Esempio n. 1
0
    //传入六边形的一个方向,渲染这个方向相关的Mesh
    void Triangulate(HexDirection d, HexCell cell)
    {
        Vector3 center = cell.Position;
        Vector3 v1     = center + HexMetrics.GetFirstSolidCornet(d);
        Vector3 v2     = center + HexMetrics.GetSecondSolidCornet(d);

        //将三角形细分为三分,以便于更好地随机化
        //e1,e2,e3皆为本方顶点
        Vector3 e1 = Vector3.Lerp(v1, v2, 0.25f);
        Vector3 e2 = Vector3.Lerp(v1, v2, 0.5f);
        Vector3 e3 = Vector3.Lerp(v1, v2, 0.75f);

        if (cell.HasRiver)
        {
            if (cell.HasRiverThroughEdge(d))
            {
                e2.y = cell.StreamBedY;
                TriangulateWithRiver(d, cell, center, v1, e1, e2, e3, v2);
            }
            else
            {
                TriangulatAdjacentToRiver(d, cell, center, v1, e1, e2, e3, v2);
            }
        }
        else
        {
            //内部三角形,颜色为纯色
            AddTriangle4(center, v1, e1, e2, e3, v2, cell.Color);
        }

        TriangulateConnection(d, cell, v1, e1, e2, e3, v2);
    }
Esempio n. 2
0
    //仅当河道中存在河道时才会调用
    //绘制河道
    void TriangulateWithRiver(HexDirection direction, HexCell cell,
                              Vector3 center, Vector3 v1, Vector3 e1, Vector3 e2, Vector3 e3, Vector3 v2)
    {
        //如果为河流的尽头,则仅仅弯下去一个角,其他角不受影响
        if (cell.HasRiverBeginOrEnd)
        {
            Vector3 centerRiver = center;
            centerRiver.y = cell.StreamBedY;
            float   lerpVal = 0.5f;
            Vector3 mL      = Vector3.Lerp(v1, center, lerpVal);
            Vector3 mR      = Vector3.Lerp(v2, center, lerpVal);
            Vector3 m1      = Vector3.Lerp(e1, center, lerpVal);
            Vector3 m2      = Vector3.Lerp(e2, centerRiver, lerpVal);
            Vector3 m3      = Vector3.Lerp(e3, center, lerpVal);

            AddTrapezoid(mL, m1, m2, m3, mR, v1, e1, e2, e3, v2, cell.Color);
            AddTriangle4(center, mL, m1, m2, m3, mR, cell.Color);
        }
        //如果是直线穿过的河流,则将六边形中间挖一个类似矩形的空间,会影响几乎所有的角
        else if (cell.RiverState == riverState.Dif3)
        {
            Vector3 cL = center + HexMetrics.GetFirstSolidCornet(direction.Previous()) * 0.25f;
            Vector3 cR = center + HexMetrics.GetSecondSolidCornet(direction.Next()) * 0.25f;

            center.y = cell.StreamBedY;

