private void TriangulateWithRiverBeginOrEnd(HexDirection direction, HexCell cell, Vector3 centre, EdgeVertices e)
        {
            var m = new EdgeVertices(
                Vector3.Lerp(centre, e.v1, 0.5f),
                Vector3.Lerp(centre, e.v5, 0.5f));

            m.v3.y = e.v3.y;

            TriangulateEdgeStrip(m, weights1, cell.Index, e, weights1, cell.Index);
            TriangulateEdgeFan(centre, m, cell.Index);

            var reversed = cell.HasIncomingRiver;
            var indices  = new Vector3(cell.Index, cell.Index, cell.Index);

            TriangulateRiverQuad(m.v2, m.v4, e.v2, e.v4, cell.RiverSurfaceY, 0.6f, reversed, indices);

            centre.y = m.v2.y = m.v4.y = cell.RiverSurfaceY;
            Rivers.AddTriangle(centre, m.v2, m.v4);
            if (reversed)
            {
                Rivers.AddTriangleUV(new Vector2(0.5f, 0.4f), new Vector2(1f, 0.2f), new Vector2(0f, 0.2f));
            }
            else
            {
                Rivers.AddTriangleUV(new Vector2(0.5f, 0.4f), new Vector2(0f, 0.6f), new Vector2(1f, 0.6f));
            }

            Rivers.AddTriangleCellData(indices, weights1);
        }
Esempio n. 2
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    void TriangulateWithRiverBeginOrEnd(HexDirection direction, HexCell cell)
    {
        var center     = cell.Center;
        var closerEdge = cell.Edges[(int)direction];

        if (cell.HasRiverThroughEdge(direction.Next()))
        {
            if (cell.HasRiverThroughEdge(direction.Previous()))
            {
                center += HexMetrics.GetSolidEdgeMiddle(direction) * (HexMetrics.InnerToOuter * 0.5f);
            }
            else if (cell.HasRiverThroughEdge(direction.Previous2()))
            {
                center += HexMetrics.GetLeftSolidCorner(direction) * 0.25f;
            }
        }
        else if (cell.HasRiverThroughEdge(direction.Previous()) && cell.HasRiverThroughEdge(direction.Next2()))
        {
            center += HexMetrics.GetRightSolidCorner(direction) * 0.25f;
        }

        var m = new EdgeVertices(Vector3.Lerp(center, closerEdge.V1, 0.5f), Vector3.Lerp(center, closerEdge.V5, 0.5f));

        m.V3.y = closerEdge.V3.y; // reassign middle verticle height as it is ommited in the calculation above

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

        // river segments are added only if the current segment is not under water
        if (!cell.IsUnderwater)
        {
            bool reversed = cell.HasIncomingRiver;

            // outer circle of the hex
            TriangulateRiverQuadUnperturbed(m.V2, m.V4, closerEdge.V2, closerEdge.V4, cell.RiverSurfaceY, 0.6f, reversed);

            // end (or start) triangle
            center.y = m.V2.y = m.V4.y = cell.RiverSurfaceY;
            Rivers.AddTriangleUnperturbed(center, m.V2, m.V4);

            if (reversed)
            {
                Rivers.AddTriangleUV(new Vector2(0.5f, 0.4f), new Vector2(1f, 0.2f), new Vector2(0f, 0.2f));
            }
            else
            {
                Rivers.AddTriangleUV(new Vector2(0.5f, 0.4f), new Vector2(0f, 0.6f), new Vector2(1f, 0.6f));
            }
        }
    }
    /// <summary>
    /// Creates the triangles for a side of the hexagon, with river starting or ending this side.
    /// </summary>
    void TriangulateWithRiverBeginOrEnd(HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e)
    {
        // Edge 1/2 the way from edge and cell center
        EdgeVertices m = new EdgeVertices(
            Vector3.Lerp(center, e.v1, 0.5f),
            Vector3.Lerp(center, e.v5, 0.5f)
            );

        m.v3.y = e.v3.y;         // middle at river bed height, but not the center of the cell

        TriangulateEdgeStrip(m, weights1, cell.Index, e, weights1, cell.Index);
        TriangulateEdgeFan(center, m, cell.Index);

        if (!cell.IsUnderwater)             // No river water surface underwater, riverbed itself is allowed
        // River water surface
        {
            bool reversed = cell.HasIncomingRiver;

            Vector3 indices;
            indices.x = indices.y = indices.z = cell.Index;
            TriangulateRiverQuad(m.v2, m.v4, e.v2, e.v4, cell.RiverSurfaceY, 0.6f, reversed, indices);

            // Add first/last water surface triangle for river begin/end
            center.y = m.v2.y = m.v4.y = cell.RiverSurfaceY;
            Rivers.AddTriangle(center, m.v2, m.v4);
            if (reversed)
            {
                Rivers.AddTriangleUV(new Vector2(0.5f, 0.4f), new Vector2(1f, 0.2f), new Vector2(0f, 0.2f));
            }
            else
            {
                Rivers.AddTriangleUV(new Vector2(0.5f, 0.4f), new Vector2(0f, 0.6f), new Vector2(1f, 0.6f));
            }

            Rivers.AddTriangleCellData(indices, weights1);
        }
    }