Exemple #1
0
        void TriangulateCornerGround(HexTile a, HexTile b, HexTile c, Direction dir)
        {
            Edge ea = a.GetEdge(dir);
            Edge eb = b.GetEdge(dir.Clockwise.Clockwise);
            Edge ec = a.GetEdge(dir.Clockwise);

            Vertex va1 = ea.ground[dir][9];
            Vertex va2 = ec.ground[dir.Clockwise][5];

            Vertex vb1 = eb.ground[dir.Clockwise.Clockwise][9];
            Vertex vb2 = ea.ground[dir.Opposite][5];

            Vertex vc1 = ec.ground[dir.Clockwise.Opposite][9];
            Vertex vc2 = eb.ground[dir.CounterClockwise][5];

            Vector3 centerPos = (va1.Position + va2.Position + vb1.Position + vb2.Position + vc1.Position + vc2.Position) / 6f;

            Vertex center = new Vertex(new Vector2(centerPos.x, centerPos.z));

            center.height = centerPos.y;
            center.color  = Color.Lerp(a.color, Color.Lerp(b.color, c.color, 0.5f), 0.5f);

            ground.AddTriangle(ea.ground[dir][4], va1, va2);
            ground.AddTriangle(eb.ground[dir.Clockwise.Clockwise][4], vb1, vb2);
            ground.AddTriangle(ec.ground[dir.Clockwise.Opposite][4], vc1, vc2);

            ground.AddTriangle(center, va2, va1);
            ground.AddTriangle(center, vb2, vb1);
            ground.AddTriangle(center, vc2, vc1);

            ground.AddTriangle(center, va1, vb2);
            ground.AddTriangle(center, vb1, vc2);
            ground.AddTriangle(center, vc1, va2);
        }
Exemple #2
0
 void TriangulateCornerWater(HexTile a, HexTile b, HexTile c, Direction dir)
 {
     if (a.Underwater)
     {
         if (b.Underwater && c.Underwater)
         {
             Edge right = a.GetEdge(dir.Clockwise);
             Edge left  = a.GetEdge(dir);
             water.AddTriangle(right.water[dir.Clockwise.Opposite][1], right.water[dir.Clockwise][0], left.water[dir.Opposite][0]);
         }
         if (!b.Underwater && c.Underwater)
         {
             TriangulateShoreCornerWWL(c.GetEdge(dir.CounterClockwise), a.GetEdge(dir));
         }
         if (b.Underwater && !c.Underwater)
         {
             TriangulateShoreCornerWWL(a.GetEdge(dir.Clockwise), b.GetEdge(dir.Clockwise.Clockwise));
         }
         if (!b.Underwater && !c.Underwater)
         {
             TriangulateShoreCornerWLL(a.GetEdge(dir.Clockwise), a.GetEdge(dir));
         }
     }
     else if (b.Underwater)
     {
         TriangulateCornerWater(b, c, a, dir.Clockwise.Clockwise);
     }
     else if (c.Underwater)
     {
         TriangulateCornerWater(c, a, b, dir.CounterClockwise.CounterClockwise);
     }
 }
Exemple #3
0
        void TriangulateShoreCornerWLL(Edge a, Edge b)
        {
            if (a.water == null || b.water == null)
            {
                return;
            }
            Vertex bottom = a.water[a.Upstream][0];

            bottom.uv = new Vector2(0.5f, 0f);
            Vertex left = b.water[b.Upstream.Opposite][0];

            left.uv = new Vector2(0f, 1f);
            Vertex right = a.water[a.Upstream.Opposite][1];

            right.uv = new Vector2(1f, 1f);
            shore.AddTriangle(bottom, left, right);
        }
Exemple #4
0
        public static void TriangulateRivers(HexTile tile)
        {
            Direction        outgoingRiver  = tile.outgoingRiver;
            List <Direction> incomingRivers = tile.incomingRivers;
            List <Direction> allRivers      = new List <Direction>(incomingRivers);

            allRivers.Add(outgoingRiver);
            Vertex center = tile.center;
            Vertices <GroundVertex> ground = tile.ground;
            HexMesh mesh       = tile.chunk.river;
            float   riverDepth = tile.chunk.world.RiverDepth;

            Vertices <RiverVertex> river = tile.river;

            if (outgoingRiver != null || incomingRivers.Count > 0)
            {
                center.height = -riverDepth;
            }
            else
            {
                return;
            }

            if (incomingRivers.Count > 0)
            {
                tile.riverCenter.uv = new Vector2(0.5f, 0.5f);
            }
            else
            {
                tile.riverCenter.uv = new Vector2(0.5f, 0.3f);
            }

