コード例 #1
0
 private void TriangulateWithoutRiver(HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e)
 {
     TriangulateEdgeFan(center, e, cell.Index);
     if (cell.HasRoads)
     {
         Vector2 interpolators = GetRoadInterpolators(direction, cell);
         TriangulateRoad(
             center,
             Vector3.Lerp(center, e.v1, interpolators.x),
             Vector3.Lerp(center, e.v5, interpolators.y),
             e,
             cell.HasRoadThroughEdge(direction),
             cell.Index
             );
     }
 }
コード例 #2
0
        private void Triangulate(HexDirection direction, HexCell cell)
        {
            Vector3      center = cell.Position;
            EdgeVertices e      = new EdgeVertices(
                center + HexMetrics.GetFirstSolidCorner(direction),
                center + HexMetrics.GetSecondSolidCorner(direction)
                );

            if (cell.HasRiver)
            {
                if (cell.HasRiverThroughEdge(direction))
                {
                    e.v3.y = cell.StreamBedY;
                    if (cell.HasRiverBeginOrEnd)
                    {
                        TriangulateWithRiverBeginOrEnd(direction, cell, center, e);
                    }
                    else
                    {
                        TriangulateWithRiver(direction, cell, center, e);
                    }
                }
                else
                {
                    TriangulateAdjacentToRiver(direction, cell, center, e);
                }
            }
            else
            {
                TriangulateWithoutRiver(direction, cell, center, e);
                if (!cell.IsUnderwater && !cell.HasRoadThroughEdge(direction))
                {
                    features.AddFeature(cell, (center + e.v1 + e.v5) * (1f / 3f));
                }
            }

            if (direction <= HexDirection.SE)
            {
                TriangulateConnection(direction, cell, e);
            }

            if (cell.IsUnderwater)
            {
                TriangulateWater(direction, cell, center);
            }
        }
コード例 #3
0
        private void TriangulateAdjacentToRiver(
            HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e
            )
        {
            if (cell.HasRoads)
            {
                TriangulateRoadAdjacentToRiver(direction, cell, center, e);
            }

            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.GetFirstSolidCorner(direction) * 0.25f;
                }
            }
            else if (
                cell.HasRiverThroughEdge(direction.Previous()) &&
                cell.HasRiverThroughEdge(direction.Next2())
                )
            {
                center += HexMetrics.GetSecondSolidCorner(direction) * 0.25f;
            }

            EdgeVertices m = new EdgeVertices(
                Vector3.Lerp(center, e.v1, 0.5f),
                Vector3.Lerp(center, e.v5, 0.5f)
                );

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

            if (!cell.IsUnderwater && !cell.HasRoadThroughEdge(direction))
            {
                features.AddFeature(cell, (center + e.v1 + e.v5) * (1f / 3f));
            }
        }
コード例 #4
0
        private void TriangulateConnection(
            HexDirection direction, HexCell cell, EdgeVertices e1
            )
        {
            HexCell neighbor = cell.GetNeighbor(direction);

            if (neighbor == null)
            {
                return;
            }

            Vector3 bridge = HexMetrics.GetBridge(direction);

            bridge.y = neighbor.Position.y - cell.Position.y;
            EdgeVertices e2 = new EdgeVertices(
                e1.v1 + bridge,
                e1.v5 + bridge
                );

            bool hasRiver = cell.HasRiverThroughEdge(direction);
            bool hasRoad  = cell.HasRoadThroughEdge(direction);

            if (hasRiver)
            {
                e2.v3.y = neighbor.StreamBedY;
                Vector3 indices;
                indices.x = indices.z = cell.Index;
                indices.y = neighbor.Index;

