Esempio n. 1
0
    /// <summary>
    /// 填充河道细胞中其他没有河道的顶面部分
    /// 在此函数中处理河流和道路共存的情况
    /// </summary>
    /// <param name="direction"></param>
    /// <param name="cell"></param>
    /// <param name="center"></param>
    /// <param name="e"></param>
    void TriangulateAdjacentToRiver(HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e)
    {
        if (cell.HasRoads)
        {
            TriangulateRoadAdjacentToRiver(direction, cell, center, e);
        }

        if (cell.HasRiverThroughEdge(direction.Next()))
        {
            if (cell.HasRiverThroughEdge(direction.Previous()))
            {
                //当前方向的前一个方向和后一个方向上都有河道
                //就是河道的流入和流出之间相差一个方向单位
                center += HexMetrics.GetSoliEdgeMiddle(direction) * (HexMetrics.innerToOuter * 0.5f);
            }
            else if (cell.HasRiverThroughEdge(direction.Previous2()))
            {
                //当前方向的前一个方向和后两个方向上都有河道
                //就是笔直的河道,这是靠近前一个方向上的
                center += HexMetrics.GetFirstSolidCorner(direction) * 0.25f;
            }
        }
        else if (cell.HasRiverThroughEdge(direction.Previous()) && cell.HasRiverThroughEdge(direction.Next2()))
        {
            //当前方向的后一个方向和前两个方向上都有河道
            //就是笔直的河道,这是靠近后一个方向上的
            center += HexMetrics.GetSecondSolidCorner(direction) * 0.25f;
        }

        EdgeVertices m = new EdgeVertices(
            Vector3.Lerp(center, e.v1, 0.5f),
            Vector3.Lerp(center, e.v5, 0.5f)
            );

        TriangulateEdgeStrip(m, cell.Color, e, cell.Color);
        TriangulateEdgeFan(center, m, cell.Color);

        if (!cell.IsUnderwater && !cell.HasRoadThroughEdge(direction))
        {
            features.AddFeature(cell, (center + e.v1 + e.v5) * (1f / 3f));
        }
    }
Esempio n. 2
0
    /// <summary>
    /// 道路河流共存的时候
    /// </summary>
    /// <param name="direction"></param>
    /// <param name="cell"></param>
    /// <param name="center"></param>
    /// <param name="e"></param>
    void TriangulateRoadAdjacentToRiver(HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e)
    {
        bool    hasRoadThroughEdge = cell.HasRoadThroughEdge(direction);
        bool    previousHasRiver   = cell.HasRiverThroughEdge(direction.Previous());
        bool    nextHasRiver       = cell.HasRiverThroughEdge(direction.Next());
        Vector2 interpolators      = GetRoadInterpolators(direction, cell);
        Vector3 roadCenter         = center;

        if (cell.HasRiverBeginOrEnd)
        {
            //细胞中有河流的开始或结束
            //中心点道路往河流的相反方向偏移1/3位置
            roadCenter += HexMetrics.GetSoliEdgeMiddle(cell.RiverBeginOrEndDirection.Opposite()) * (1f / 3f);
        }
        else if (cell.IncomingRiver == cell.OutgoingRiver.Opposite())
        {
            //直线河流经过细胞中心
            //将细胞中心的道路截成两段
            Vector3 corner;
            if (previousHasRiver)
            {
                if (!hasRoadThroughEdge && !cell.HasRoadThroughEdge(direction.Next()))
                {
                    //河流截断道路后,如果一段没有连接的道路,将返回不在绘制
                    //即此中心如果是道路开头或结尾
                    //河流截断后一遍将不绘制对应面片
                    return;
                }
                corner = HexMetrics.GetSecondSolidCorner(direction);
            }
            else
            {
                if (!hasRoadThroughEdge && !cell.HasRoadThroughEdge(direction.Previous()))
                {
                    //河流截断道路后,如果一段没有连接的道路,将返回不在绘制
                    //即此中心如果是道路开头或结尾
                    //河流截断后一遍将不绘制对应面片
                    return;
                }
                corner = HexMetrics.GetFirstSolidCorner(direction);
            }
            roadCenter += corner * 0.5f;
            center     += corner * 0.25f;
        }
        else if (cell.IncomingRiver == cell.OutgoingRiver.Previous())
        {
            //之字型河流,即出和入河流是相邻的情况
            //道路在河流汇合处偏移
            roadCenter -= HexMetrics.GetSecondCorner(cell.IncomingRiver) * 0.2f;
        }
        else if (cell.IncomingRiver == cell.OutgoingRiver.Next())
        {
            //之字型河流,即出和入河流是相邻的情况
            //道路在河流汇合处偏移
            roadCenter -= HexMetrics.GetFirstCorner(cell.IncomingRiver) * 0.2f;
        }
        else if (previousHasRiver && nextHasRiver)
        {
            //河流出入间隔一个单位的方向,即呈现弧形的河流,弧形内部的情况
            if (!hasRoadThroughEdge)
            {
                //头尾部分,截断后多余部分返回不绘制
                return;
            }
            Vector3 offset = HexMetrics.GetSoliEdgeMiddle(direction) * HexMetrics.innerToOuter;
            roadCenter += offset * 0.7f;
            center     += offset * 0.5f;
        }
        else
        {
            //剩下的情况,即弧形河流的弧形外部情况
            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;
            }