            float   lerpVal = 0.5f;
            Vector3 mL      = Vector3.Lerp(v1, cL, lerpVal);
            Vector3 mR      = Vector3.Lerp(v2, cR, lerpVal);
            Vector3 m1      = Vector3.Lerp(e1, cL, lerpVal);
            Vector3 m2      = Vector3.Lerp(e2, center, lerpVal);
            Vector3 m3      = Vector3.Lerp(e3, cR, lerpVal);
            AddTrapezoid(mL, m1, m2, m3, mR, v1, e1, e2, e3, v2, cell.Color);
            AddTrapezoid(cL, cL, center, cR, cR, mL, m1, m2, m3, mR, cell.Color);
        }
        //一度只差
        else if (cell.RiverState == riverState.Dif1)
        {
            if (cell.HasRiverThroughEdge(direction.Previous()))
            {
                Vector3 c1 = Vector3.Lerp(v1, center, 2 / 3f);
                c1.y = cell.StreamBedY;
                Vector3 c2      = Vector3.Lerp(v1, center, 1 / 3f);
                Vector3 c3      = Vector3.Lerp(v1, center, 1 / 5f);
                Vector3 leftMid = Vector3.Lerp(v2, center, 0.5f);
                Vector3 m1      = Vector3.Lerp(e3, center, 0.5f);
                Vector3 m2      = Vector3.Lerp(e2, c1, 0.5f);
                Vector3 m3      = Vector3.Lerp(e1, c2, 0.5f);
                AddTrapezoid(c3, m3, m2, m1, leftMid, v1, e1, e2, e3, v2, cell.Color);
                AddTriangle(m1, leftMid, center, cell.Color);
                AddQuad(c1, center, m2, m1, cell.Color);
                AddQuad(c2, c1, m3, m2, cell.Color);
                AddTriangle(c3, m3, c2, cell.Color);
            }
            else if (cell.HasRiverThroughEdge(direction.Next()))
            {
                Vector3 c1 = Vector3.Lerp(v2, center, 2 / 3f);
                c1.y = cell.StreamBedY;
                Vector3 c2       = Vector3.Lerp(v2, center, 1 / 3f);
                Vector3 c3       = Vector3.Lerp(v2, center, 1 / 5f);
                Vector3 rightMid = Vector3.Lerp(v1, center, 0.5f);
                Vector3 m1       = Vector3.Lerp(e1, center, 0.5f);
                Vector3 m2       = Vector3.Lerp(e2, c1, 0.5f);
                Vector3 m3       = Vector3.Lerp(e3, c2, 0.5f);
                AddTrapezoid(rightMid, m1, m2, m3, c3, v1, e1, e2, e3, v2, cell.Color);
                AddTriangle(m1, center, rightMid, cell.Color);
                AddQuad(m2, m1, c1, center, cell.Color);
                AddQuad(m3, m2, c2, c1, cell.Color);
                AddTriangle(c3, c2, m3, cell.Color);
            }
        }
        //两度只差
        else if (cell.RiverState == riverState.Dif2)
        {
            if (cell.HasRiverThroughEdge(direction.Previous2()))
            {
                Vector3 cL = Vector3.Lerp(center + HexMetrics.GetFirstSolidCornet(direction.Previous()) * 0.5f,
                                          center + HexMetrics.GetSecondSolidCornet(direction.Previous()) * 0.5f, 0.5f);
                Vector3 cR = Vector3.Lerp(center + HexMetrics.GetFirstSolidCornet(direction.Next2()) * 0.25f,
                                          center + HexMetrics.GetSecondSolidCornet(direction.Next2()) * 0.25f, 0.5f);
                center.y = cell.StreamBedY;
                Vector3 mL = Vector3.Lerp(cL, v1, 0.5f);
                Vector3 mR = Vector3.Lerp(cR, v2, 0.5f);
                Vector3 m1 = Vector3.Lerp(cL, e1, 0.5f);
                Vector3 m2 = Vector3.Lerp(center, e2, 0.5f);
                Vector3 m3 = Vector3.Lerp(cR, e3, 0.5f);

                AddTrapezoid(mL, m1, m2, m3, mR, v1, e1, e2, e3, v2, cell.Color);
                AddTrapezoid(cL, cL, center, cR, cR, mL, m1, m2, m3, mR, cell.Color);
            }
            else if (cell.HasRiverThroughEdge(direction.Next2()))
            {
                Vector3 cL = Vector3.Lerp(center + HexMetrics.GetFirstSolidCornet(direction.Previous2()) * 0.25f,
                                          center + HexMetrics.GetSecondSolidCornet(direction.Previous2()) * 0.25f, 0.5f);
                Vector3 cR = Vector3.Lerp(center + HexMetrics.GetFirstSolidCornet(direction.Next()) * 0.5f,
                                          center + HexMetrics.GetSecondSolidCornet(direction.Next()) * 0.5f, 0.5f);
                center.y = cell.StreamBedY;
                Vector3 mL = Vector3.Lerp(cL, v1, 0.5f);
                Vector3 mR = Vector3.Lerp(cR, v2, 0.5f);
                Vector3 m1 = Vector3.Lerp(cL, e1, 0.5f);
                Vector3 m2 = Vector3.Lerp(center, e2, 0.5f);
                Vector3 m3 = Vector3.Lerp(cR, e3, 0.5f);

