コード例 #1
0
    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));
            }
        }
    }
コード例 #2
0
    void Precalculation(HexCell cell)
    {
        cell.Center        = cell.WaterCenter = cell.transform.localPosition;
        cell.WaterCenter.y = HexMetrics.WaterSurfaceY;

        for (int i = 0; i <= 5; i++)
        {
            var direction = (HexDirection)i;

            cell.Edges[i] = new EdgeVertices(
                cell.Center + HexMetrics.GetLeftSolidCorner(direction),
                cell.Center + HexMetrics.GetRightSolidCorner(direction));

            if (cell.HasRiver && cell.HasRiverThroughEdge(direction))
            {
                cell.Edges[i].V3.y = cell.StreamBedY;
            }

            cell.WaterEdges[i] = new EdgeVertices(
                cell.WaterCenter + HexMetrics.GetLeftWaterCorner(direction),
                cell.WaterCenter + HexMetrics.GetRightWaterCorner(direction));
        }
    }
コード例 #3
0
    /// <summary>
    /// Fill the cell triangle with a strip and a fan. We cannot suffice with a single fan,
    /// because we have to make sure that we match the middle edge of the parts that do contain a river.
    /// </summary>
    void TriangulateAdjacentToRiver(HexDirection direction, HexCell cell, EdgeVertices e)
    {
        if (cell.HasRoads)
        {
            TriangulateRoadAdjacentToRiver(direction, cell, e);
        }

        var center = cell.Center;

        if (cell.HasRiverThroughEdge(direction.Next()))
        {
            // we are inside a curve
            if (cell.HasRiverThroughEdge(direction.Previous()))
            {
                center += HexMetrics.GetSolidEdgeMiddle(direction) * (HexMetrics.InnerToOuter * 0.5f);
            }
            // we are inside a straight line
            else if (cell.HasRiverThroughEdge(direction.Previous2()))
            {
                center += HexMetrics.GetLeftSolidCorner(direction) * 0.25f;
            }
        }
        // The final case is when we have a river in the previous direction, and it is a straight one.
        // That requires moving the center towards the next solid corner.
        else if (cell.HasRiverThroughEdge(direction.Previous()) && cell.HasRiverThroughEdge(direction.Next2()))
        {
            center += HexMetrics.GetRightSolidCorner(direction) * 0.25f;
        }

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

        m.V3.y = e.V3.y;

        TriangulateEdgeStrip(m, cell.Color, e, cell.Color);
        TriangulateEdgeFan(center, m, cell.Color);
    }
コード例 #4
0
    void TriangulateRoadAdjacentToRiver(HexDirection direction, HexCell cell, EdgeVertices e)
    {
        var center = cell.Center;

        // produce partial roads in cells with rivers. The directions with rivers through them will cut gaps in the roads.
        bool    hasRoadThroughEdge = cell.HasRoadThroughEdge(direction);
        bool    previousHasRiver   = cell.HasRiverThroughEdge(direction.Previous());
        bool    nextHasRiver       = cell.HasRiverThroughEdge(direction.Next());
        Vector3 roadCenter         = center;

        if (cell.HasRiverBeginOrEnd)
        {
            roadCenter += HexMetrics.GetSolidEdgeMiddle(cell.RiverBeginOrEndDirection.Opposite()) * (1f / 3f);
        }
        else if (cell.IncomingRiver == cell.OutgoingRiver.Opposite())
        {
            Vector3 corner;
            if (previousHasRiver)
            {
                if (!hasRoadThroughEdge && !cell.HasRoadThroughEdge(direction.Next()))
                {
                    return;
                }
                corner = HexMetrics.GetRightSolidCorner(direction);
            }
            else
            {
                if (!hasRoadThroughEdge && !cell.HasRoadThroughEdge(direction.Previous()))
                {
                    return;
                }
                corner = HexMetrics.GetLeftSolidCorner(direction);
            }

            roadCenter += corner * 0.5f;

            // add bridges
            if (cell.IncomingRiver == direction.Next() &&
                (cell.HasRoadThroughEdge(direction.Next2()) || cell.HasRoadThroughEdge(direction.Opposite())))
            {
                Features.AddBridge(roadCenter, center - corner * 0.5f);
            }

            center += corner * 0.25f;
        }
        // in case of zigzags
        else if (cell.IncomingRiver == cell.OutgoingRiver.Previous())
        {
            roadCenter -= HexMetrics.GetRightCorner(cell.IncomingRiver) * 0.2f;
        }
        else if (cell.IncomingRiver == cell.OutgoingRiver.Next())
        {
            roadCenter -= HexMetrics.GetLeftCorner(cell.IncomingRiver) * 0.2f;
        }
        // in case of curved rivers
        else if (previousHasRiver && nextHasRiver)
        {
            if (!hasRoadThroughEdge)
            {
                return;
            }