                if (!cell.IsUnderwater)
                {
                    if (!neighbor.IsUnderwater)
                    {
                        TriangulateRiverQuad(
                            e1.v2, e1.v4, e2.v2, e2.v4,
                            cell.RiverSurfaceY, neighbor.RiverSurfaceY, 0.8f,
                            cell.HasIncomingRiver && cell.IncomingRiver == direction, indices
                            );
                    }
                    else if (cell.Elevation > neighbor.WaterLevel)
                    {
                        TriangulateWaterfallInWater(
                            e1.v2, e1.v4, e2.v2, e2.v4,
                            cell.RiverSurfaceY, neighbor.RiverSurfaceY,
                            neighbor.WaterSurfaceY, indices
                            );
                    }
                }
                else if (!neighbor.IsUnderwater && neighbor.Elevation > cell.WaterLevel)
                {
                    TriangulateWaterfallInWater(
                        e2.v4, e2.v2, e1.v4, e1.v2,
                        neighbor.RiverSurfaceY, cell.RiverSurfaceY,
                        cell.WaterSurfaceY, indices
                        );
                }
            }

            if (cell.GetEdgeType(direction) == HexEdgeType.Slope)
            {
                TriangulateEdgeTerraces(e1, cell, e2, neighbor, hasRoad);
            }
            else
            {
                TriangulateEdgeStrip(
                    e1, weights1, cell.Index,
                    e2, weights2, neighbor.Index, hasRoad
                    );
            }

            features.AddWall(e1, cell, e2, neighbor, hasRiver, hasRoad);

            HexCell nextNeighbor = cell.GetNeighbor(direction.Next());

            if (direction <= HexDirection.E && nextNeighbor != null)
            {
                Vector3 v5 = e1.v5 + HexMetrics.GetBridge(direction.Next());
                v5.y = nextNeighbor.Position.y;

                if (cell.Elevation <= neighbor.Elevation)
                {
                    if (cell.Elevation <= nextNeighbor.Elevation)
                    {
                        TriangulateCorner(
                            e1.v5, cell, e2.v5, neighbor, v5, nextNeighbor
                            );
                    }
                    else
                    {
                        TriangulateCorner(
                            v5, nextNeighbor, e1.v5, cell, e2.v5, neighbor
                            );
                    }
                }
                else if (neighbor.Elevation <= nextNeighbor.Elevation)
                {
                    TriangulateCorner(
                        e2.v5, neighbor, v5, nextNeighbor, e1.v5, cell
                        );
                }
                else
                {
                    TriangulateCorner(
                        v5, nextNeighbor, e1.v5, cell, e2.v5, neighbor
                        );
                }
            }
        }
コード例 #5
0
        private void TriangulateRoadAdjacentToRiver(
            HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e
            )
        {
            bool    hasRoadThroughEdge = cell.HasRoadThroughEdge(direction);
            bool    previousHasRiver   = cell.HasRiverThroughEdge(direction.Previous());
            bool    nextHasRiver       = cell.HasRiverThroughEdge(direction.Next());
            Vector2 interpolators      = GetRoadInterpolators(direction, cell);
            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.GetSecondSolidCorner(direction);
                }
                else
                {
                    if (!hasRoadThroughEdge && !cell.HasRoadThroughEdge(direction.Previous()))
                    {
                        return;
                    }
                    corner = HexMetrics.GetFirstSolidCorner(direction);
                }
                roadCenter += corner * 0.5f;
                if (cell.IncomingRiver == direction.Next() && (
                        cell.HasRoadThroughEdge(direction.Next2()) ||
                        cell.HasRoadThroughEdge(direction.Opposite())
                        ))
                {
                    features.AddBridge(roadCenter, center - corner * 0.5f);
                }
                center += corner * 0.25f;
            }
            else if (cell.IncomingRiver == cell.OutgoingRiver.Previous())
            {
                roadCenter -= HexMetrics.GetSecondCorner(cell.IncomingRiver) * 0.2f;
            }
            else if (cell.IncomingRiver == cell.OutgoingRiver.Next())
            {
                roadCenter -= HexMetrics.GetFirstCorner(cell.IncomingRiver) * 0.2f;
            }
            else if (previousHasRiver && nextHasRiver)
            {
                if (!hasRoadThroughEdge)
                {
                    return;
                }
                Vector3 offset = HexMetrics.GetSolidEdgeMiddle(direction) * HexMetrics.innerToOuter;
                roadCenter += offset * 0.7f;
                center     += offset * 0.5f;
            }
            else
            {
                HexDirection middle;
                if (previousHasRiver)
                {
                    middle = direction.Next();
                }
                else if (nextHasRiver)
                {
                    middle = direction.Previous();
                }
                else
                {
                    middle = direction;
                }
                if (
                    !cell.HasRoadThroughEdge(middle) &&
                    !cell.HasRoadThroughEdge(middle.Previous()) &&
                    !cell.HasRoadThroughEdge(middle.Next())
                    )
                {
                    return;
                }
                Vector3 offset = HexMetrics.GetSolidEdgeMiddle(middle);
                roadCenter += offset * 0.25f;