                AddTrapezoid(mL, m1, m2, m3, mR, v1, e1, e2, e3, v2, cell.Color);
                AddTrapezoid(cL, cL, center, cR, cR, mL, m1, m2, m3, mR, cell.Color);
            }
        }
    }
Esempio n. 3
0
 //补全空缺
 void TriangulatAdjacentToRiver(HexDirection direction, HexCell cell, Vector3 center,
                                Vector3 v1, Vector3 e1, Vector3 e2, Vector3 e3, Vector3 v2)
 {
     //尽头或源头的情况
     if (cell.HasRiverBeginOrEnd)
     {
         if (cell.HasRiverThroughEdge(direction.Previous()))
         {
             Vector3 leftMid = Vector3.Lerp(center, v1, 0.5f);
             TriangulatAdjacentToRiverLeft(center, v1, e1, e2, e3, v2, cell.Color, leftMid);
         }
         else if (cell.HasRiverThroughEdge(direction.Next()))
         {
             Vector3 rightMid = Vector3.Lerp(center, v2, 0.5f);
             TriangulatAdjacentToRiverRight(center, v1, e1, e2, e3, v2, cell.Color, rightMid);
         }
         else
         {
             AddTriangle4(center, v1, e1, e2, e3, v2, cell.Color);
         }
     }
     //平直流过
     else if (cell.RiverState == riverState.Dif3)
     {
         if (cell.HasRiverThroughEdge(direction.Previous()))
         {
             Vector3 centerX = center + HexMetrics.GetSecondSolidCornet(direction) * 0.25f;
             Vector3 leftMid = Vector3.Lerp(centerX, v1, 0.5f);
             TriangulatAdjacentToRiverLeft(centerX, v1, e1, e2, e3, v2, cell.Color, leftMid);
         }
         else if (cell.HasRiverThroughEdge(direction.Next()))
         {
             Vector3 centerX  = center + HexMetrics.GetFirstSolidCornet(direction) * 0.25f;
             Vector3 rightMid = Vector3.Lerp(centerX, v2, 0.5f);
             TriangulatAdjacentToRiverRight(centerX, v1, e1, e2, e3, v2, cell.Color, rightMid);
         }
     }
     //锐角转弯
     else if (cell.RiverState == riverState.Dif1)
     {
         if (cell.HasRiverThroughEdge(direction.Previous()))
         {
             Vector3 leftMid = Vector3.Lerp(center, v1, 0.5f);
             TriangulatAdjacentToRiverLeft(center, v1, e1, e2, e3, v2, cell.Color, leftMid);
         }
         else if (cell.HasRiverThroughEdge(direction.Next()))
         {
             Vector3 rightMid = Vector3.Lerp(center, v2, 0.5f);
             TriangulatAdjacentToRiverRight(center, v1, e1, e2, e3, v2, cell.Color, rightMid);
         }
         else
         {
             AddTriangle4(center, v1, e1, e2, e3, v2, cell.Color);
         }
     }
     //平缓转弯
     else if (cell.RiverState == riverState.Dif2)
     {
         if (cell.HasRiverThroughEdge(direction.Previous()) && cell.HasRiverThroughEdge(direction.Next()))
         {
             Vector3 centerX = Vector3.Lerp(center + HexMetrics.GetFirstSolidCornet(direction) * 0.5f,
                                            center + HexMetrics.GetSecondSolidCornet(direction) * 0.5f, 0.5f);
             Vector3 mL = Vector3.Lerp(v1, centerX, 0.5f);
             Vector3 m1 = Vector3.Lerp(e1, centerX, 0.5f);
             Vector3 m2 = Vector3.Lerp(e2, centerX, 0.5f);
             Vector3 m3 = Vector3.Lerp(e3, centerX, 0.5f);
             Vector3 mR = Vector3.Lerp(v2, centerX, 0.5f);
             AddTriangle4(centerX, mL, m1, m2, m3, mR, cell.Color);
             AddTrapezoid(mL, m1, m2, m3, mR, v1, e1, e2, e3, v2, cell.Color);
         }
         else if (cell.HasRiverThroughEdge(direction.Previous()))
         {
             Vector3 centerX = Vector3.Lerp(center + HexMetrics.GetFirstSolidCornet(direction.Next()) * 0.25f,
                                            center + HexMetrics.GetSecondSolidCornet(direction.Next()) * 0.25f, 0.5f);
             Vector3 leftMid = Vector3.Lerp(v1, centerX, 0.5f);
             TriangulatAdjacentToRiverLeft(centerX, v1, e1, e2, e3, v2, cell.Color, leftMid);
         }
         else if (cell.HasRiverThroughEdge(direction.Next()))
         {
             Vector3 centerX = Vector3.Lerp(center + HexMetrics.GetFirstSolidCornet(direction.Previous()) * 0.25f,
                                            center + HexMetrics.GetSecondSolidCornet(direction.Previous()) * 0.25f, 0.5f);
             Vector3 rightMid = Vector3.Lerp(v2, centerX, 0.5f);
             TriangulatAdjacentToRiverRight(centerX, v1, e1, e2, e3, v2, cell.Color, rightMid);
         }
         else
         {
             Vector3 centerX = Vector3.Lerp(center + HexMetrics.GetFirstSolidCornet(direction) * 0.25f,
                                            center + HexMetrics.GetSecondSolidCornet(direction) * 0.25f, 0.5f);
             AddTriangle4(centerX, v1, e1, e2, e3, v2, cell.Color);
         }
     }
 }