            Dictionary <Direction, List <Vector2> > centerUVs = new Dictionary <Direction, List <Vector2> >();

            foreach (Direction dir in Direction.directions)
            {
                centerUVs[dir] = new List <Vector2>();
            }

            if (outgoingRiver != null)
            {
                river[outgoingRiver][0].uv = new Vector2(0, 1);
                river[outgoingRiver][1].uv = new Vector2(1, 1);
                river[outgoingRiver][2].uv = new Vector2(0, 0.7f);
                river[outgoingRiver][3].uv = new Vector2(1, 0.7f);
            }

            foreach (Direction dir in incomingRivers)
            {
                if (outgoingRiver == dir.Clockwise)
                {
                    centerUVs[dir.CounterClockwise].Add(new Vector2(1f, 4f / 10f));
                    centerUVs[dir.CounterClockwise.CounterClockwise].Add(new Vector2(1f, 5f / 10f));
                    centerUVs[dir.Opposite].Add(new Vector2(1f, 6f / 10f));
                    centerUVs[dir.Clockwise.Clockwise].Add(new Vector2(1f, 7f / 10f));
                }
                if (outgoingRiver == dir.Clockwise.Clockwise)
                {
                    centerUVs[dir.CounterClockwise].Add(new Vector2(1f, 4f / 9f));
                    centerUVs[dir.CounterClockwise.CounterClockwise].Add(new Vector2(1f, 5f / 9f));
                    centerUVs[dir.Opposite].Add(new Vector2(1f, 6f / 9f));
                    centerUVs[dir.Clockwise].Add(new Vector2(0f, 4f / 7f));
                }
                if (outgoingRiver == dir.Opposite)
                {
                    centerUVs[dir.CounterClockwise].Add(new Vector2(1f, 4f / 8f));
                    centerUVs[dir.CounterClockwise.CounterClockwise].Add(new Vector2(1f, 5f / 8f));
                    centerUVs[dir.Clockwise].Add(new Vector2(0f, 4f / 8f));
                    centerUVs[dir.Clockwise.Clockwise].Add(new Vector2(0f, 5f / 8f));
                }
                if (outgoingRiver == dir.CounterClockwise)
                {
                    centerUVs[dir.Clockwise].Add(new Vector2(0f, 4f / 10f));
                    centerUVs[dir.Clockwise.Clockwise].Add(new Vector2(0f, 5f / 10f));
                    centerUVs[dir.Opposite].Add(new Vector2(0f, 6f / 10f));
                    centerUVs[dir.CounterClockwise.CounterClockwise].Add(new Vector2(0f, 7f / 10f));
                }
                else
                {
                    centerUVs[dir.Clockwise].Add(new Vector2(0f, 4f / 9f));
                    centerUVs[dir.Clockwise.Clockwise].Add(new Vector2(0f, 5f / 9f));
                    centerUVs[dir.Opposite].Add(new Vector2(0f, 6f / 9f));
                    centerUVs[dir.CounterClockwise].Add(new Vector2(1f, 4f / 7f));
                }

                river[dir][0].uv = new Vector2(1, 0);
                river[dir][1].uv = new Vector2(0, 0);
                river[dir][2].uv = new Vector2(1, 0.3f);
                river[dir][3].uv = new Vector2(0, 0.3f);
            }

            foreach (Direction dir in Direction.directions)
            {
                Vector2 uv = new Vector2(0f, 0f);
                if (outgoingRiver == dir)
                {
                    uv = new Vector2(0.5f, 0.6f);
                }
                else if (incomingRivers.Contains(dir))
                {
                    uv = new Vector2(0.5f, 0.4f);
                }
                else if (incomingRivers.Count > 0)
                {
                    Vector2 sum = new Vector2(0f, 0f);
                    int     i   = 0;
                    foreach (Vector2 v2 in centerUVs[dir])
                    {
                        sum += v2;
                        i++;
                    }
                    uv = sum / i;
                }
                else
                {
                    if (outgoingRiver == dir.Clockwise)
                    {
                        uv = new Vector2(0f, 0.45f);
                    }
                    if (outgoingRiver == dir.Clockwise.Clockwise)
                    {
                        uv = new Vector2(0f, 0.15f);
                    }
                    if (outgoingRiver == dir.Opposite)
                    {
                        uv = new Vector2(0.5f, 0f);
                    }
                    if (outgoingRiver == dir.CounterClockwise.CounterClockwise)
                    {
                        uv = new Vector2(1f, 0.15f);
                    }
                    if (outgoingRiver == dir.CounterClockwise)
                    {
                        uv = new Vector2(1f, 0.45f);
                    }
                }
                river[dir][4].uv = uv;
            }

            foreach (Direction dir in Direction.directions)
            {
                if (allRivers.Contains(dir))
                {
                    ground[dir][1].height = -riverDepth;
                    ground[dir][5].height = -riverDepth;
                    ground[dir][6].height = -riverDepth;

                    mesh.AddQuad(
                        river[dir][3],
                        river[dir][2],
                        river[dir][0],
                        river[dir][1]
                        );

                    mesh.AddTriangle(
                        river[dir][2],
                        river[dir][3],
                        river[dir][4]
                        );

                    if (allRivers.Contains(dir.Clockwise))
                    {
                        mesh.AddQuad(
                            river[dir][4],
                            river[dir][3],
                            river[dir.Clockwise][2],
                            river[dir.Clockwise][4]
                            );
                    }
                    else
                    {
                        mesh.AddTriangle(
                            river[dir][4],
                            river[dir][3],
                            river[dir.Clockwise][4]
                            );
                    }

                    if (!allRivers.Contains(dir.CounterClockwise))
                    {
                        mesh.AddTriangle(
                            river[dir.CounterClockwise][4],
                            river[dir][2],
                            river[dir][4]
                            );
                    }
                }

                mesh.AddTriangle(
                    river[dir][4],
                    river[dir.Clockwise][4],
                    tile.riverCenter
                    );
            }
        }