コード例 #1
0
 private static void TurnConnectionToRiver(GraphConnection c, GraphPath river, float width)
 {
     c.River           = river;
     c.StartNode.River = river;
     c.EndNode.River   = river;
     c.RiverWidth      = width;
     foreach (GraphPolygon p in c.Polygons)
     {
         p.FindRivers();
     }
 }
コード例 #2
0
        public static void DoCreateRiver(PolygonMapGenerator PMG)
        {
            List <GraphConnection> candidateStartConnections = PMG.InGraphConnections.Where(x => x.River == null && x.Type == BorderType.Inland && x.StartNode.Type != BorderPointType.Shore && x.EndNode.Type != BorderPointType.Shore && x.StartNode.River == null && x.EndNode.River == null).ToList();

            if (candidateStartConnections.Count == 0)
            {
                return;
            }

            GraphPath river      = new GraphPath();
            float     riverWidth = START_RIVER_SIZE;

            List <GraphConnection> forbiddenConnections = new List <GraphConnection>();

            GraphConnection lastSegment = candidateStartConnections[UnityEngine.Random.Range(0, candidateStartConnections.Count)];
            GraphNode       currentEndPoint;
            GraphNode       lastEndPoint;

            if (UnityEngine.Random.Range(0, 2) == 0)
            {
                currentEndPoint = lastSegment.StartNode;
                lastEndPoint    = lastSegment.EndNode;
            }
            else
            {
                currentEndPoint = lastSegment.EndNode;
                lastEndPoint    = lastSegment.StartNode;
            }
            lastEndPoint.RiverWidth    = riverWidth;
            currentEndPoint.RiverWidth = riverWidth;

            forbiddenConnections.AddRange(lastEndPoint.Connections);
            river.Nodes.Add(lastEndPoint);
            river.Nodes.Add(currentEndPoint);
            river.Connections.Add(lastSegment);

            bool  endRiver      = (currentEndPoint.Type == BorderPointType.Shore || currentEndPoint.River != null);
            float expansionRate = UnityEngine.Random.Range(MIN_RIVER_EXPANSION_RATE, MAX_RIVER_EXPANSION_RATE);
            float maxWidth      = UnityEngine.Random.Range(MIN_RIVER_MAX_WIDTH, MAX_RIVER_MAX_WIDTH);

            TurnConnectionToRiver(lastSegment, river, riverWidth);

            while (!endRiver)
            {
                riverWidth += expansionRate;
                if (riverWidth > maxWidth)
                {
                    riverWidth = maxWidth;
                }

                // Find candidates for next node of river
                List <GraphConnection> candidates = currentEndPoint.Connections.Where(x =>
                                                                                      x.River == null &&
                                                                                      x.Type == BorderType.Inland &&
                                                                                      !forbiddenConnections.Contains(x) &&
                                                                                      (x.StartNode.River == null || x.EndNode.River == null) &&
                                                                                      (x.StartNode.DistanceFromNearestOcean <= currentEndPoint.DistanceFromNearestOcean) &&
                                                                                      (x.EndNode.DistanceFromNearestOcean <= currentEndPoint.DistanceFromNearestOcean)).ToList();

                if (candidates.Count == 0)
                {
                    TurnRiverToLand(lastSegment);
                    river.Connections.Remove(lastSegment);
                    river.Nodes.Remove(currentEndPoint);

                    currentEndPoint = lastSegment.EndNode == currentEndPoint ? lastSegment.StartNode : lastSegment.EndNode;
                    foreach (GraphConnection c in currentEndPoint.Connections)
                    {
                        if (forbiddenConnections.Contains(c))
                        {
                            forbiddenConnections.Remove(c);
                        }
                    }
                    forbiddenConnections.Add(lastSegment);
                    lastSegment = currentEndPoint.Connections.FirstOrDefault(x => x.River != null);
                    if (lastSegment == null)
                    {
                        return;
                    }
                }
                else
                {
                    lastSegment = candidates[UnityEngine.Random.Range(0, candidates.Count)];
                    river.Connections.Add(lastSegment);

                    lastEndPoint = currentEndPoint;
                    forbiddenConnections.AddRange(lastEndPoint.Connections);

                    currentEndPoint            = lastSegment.StartNode == currentEndPoint ? lastSegment.EndNode : lastSegment.StartNode;
                    currentEndPoint.RiverWidth = riverWidth;
                    river.Nodes.Add(currentEndPoint);

                    endRiver = (currentEndPoint.Type == BorderPointType.Shore || (currentEndPoint.River != null && currentEndPoint.Connections.Where(x => x.River != null).Min(x => x.RiverWidth) > riverWidth));
                    TurnConnectionToRiver(lastSegment, river, riverWidth);
                }
            }

            // Add polygons to river
            foreach (GraphConnection c in river.Connections)
            {
                foreach (GraphPolygon p in c.Polygons)
                {
                    if (!river.Polygons.Contains(p))
                    {
                        river.Polygons.Add(p);
                    }
                    p.Rivers.Add(river);
                }
            }
            PMG.RiverPaths.Add(river);
        }
コード例 #3
0
        public static River CreateRiverObject(GraphPath riverPath, PolygonMapGenerator PMG)
        {
            //Debug.Log("Creating mesh for river with " + riverPath.Nodes.Count + " points");