                if (direction == middle &&
                    cell.HasRoadThroughEdge(direction.Opposite()))
                {
                    features.AddBridge(
                        roadCenter,
                        center - offset * (HexMetrics.innerToOuter * 0.7f)
                        );
                }
            }

            Vector3 mL = Vector3.Lerp(roadCenter, e.v1, interpolators.x);
            Vector3 mR = Vector3.Lerp(roadCenter, e.v5, interpolators.y);

            TriangulateRoad(roadCenter, mL, mR, e, hasRoadThroughEdge, cell.Index);
            if (previousHasRiver)
            {
                TriangulateRoadEdge(roadCenter, center, mL, cell.Index);
            }
            if (nextHasRiver)
            {
                TriangulateRoadEdge(roadCenter, mR, center, cell.Index);
            }
        }
コード例 #6
0
ファイル: HexGrid.cs プロジェクト: whoisfpc/CatlikeHexMap
        private bool Search(HexCell fromCell, HexCell toCell, int speed)
        {
            searchFrontierPhase += 2;
            if (searchFrontier == null)
            {
                searchFrontier = new PriorityQueue <HexCell>((x, y) => x.SearchPriority.CompareTo(y.SearchPriority));
            }
            else
            {
                searchFrontier.Clear();
            }

            fromCell.SearchPhase = searchFrontierPhase;
            fromCell.Distance    = 0;
            searchFrontier.Enqueue(fromCell);
            while (searchFrontier.Count > 0)
            {
                HexCell current = searchFrontier.Dequeue();
                current.SearchPhase += 1;
                if (current == toCell)
                {
                    return(true);
                }

                int currentTurn = (current.Distance - 1) / speed;

                for (HexDirection d = HexDirection.NE; d <= HexDirection.NW; d++)
                {
                    HexCell neighbor = current.GetNeighbor(d);
                    if (neighbor == null || neighbor.SearchPhase > searchFrontierPhase)
                    {
                        continue;
                    }
                    if (neighbor.IsUnderwater || neighbor.Unit)
                    {
                        continue;
                    }
                    HexEdgeType edgeType = current.GetEdgeType(neighbor);
                    if (edgeType == HexEdgeType.Cliff)
                    {
                        continue;
                    }

                    int moveCost;
                    if (current.HasRoadThroughEdge(d))
                    {
                        moveCost = 1;
                    }
                    else if (current.Walled != neighbor.Walled)
                    {
                        continue;
                    }
                    else
                    {
                        moveCost  = edgeType == HexEdgeType.Flat ? 5 : 10;
                        moveCost += neighbor.UrbanLevel + neighbor.FarmLevel + neighbor.PlantLevel;
                    }

                    int distance = current.Distance + moveCost;
                    int turn     = (distance - 1) / speed;
                    if (turn > currentTurn)
                    {
                        distance = turn * speed + moveCost;
                    }