            roadCenter += HexMetrics.GetSoliEdgeMiddle(middle) * 0.25f;
        }

        Vector3 mL = Vector3.Lerp(roadCenter, e.v1, interpolators.x);
        Vector3 mR = Vector3.Lerp(roadCenter, e.v5, interpolators.y);

        TriangulateRoad(roadCenter, mL, mR, e, hasRoadThroughEdge);

        //填充中心位置道路偏移后的空白位置
        if (previousHasRiver)
        {
            //当前方向的前一位方向存在河流时
            //在道路中心、单元格中心和中间左点之间添加一个三角形
            TriangulateRoadEdge(roadCenter, center, mL);
            //Debug.Log("Direction:" + direction);
        }
        if (nextHasRiver)
        {
            //当前方向的下一位方向存在河流时
            //道路中心,中间的右点,和单元格中心之间添加一个三角形
            TriangulateRoadEdge(roadCenter, mR, center);
        }
    }
Esempio n. 3
0
    /// <summary>
    /// 细胞中心河流河道的绘制方法
    /// 有流入和有流出的情况
    /// </summary>
    /// <param name="direction"></param>
    /// <param name="cell"></param>
    /// <param name="center"></param>
    /// <param name="e"></param>
    void TriangulateWithRiver(HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e)
    {
        Vector3 centerL, centerR;

        if (cell.HasRiverThroughEdge(direction.Opposite()))
        {
            //通过前一个方向得到中心点往左偏移的位置
            centerL = center + HexMetrics.GetFirstSolidCorner(direction.Previous()) * 0.25f;
            //通过下一个方向得到中心点往右偏移的位置
            centerR = center + HexMetrics.GetSecondSolidCorner(direction.Next()) * 0.25f;
        }
        else if (cell.HasRiverThroughEdge(direction.Next()))
        {
            //同一个细胞中,如果当前方向相邻1个单位方向上有河道,那么相连处河道拓宽,让河流能通过
            centerL = center;
            centerR = Vector3.Lerp(center, e.v5, 2f / 3f);
        }
        else if (cell.HasRiverThroughEdge(direction.Previous()))
        {
            //同一个细胞中,如果当前方向相邻1个单位方向上有河道,那么相连处河道拓宽,让河流能通过
            centerL = Vector3.Lerp(center, e.v1, 2f / 3f);
            centerR = center;
        }
        else if (cell.HasRiverThroughEdge(direction.Next2()))
        {
            //同一个细胞中,如果当前方向相邻2个单位方向上有河道
            centerL = center;
            centerR = center + HexMetrics.GetSoliEdgeMiddle(direction.Next()) * (0.5f * HexMetrics.innerToOuter);
        }
        else
        {
            //同一个细胞中,如果当前方向相邻2个单位方向上有河道
            centerL = center + HexMetrics.GetSoliEdgeMiddle(direction.Previous()) * (0.5f * HexMetrics.innerToOuter);
            centerR = center;
        }

        center = Vector3.Lerp(centerL, centerR, 0.5f);

        //得到偏移后的左右两点与细胞的边界顶点做差值,得到中间位置的点
        EdgeVertices m = new EdgeVertices(Vector3.Lerp(centerL, e.v1, 0.5f), Vector3.Lerp(centerR, e.v5, 0.5f), 1f / 6f);

        //将细胞顶面中的河道中心线的高度设为一样
        m.v3.y = center.y = e.v3.y;

        TriangulateEdgeStrip(m, cell.Color, e, cell.Color);

        terrain.AddTriangle(centerL, m.v1, m.v2);
        terrain.AddTriangleColor(cell.Color);
        terrain.AddQuad(centerL, center, m.v2, m.v3);
        terrain.AddQuadColor(cell.Color);
        terrain.AddQuad(center, centerR, m.v3, m.v4);
        terrain.AddQuadColor(cell.Color);
        terrain.AddTriangle(centerR, m.v4, m.v5);
        terrain.AddTriangleColor(cell.Color);

        if (!cell.IsUnderwater)
        {
            bool reversed = cell.IncomingRiver == direction;
            TriangulateRiverQuad(centerL, centerR, m.v2, m.v4, cell.RiverSurfaceY, 0.4f, reversed);
            TriangulateRiverQuad(m.v2, m.v4, e.v2, e.v4, cell.RiverSurfaceY, 0.6f, reversed);
        }
    }