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));
            }
        }
    }