void TriangulateEstuary(HexCell cell, HexDirection direction) { var neighbor = cell.GetNeighbor(direction); EdgeVertices closerWaterEdge = cell.WaterEdges[(int)direction]; EdgeVertices furtherWaterEdge = neighbor.WaterEdges[(int)direction.Opposite()]; EdgeVertices furtherEdge = neighbor.Edges[(int)direction.Opposite()]; furtherEdge.V1.y = HexMetrics.WaterSurfaceY; furtherEdge.V2.y = HexMetrics.WaterSurfaceY; furtherEdge.V3.y = HexMetrics.WaterSurfaceY; furtherEdge.V4.y = HexMetrics.WaterSurfaceY; furtherEdge.V5.y = HexMetrics.WaterSurfaceY; WaterShore.AddTriangleUnperturbed(furtherEdge.V5, closerWaterEdge.V2, closerWaterEdge.V1); WaterShore.AddTriangleUnperturbed(furtherEdge.V1, closerWaterEdge.V5, closerWaterEdge.V4); WaterShore.AddTriangleUV(new Vector2(0f, 1f), new Vector2(0f, 0f), new Vector2(0f, 0f)); WaterShore.AddTriangleUV(new Vector2(0f, 1f), new Vector2(0f, 0f), new Vector2(0f, 0f)); // left quad // quad is rotated 90 degrees to the right so the diagonal connection is shorter // it is done to maintain the symetry with the other quad Estuaries.AddQuadUnperturbed(furtherEdge.V5, closerWaterEdge.V2, furtherEdge.V4, closerWaterEdge.V3); Estuaries.AddQuadUV(new Vector2(0f, 1f), new Vector2(0f, 0f), new Vector2(1f, 1f), new Vector2(0f, 0f)); // big triangle in the middle Estuaries.AddTriangleUnperturbed(closerWaterEdge.V3, furtherEdge.V4, furtherEdge.V2); Estuaries.AddTriangleUV(new Vector2(0f, 0f), new Vector2(1f, 1f), new Vector2(0f, 1f)); // right quad Estuaries.AddQuadUnperturbed(closerWaterEdge.V3, closerWaterEdge.V4, furtherEdge.V2, furtherEdge.V1); Estuaries.AddQuadUV(new Vector2(0f, 0f), new Vector2(0f, 0f), new Vector2(1f, 1f), new Vector2(0f, 1f)); // is incoming river if (cell.IncomingRiver == direction) { Estuaries.AddQuadUV2( new Vector2(1.5f, 1f), new Vector2(0.7f, 1.15f), new Vector2(1f, 0.8f), new Vector2(0.5f, 1.1f)); Estuaries.AddTriangleUV2( new Vector2(0.5f, 1.1f), new Vector2(1f, 0.8f), new Vector2(0f, 0.8f)); Estuaries.AddQuadUV2( new Vector2(0.5f, 1.1f), new Vector2(0.3f, 1.15f), new Vector2(0f, 0.8f), new Vector2(-0.5f, 1f)); } else { // the U coordinates have to be mirrored for outgoing rivers // the V coordinates are a little bit less straightforward Estuaries.AddQuadUV2( new Vector2(-0.5f, -0.2f), new Vector2(0.3f, -0.35f), new Vector2(0f, 0f), new Vector2(0.5f, -0.3f)); Estuaries.AddTriangleUV2( new Vector2(0.5f, -0.3f), new Vector2(0f, 0f), new Vector2(1f, 0f)); Estuaries.AddQuadUV2( new Vector2(0.5f, -0.3f), new Vector2(0.7f, -0.35f), new Vector2(1f, 0f), new Vector2(1.5f, -0.2f)); } }