbor.RiverSurfaceY, 0.8f,
                            cell.HasIncomingRiver && cell.IncomingRiver == direction,
                            indices
                            );
                    }
                    else if (cell.Elevation > neighbor.WaterLevel)
                    {
                        TriangulateWaterfallInWater(
                            e1.v2, e1.v4, e2.v2, e2.v4,
                            cell.RiverSurfaceY, neighbor.RiverSurfaceY,
                            neighbor.WaterSurfaceY, indices
                            );
                    }
                }
                else if (
                    !neighbor.IsUnderwater &&
                    neighbor.Elevation > cell.WaterLevel
                    )
                {
                    TriangulateWaterfallInWater(
                        e2.v4, e2.v2, e1.v4, e1.v2,
                        neighbor.RiverSurfaceY, cell.RiverSurfaceY,
                        cell.WaterSurfaceY, indices
                        );
                }
            }

            if (cell.GetEdgeType(direction) == HexEdgeType.Slope)
            {
                TriangulateEdgeTerraces(e1, cell, e2, neighbor, hasRoad);
            }
            else
            {
                TriangulateEdgeStrip(
                    e1, weights1, cell.Index,
                    e2, weights2, neighbor.Index, hasRoad
                    );
            }

            features.AddWall(e1, cell, e2, neighbor, hasRiver, hasRoad);

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

            if (direction <= HexDirection.E && nextNeighbor != null)
            {
                var v5 = e1.v5 + HexMetrics.GetBridge(direction.Next());
                v5.y = nextNeighbor.Position.y;

                if (cell.Elevation <= neighbor.Elevation)
                {
                    if (cell.Elevation <= nextNeighbor.Elevation)
                    {
                        TriangulateCorner(
                            e1.v5, cell, e2.v5, neighbor, v5, nextNeighbor
                            );
                    }
                    else
                    {
                        TriangulateCorner(
                            v5, nextNeighbor, e1.v5, cell, e2.v5, neighbor
                            );
                    }
                }
                else if (neighbor.Elevation <= nextNeighbor.Elevation)
                {
                    TriangulateCorner(
                        e2.v5, neighbor, v5, nextNeighbor, e1.v5, cell
                        );
                }
                else
                {
                    TriangulateCorner(
                        v5, nextNeighbor, e1.v5, cell, e2.v5, neighbor
                        );
                }
            }
        }
Exemple #3
0
        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);

            var 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)
            {
                var 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
                    );
            }
        }
Exemple #4
0
        private void TriangulateRoadAdjacentToRiver(
            HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e
            )
        {
            var hasRoadThroughEdge = cell.HasRoadThroughEdge(direction);
            var previousHasRiver   = cell.HasRiverThroughEdge(direction.Previous());
            var nextHasRiver       = cell.HasRiverThroughEdge(direction.Next());
            var interpolators      = GetRoadInterpolators(direction, cell);
            var 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;
                }
                var 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;
                }
                var offset = HexMetrics.GetSolidEdgeMiddle(middle);
                roadCenter += offset * 0.25f;
                if (
                    direction == middle &&
                    cell.HasRoadThroughEdge(direction.Opposite())
                    )
                {
                    features.AddBridge(
                        roadCenter,
                        center - offset * (HexMetrics.innerToOuter * 0.7f)
                        );
                }
            }

            var mL = Vector3.Lerp(roadCenter, e.v1, interpolators.x);
            var 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);
            }
        }
Exemple #5
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(1f, 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)
                    );
            }
        }
Exemple #6
0
        private void TriangulateWaterShore(
            HexDirection direction, HexCell cell, HexCell neighbor, Vector3 center
            )
        {
            var 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);

            var center2 = neighbor.Position;

            center2.y = center.y;
            var 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);
            }

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

            if (nextNeighbor != null)
            {
                var 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)
                    );
                indices.z = nextNeighbor.Index;
                waterShore.AddTriangleCellData(
                    indices, weights1, weights2, weights3
                    );
            }
        }