コード例 #1
0
        private void TriangulateMarshCenter(IHexCell center, HexDirection direction, IHexMesh mesh)
        {
            mesh.AddTriangle(
                center.AbsolutePosition,
                center.AbsolutePosition + RenderConfig.GetFirstSolidCorner(direction),
                center.AbsolutePosition + RenderConfig.GetSecondSolidCorner(direction)
                );

            mesh.AddTriangleUV(Vector2.one, Vector2.one, Vector2.one);
        }
コード例 #2
0
        private void TriangulateWaterCenter(
            IHexCell center, IHexMesh mesh, HexDirection direction, Vector3 localCell, Color centerColor
            )
        {
            mesh.AddTriangle(
                localCell,
                localCell + RenderConfig.GetFirstSolidCorner(direction),
                localCell + RenderConfig.GetSecondSolidCorner(direction)
                );

            mesh.AddTriangleColor(centerColor);
        }
コード例 #3
0
        private void TriangulateCellWeights_NoRiver(
            IHexCell center, IHexCell right, HexDirection direction, IHexMesh weightsMesh
            )
        {
            if (right == null)
            {
                weightsMesh.AddTriangle(
                    center.AbsolutePosition,
                    center.AbsolutePosition + RenderConfig.GetFirstCorner(direction),
                    center.AbsolutePosition + RenderConfig.GetSecondCorner(direction)
                    );
                weightsMesh.AddTriangleColor(CenterWeights);

                return;
            }

            Vector3 firstEdgeInner  = center.AbsolutePosition + RenderConfig.GetFirstSolidCorner(direction);
            Vector3 secondEdgeInner = center.AbsolutePosition + RenderConfig.GetSecondSolidCorner(direction);

            //Solid center region
            weightsMesh.AddTriangle(center.AbsolutePosition, firstEdgeInner, secondEdgeInner);
            weightsMesh.AddTriangleColor(CenterWeights);

            Vector3 firstEdgeOuter  = (firstEdgeInner + right.AbsolutePosition + RenderConfig.GetSecondSolidCorner(direction.Opposite())) / 2f;
            Vector3 secondEdgeOuter = (secondEdgeInner + right.AbsolutePosition + RenderConfig.GetFirstSolidCorner(direction.Opposite())) / 2f;

            //The edge between Center and Right, going up to the dividing line
            weightsMesh.AddQuad(firstEdgeInner, secondEdgeInner, firstEdgeOuter, secondEdgeOuter);
            weightsMesh.AddQuadColor(CenterWeights, CenterRightWeights);

            //Previous corner out to the edge of the cell
            weightsMesh.AddTriangle(firstEdgeInner, center.AbsolutePosition + RenderConfig.GetFirstCorner(direction), firstEdgeOuter);
            weightsMesh.AddTriangleColor(CenterWeights, CenterLeftRightWeights, CenterRightWeights);

            //Next corner out to the edge of the cell
            weightsMesh.AddTriangle(secondEdgeInner, secondEdgeOuter, center.AbsolutePosition + RenderConfig.GetSecondCorner(direction));
            weightsMesh.AddTriangleColor(CenterWeights, CenterRightWeights, CenterRightNextRightWeights);
        }