                    if (neighbor.SearchPhase < searchFrontierPhase)
                    {
                        neighbor.SearchPhase     = searchFrontierPhase;
                        neighbor.Distance        = distance;
                        neighbor.PathFrom        = current;
                        neighbor.SearchHeuristic = neighbor.coordinates.DistanceTo(toCell.coordinates);
                        searchFrontier.Enqueue(neighbor);
                    }
                    else if (distance < neighbor.Distance)
                    {
                        neighbor.Distance = distance;
                        searchFrontier.Change(neighbor);
                    }
                }
            }
            return(false);
        }
コード例 #7
0
        void TriangulateRoadAdjacentToRiver(HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e)
        {
            bool    hasRoadThroughEdge = cell.HasRoadThroughEdge(direction);
            bool    previousHasRiver   = cell.HasRiverThroughEdge(direction.Previous());
            bool    nextHasRiver       = cell.HasRiverThroughEdge(direction.Next());
            Vector2 interpolators      = GetRoadInterpolators(direction, cell);
            Vector3 roadCenter         = center;

            // push the road center in the opposite direction of river
            if (cell.HasRiverBeginOrEnd)
            {
                roadCenter += HexMetrics.GetSolidEdgeMiddle(cell.RiverBeginOrEndDirection.Opposite()) * (1f / 3f);
            }
            // Check if river is a straight
            else if (cell.IncomingRiver == cell.OutgoingRiver.Opposite())
            {
                Vector3 corner;
                if (previousHasRiver)
                {
                    // Skip triangulation if there is no road on this side on=f the river
                    if (!hasRoadThroughEdge && !cell.HasRoadThroughEdge(direction.Next()))
                    {
                        return;
                    }
                    corner = HexMetrics.GetSecondSolidCorner(direction);
                }
                else
                {
                    // Skip triangulation if there is no road on this side on=f the river
                    if (!hasRoadThroughEdge && !cell.HasRoadThroughEdge(direction.Previous()))
                    {
                        return;
                    }
                    corner = HexMetrics.GetFirstSolidCorner(direction);
                }
                roadCenter += corner * 0.5f;
                // Add bridge once per cell, if there is a road on both sides
                if (cell.IncomingRiver == direction.Next() && (cell.HasRoadThroughEdge(direction.Next2()) || cell.HasRoadThroughEdge(direction.Opposite())))
                {
                    features.AddBridge(roadCenter, center - corner * 0.5f);
                }
                center += corner * 0.25f;
            }
            // Check if river is a zigzag
            else if (cell.IncomingRiver == cell.OutgoingRiver.Previous())
            {
                roadCenter -= HexMetrics.GetSecondCorner(cell.IncomingRiver) * 0.2f;
            }
            else if (cell.IncomingRiver == cell.OutgoingRiver.Next())
            {
                roadCenter -= HexMetrics.GetFirstCorner(cell.IncomingRiver) * 0.2f;
            }
            // Check if we are inside of a curve
            else if (previousHasRiver && nextHasRiver)
            {
                if (!hasRoadThroughEdge)
                {
                    return;
                }
                Vector3 offset = HexMetrics.GetSolidEdgeMiddle(direction) * HexMetrics.innerToOutter;
                roadCenter += offset * 0.7f;
                center     += offset * 0.5f;
            }
            // We are outside of a curve
            else
            {
                HexDirection middle;
                if (previousHasRiver)
                {
                    middle = direction.Next();
                }
                else if (nextHasRiver)
                {
                    middle = direction.Previous();
                }
                else
                {
                    middle = direction;
                }
                if (!cell.HasRoadThroughEdge(middle.Previous()) && !cell.HasRoadThroughEdge(middle) && !cell.HasRoadThroughEdge(middle.Next()))
                {
                    return;
                }
                Vector3 offset = HexMetrics.GetSolidEdgeMiddle(middle);
                roadCenter += offset * 0.25f;
                // Add bridge once per cell, if there is a road on both sides
                if (direction == middle && cell.HasRoadThroughEdge(direction.Opposite()))
                {
                    features.AddBridge(roadCenter, center - offset * (HexMetrics.innerToOutter * 0.7f));
                }
            }