            Vector3 offset = HexMetrics.GetSolidEdgeMiddle(direction) * HexMetrics.InnerToOuter;
            roadCenter += offset * 0.7f;
            center     += offset * 0.5f;
        }
        // outside of the curved river
        else
        {
            HexDirection middle;
            if (previousHasRiver)
            {
                middle = direction.Next();
            }
            else if (nextHasRiver)
            {
                middle = direction.Previous();
            }
            else
            {
                middle = direction;
            }

            // get rid off roads on the other side of the river
            if (!cell.HasRoadThroughEdge(middle) &&
                !cell.HasRoadThroughEdge(middle.Previous()) &&
                !cell.HasRoadThroughEdge(middle.Next()))
            {
                return;
            }

            Vector3 offset = HexMetrics.GetSolidEdgeMiddle(middle);
            roadCenter += offset * 0.25f;

            // prevent duplications
            if (direction == middle && cell.HasRoadThroughEdge(direction.Opposite()))
            {
                Features.AddBridge(roadCenter, center - offset * (HexMetrics.InnerToOuter * 0.7f));
            }
        }

        Vector2 interpolators = GetRoadInterpolators(direction, cell);
        Vector3 mL            = Vector3.Lerp(roadCenter, e.V1, interpolators.x);
        Vector3 mR            = Vector3.Lerp(roadCenter, e.V5, interpolators.y);

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

        // close the gaps
        if (previousHasRiver)
        {
            TriangulateRoadEdge(roadCenter, center, mL);
        }
        if (nextHasRiver)
        {
            TriangulateRoadEdge(roadCenter, mR, center);
        }
    }
コード例 #5
0
    void TriangulateWithRiver(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;
        }

        Vector3 centerL, centerR;

        if (cell.HasRiverThroughEdge(direction.Opposite()))
        {
            centerL = center + HexMetrics.GetLeftSolidCorner(direction.Previous()) * 0.25f;
            centerR = center + HexMetrics.GetRightSolidCorner(direction.Next()) * 0.25f;
        }
        else if (cell.HasRiverThroughEdge(direction.Next()))
        {
            centerL = center;
            centerR = Vector3.Lerp(center, closerEdge.V5, 0.65f);
        }
        else if (cell.HasRiverThroughEdge(direction.Previous()))
        {
            centerL = Vector3.Lerp(center, closerEdge.V1, 0.65f);
            centerR = center;
        }
        else if (cell.HasRiverThroughEdge(direction.Next2()))
        {
            centerL = center;
            centerR = center + HexMetrics.GetSolidEdgeMiddle(direction.Next()) * (0.5f * HexMetrics.InnerToOuter);
        }
        else
        {
            centerL = center + HexMetrics.GetSolidEdgeMiddle(direction.Previous()) * (0.5f * HexMetrics.InnerToOuter);
            centerR = center;
        }

        // after deciding where the left and right points are, we can determine the final center by averaging them
        center = Vector3.Lerp(centerL, centerR, 0.5f);

        var m = new EdgeVertices(Vector3.Lerp(centerL, closerEdge.V1, 0.5f), Vector3.Lerp(centerR, closerEdge.V5, 0.5f), 1f / 12f);

        m.V3.y = closerEdge.V3.y;

        // external hex circle
        TriangulateEdgeStrip(m, cell.Color, closerEdge, cell.Color);

        // connection between hexes
        Terrain.AddTriangle(centerL, m.V1, m.V2);
        Terrain.AddTriangleColor(cell.Color);

        Terrain.AddQuad(centerL, new Vector3(center.x, cell.StreamBedY, center.z), m.V2, m.V3);
        Terrain.AddQuadColor(cell.Color);
        Terrain.AddQuad(new Vector3(center.x, cell.StreamBedY, center.z), centerR, m.V3, m.V4);
        Terrain.AddQuadColor(cell.Color);

        Terrain.AddTriangle(centerR, m.V4, m.V5);
        Terrain.AddTriangleColor(cell.Color);

        // create river quads
        if (!cell.IsUnderwater)
        {
            bool reversed = cell.IncomingRiver == direction;

            // inner fan of the hex
            TriangulateRiverQuadUnperturbed(centerL, centerR, m.V2, m.V4, cell.RiverSurfaceY, 0.4f, reversed);

            // external circle of the hex
            var neighbor = cell.GetNeighbor(direction);
            if (neighbor.IsUnderwater)
            {
                TriangulateRiverQuadUnperturbed(m.V2, m.V4, closerEdge.V2, closerEdge.V4,
                                                cell.RiverSurfaceY, HexMetrics.WaterSurfaceY, 0.6f, reversed);
            }
            // normal connection between two rivers
            else
            {
                TriangulateRiverQuadUnperturbed(m.V2, m.V4, closerEdge.V2, closerEdge.V4, cell.RiverSurfaceY, 0.6f, reversed);
            }
        }
    }