Esempio n. 1
0
    void TriangulateConnection(HexDirection direction, HexCell cell, EdgeVertices e1)
    {
        HexCell neighbor = cell.GetNeighbor(direction);

        if (neighbor == null)
        {
            return;
        }

        Vector3 bridge = HexMetrics.GetBridge(direction);

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

        bool hasRiver = cell.HasRiverThroughEdge(direction);
        bool 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) == EdgeType.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);

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

        if (direction <= HexDirection.E && nextNeighbor != null)
        {
            Vector3 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
                    );
            }
        }
    }