            // Calculate vertices of river polygon
            List <Vector2> polygonVerticesHalf1 = new List <Vector2>();
            List <Vector2> polygonVerticesHalf2 = new List <Vector2>();

            for (int i = 1; i < riverPath.Nodes.Count - 1; i++)
            {
                Vector2 startPoint = riverPath.Nodes[i - 1].Vertex;
                Vector2 thisPoint  = riverPath.Nodes[i].Vertex;
                Vector2 nextPoint  = riverPath.Nodes[i + 1].Vertex;

                float startWidth = riverPath.Nodes[i - 1].RiverWidth;
                float endWidth   = riverPath.Nodes[i].RiverWidth;

                //Debug.Log("River point " + i + ": startWidth = " + startWidth + ", endWidth = " + endWidth);

                if (i == 1) // Add two starting points
                {
                    Vector2 rotatedVector = GeometryFunctions.RotateVector((thisPoint - startPoint).normalized * startWidth, 90);
                    polygonVerticesHalf1.Add(startPoint + rotatedVector);
                    polygonVerticesHalf2.Add(startPoint - rotatedVector);
                }

                polygonVerticesHalf1.Add(GeometryFunctions.GetOffsetIntersection(startPoint, thisPoint, nextPoint, startWidth, endWidth, true));
                polygonVerticesHalf2.Add(GeometryFunctions.GetOffsetIntersection(startPoint, thisPoint, nextPoint, startWidth, endWidth, false));

                if (i == riverPath.Nodes.Count - 2) // Add two ending points (calculate river delta by taking intersecion between river and shoreline
                {
                    GraphNode lastNode = riverPath.Nodes.Last();
                    List <GraphConnection> shoreDelta       = lastNode.Connections.Where(x => x.Type == BorderType.Shore).ToList();
                    List <GraphNode>       riverDeltaPoints = new List <GraphNode>();
                    foreach (GraphConnection delta in shoreDelta)
                    {
                        if (delta.StartNode == lastNode)
                        {
                            riverDeltaPoints.Add(delta.EndNode);
                        }
                        else
                        {
                            riverDeltaPoints.Add(delta.StartNode);
                        }
                    }

                    Vector2 endPoint1, endPoint2;

                    // BUG: this method doesn't work 100%
                    GraphPolygon firstPolygon = riverPath.Nodes[i].Polygons.FirstOrDefault(x => GeometryFunctions.IsPointInPolygon4(x.Nodes.Select(x => x.Vertex).ToList(), polygonVerticesHalf1.Last()));
                    if (firstPolygon == null)
                    {
                        throw new Exception("Couldn't find direction of river delta. is river too short? length = " + riverPath.Nodes.Count);
                    }

                    bool addDeltaMidPoint = true;
                    if (riverDeltaPoints[0].Polygons.Contains(firstPolygon))
                    {
                        endPoint1 = GeometryFunctions.GetOffsetIntersection(thisPoint, nextPoint, riverDeltaPoints[0].Vertex, endWidth, 0f, true);
                        endPoint2 = GeometryFunctions.GetOffsetIntersection(thisPoint, nextPoint, riverDeltaPoints[1].Vertex, endWidth, 0f, false);

                        if (!GeometryFunctions.IsPointOnLineSegment(endPoint1, riverDeltaPoints[0].Vertex, lastNode.Vertex))
                        {
                            endPoint1        = lastNode.Vertex;
                            addDeltaMidPoint = false;
                        }
                        if (!GeometryFunctions.IsPointOnLineSegment(endPoint2, riverDeltaPoints[1].Vertex, lastNode.Vertex))
                        {
                            endPoint2        = lastNode.Vertex;
                            addDeltaMidPoint = false;
                        }
                    }
                    else
                    {
                        endPoint1 = GeometryFunctions.GetOffsetIntersection(thisPoint, nextPoint, riverDeltaPoints[1].Vertex, endWidth, 0f, true);
                        endPoint2 = GeometryFunctions.GetOffsetIntersection(thisPoint, nextPoint, riverDeltaPoints[0].Vertex, endWidth, 0f, false);

                        if (!GeometryFunctions.IsPointOnLineSegment(endPoint1, riverDeltaPoints[1].Vertex, lastNode.Vertex))
                        {
                            endPoint1        = lastNode.Vertex;
                            addDeltaMidPoint = false;
                        }
                        if (!GeometryFunctions.IsPointOnLineSegment(endPoint2, riverDeltaPoints[0].Vertex, lastNode.Vertex))
                        {
                            endPoint2        = lastNode.Vertex;
                            addDeltaMidPoint = false;
                        }
                    }

                    polygonVerticesHalf1.Add(endPoint1);
                    if (addDeltaMidPoint)
                    {
                        polygonVerticesHalf1.Add(lastNode.Vertex);
                    }
                    polygonVerticesHalf2.Add(endPoint2);
                }
            }

            polygonVerticesHalf2.Reverse();
            List <Vector2> polygonVertices = polygonVerticesHalf1;

            polygonVertices.AddRange(polygonVerticesHalf2);

            List <Vector2> polygonVerticesList = polygonVertices.ToList();

            if (GeometryFunctions.IsClockwise(polygonVerticesList))
            {
                polygonVerticesList.Reverse();
            }

            // Create object
            GameObject riverObject = MeshGenerator.GeneratePolygon(polygonVerticesList, PMG, layer: PolygonMapGenerator.LAYER_RIVER);

            River river = riverObject.AddComponent <River>();

            river.Init(riverPath.Nodes.Select(x => x.BorderPoint).ToList(), riverPath.Connections.Select(x => x.Border).ToList(), riverPath.Polygons.Select(x => x.Region).ToList());

            riverObject.GetComponent <MeshRenderer>().material.color = Color.red;

            riverObject.name = "River";

            return(river);
        }