コード例 #1
0
        // Triangulate the center of a cell with a river
        void TriangulateWithRiver(HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e)
        {
            Vector3 centerL, centerR;

            if (cell.HasRiverThroughEdge(direction.Opposite()))
            {
                centerL = center + HexMetrics.GetFirstSolidCorner(direction.Previous()) * 1f / 4f;
                centerR = center + HexMetrics.GetSecondSolidCorner(direction.Next()) * 1f / 4f;
            }
            else if (cell.HasRiverThroughEdge(direction.Next()))
            {
                centerL = center;
                centerR = Vector3.Lerp(center, e.v5, 2f / 3f);
            }
            else if (cell.HasRiverThroughEdge(direction.Previous()))
            {
                centerL = Vector3.Lerp(center, e.v1, 2f / 3f);
                centerR = center;
            }
            else if (cell.HasRiverThroughEdge(direction.Next2()))
            {
                centerL = center;
                centerR = center + HexMetrics.GetSolidEdgeMiddle(direction.Next()) * (0.5f * HexMetrics.innerToOutter);
            }
            else
            {
                centerL = center + HexMetrics.GetSolidEdgeMiddle(direction.Previous()) * (0.5f * HexMetrics.innerToOutter);
                centerR = center;
            }
            center = Vector3.Lerp(centerL, centerR, 0.5f);
            EdgeVertices m = new EdgeVertices(Vector3.Lerp(centerL, e.v1, 0.5f),
                                              Vector3.Lerp(centerR, e.v5, 0.5f),
                                              1f / 6f);

            m.v3.y = center.y = e.v3.y;
            TriangulateEdgeStrip(m, cell.Color, e, cell.Color);

            terrain.AddTriangle(centerL, m.v1, m.v2);
            terrain.AddTriangleColor(cell.Color);
            terrain.AddTriangle(centerR, m.v4, m.v5);
            terrain.AddTriangleColor(cell.Color);
            terrain.AddQuad(centerL, center, m.v2, m.v3);
            terrain.AddQuadColor(cell.Color);
            terrain.AddQuad(center, centerR, m.v3, m.v4);
            terrain.AddQuadColor(cell.Color);

            if (!cell.IsUnderwater)
            {
                bool reversed = cell.IncomingRiver == direction;
                TriangulateRiverQuad(centerL, centerR, m.v2, m.v4, cell.RiverSurfaceY, 0.4f, reversed);
                TriangulateRiverQuad(m.v2, m.v4, e.v2, e.v4, cell.RiverSurfaceY, 0.6f, reversed);
            }
        }