            Vector3 mL = Vector3.Lerp(roadCenter, e.v1, interpolators.x);
            Vector3 mR = Vector3.Lerp(roadCenter, e.v5, interpolators.y);

            TriangulateRoad(roadCenter, mL, mR, e, hasRoadThroughEdge);
            if (previousHasRiver)
            {
                TriangulateRoadEdge(roadCenter, center, mL);
            }
            if (nextHasRiver)
            {
                TriangulateRoadEdge(roadCenter, mR, center);
            }
        }
コード例 #8
0
        // Fill the gap between each cell in the direction given
        void TriangulateConnection(HexCell cell, HexDirection direction, EdgeVertices e1)
        {
            HexCell neighbor = cell.GetNeighbor(direction);

            if (neighbor == null)
            {
                return;
            }

            // Build the bridge
            Vector3 bridge = HexMetrics.GetBridge(direction);

            bridge.y = neighbor.Position.y - cell.Position.y;
            EdgeVertices e2 = new EdgeVertices(e1.v1 + bridge, e1.v5 + bridge);

            bool hasRiver = cell.HasRiverThroughEdge(direction);
            bool hasRoad  = cell.HasRoadThroughEdge(direction);

            if (hasRiver)
            {
                e2.v3.y = neighbor.StreamBedY;
                if (!cell.IsUnderwater)
                {
                    if (!neighbor.IsUnderwater)
                    {
                        // Normal river
                        TriangulateRiverQuad(e1.v2, e1.v4, e2.v2, e2.v4, cell.RiverSurfaceY, neighbor.RiverSurfaceY, 0.8f, cell.HasIncomingRiver && cell.IncomingRiver == direction);
                    }
                    else if (cell.Elevation > neighbor.WaterLevel)
                    {
                        // Waterfall from cell to neighbor
                        TriangulateWaterfallInWater(e1.v2, e1.v4, e2.v2, e2.v4, cell.RiverSurfaceY, neighbor.RiverSurfaceY, neighbor.WaterSurfaceY);
                    }
                }
                else if (!neighbor.IsUnderwater && neighbor.Elevation > cell.WaterLevel)
                {
                    // Waterfall from neighbor to cell
                    TriangulateWaterfallInWater(e2.v4, e2.v2, e1.v4, e1.v2, neighbor.RiverSurfaceY, cell.RiverSurfaceY, cell.WaterSurfaceY);
                }
            }

            if (cell.GetEdgeType(direction) == HexEdgeType.Slope)
            {
                TriangulateEdgeTerraces(e1, cell, e2, neighbor, hasRoad);
            }
            else
            {
                TriangulateEdgeStrip(e1, cell.Color, e2, neighbor.Color, hasRoad);
            }

            features.AddWall(e1, cell, e2, neighbor, hasRiver, hasRoad);

            // Filling the gap
            HexCell nextNeighbor = cell.GetNeighbor(direction.Next());

            if (direction <= HexDirection.E && nextNeighbor != null)
            {
                Vector3 v5 = e1.v5 + HexMetrics.GetBridge(direction.Next());
                v5.y = nextNeighbor.Position.y;

                // Find the lowest cell
                if (cell.Elevation <= neighbor.Elevation)
                {
                    if (cell.Elevation <= nextNeighbor.Elevation)
                    {
                        TriangulateCorner(e1.v5, cell, e2.v5, neighbor, v5, nextNeighbor); // cell is the lowest
                    }
                    else
                    {
                        TriangulateCorner(v5, nextNeighbor, e1.v5, cell, e2.v5, neighbor); // nextNeighbor is the lowest
                    }
                }
                else if (neighbor.Elevation <= nextNeighbor.Elevation)
                {
                    TriangulateCorner(e2.v5, neighbor, v5, nextNeighbor, e1.v5, cell); // neighbor is the lowest
                }
                else
                {
                    TriangulateCorner(v5, nextNeighbor, e1.v5, cell, e2.v5, neighbor); // nextNeighbor is the lowest
                }
            }
        }