コード例 #1
0
ファイル: HexTile.cs プロジェクト: Tanttinator/HexTerrain
        void TriangulateWater()
        {
            foreach (Direction dir in Direction.directions)
            {
                Edge edge      = GetEdge(dir);
                Edge rightEdge = GetEdge(dir.Clockwise);
                Edge leftEdge  = GetEdge(dir.CounterClockwise);

                WaterVertex left  = new WaterVertex(ground[dir.CounterClockwise][3]);
                WaterVertex right = new WaterVertex(ground[dir][3]);

                if (rightEdge != null && rightEdge.water != null)
                {
                    right = rightEdge.water[dir.Clockwise][0];
                }
                if (leftEdge != null && leftEdge.water != null)
                {
                    left = leftEdge.water[dir.CounterClockwise][1];
                }
                if (edge != null && edge.water != null)
                {
                    left  = edge.water[dir][0];
                    right = edge.water[dir][1];
                }

                chunk.water.AddTriangle(waterCenter, left, right);
            }
        }
コード例 #2
0
ファイル: HexTile.cs プロジェクト: Tanttinator/HexTerrain
        /// <summary>
        /// Initialize vertex positions.
        /// </summary>
        void InitVertices(HexWorld world)
        {
            center      = new GroundVertex(this, Random.insideUnitCircle / 5f);
            ground      = new Vertices <GroundVertex>();
            river       = new Vertices <RiverVertex>();
            riverCenter = new RiverVertex(center);
            waterCenter = new WaterVertex(center);
            foreach (Direction dir in Direction.directions)
            {
                float centerHexOuterRadius = world.RiverWidth / HexWorld.COS_30 * 0.5f;

                Vector2 edgeLeft  = world.LeftVertex(dir);
                Vector2 edgeMid   = world.MiddleVertex(dir);
                Vector2 edgeRight = world.RightVertex(dir);

                Vector2 riverEdgeLeft  = edgeMid + (edgeLeft - edgeRight).normalized * world.RiverWidth * 0.5f;
                Vector2 riverEdgeRight = edgeMid + (edgeRight - edgeLeft).normalized * world.RiverWidth * 0.5f;

                Vector2 a = edgeMid.normalized * centerHexOuterRadius + center.localPos;
                Vector2 b = edgeLeft.normalized * world.RiverWidth + center.localPos;
                Vector2 c = b + (edgeRight.normalized * world.RiverWidth + center.localPos - b) * 0.5f;

                ground[dir] = new GroundVertex[] {
                    new GroundVertex(this, riverEdgeLeft),
                    new GroundVertex(this, edgeMid),
                    new GroundVertex(this, riverEdgeRight),
                    new GroundVertex(this, edgeRight),
                    new GroundVertex(this, b),
                    new GroundVertex(this, c),
                    new GroundVertex(this, a)
                };
            }

            foreach (Direction dir in Direction.directions)
            {
                river[dir] = new RiverVertex[] {
                    new RiverVertex(ground[dir][0]),
                    new RiverVertex(ground[dir][2]),
                    new RiverVertex(ground[dir][4]),
                    new RiverVertex(ground[dir.Clockwise][4]),
                    new RiverVertex(ground[dir][6])
                };
            }
        }
コード例 #3
0
        public void RefreshWater(bool refreshNeighbors)
        {
            if (water == null)
            {
                return;
            }

            Edge bottomLeft = Lower.GetEdge(Upstream.CounterClockwise);
            Edge topLeft    = Upper.GetEdge(Upstream.Opposite.Clockwise);

            Edge bottomRight = Lower.GetEdge(Upstream.Clockwise);
            Edge topRight    = Upper.GetEdge(Upstream.Opposite.CounterClockwise);

            switch (Type)
            {
            case EdgeType.LAND:
            case EdgeType.WATER:
                water[Upstream] = new WaterVertex[]
                {
                    new WaterVertex(Lower, (bottomLeft == null || bottomLeft.Type != EdgeType.SHORE? ground[Upstream][0].GlobalPos : bottomLeft.water[Upstream.CounterClockwise][1].GlobalPos) - Lower.position),
                    new WaterVertex(Lower, (bottomRight == null || bottomRight.Type != EdgeType.SHORE? ground[Upstream][4].GlobalPos : bottomRight.water[Upstream.Clockwise][0].GlobalPos) - Lower.position)
                };

                water[Upstream.Opposite] = new WaterVertex[]
                {
                    new WaterVertex(Upper, (topRight == null || topRight.Type != EdgeType.SHORE? ground[Upstream.Opposite][0].GlobalPos : topRight.water[Upstream.Opposite.CounterClockwise][1].GlobalPos) - Upper.position),
                    new WaterVertex(Upper, (topLeft == null || topLeft.Type != EdgeType.SHORE? ground[Upstream.Opposite][4].GlobalPos : topLeft.water[Upstream.Opposite.Clockwise][0].GlobalPos) - Upper.position)
                };
                break;

            case EdgeType.SHORE:
                water[Upstream.Opposite] = new WaterVertex[]
                {
                    new WaterVertex(Lower, ground[Upstream][4].GlobalPos + Lerp(Lower.WaterLevel) - Lower.position, new Vector2(1f, 1f)),
                    new WaterVertex(Lower, ground[Upstream][0].GlobalPos + Lerp(Lower.WaterLevel) - Lower.position, new Vector2(0f, 1f))
                };

                water[Upstream] = new WaterVertex[]
                {
                    new WaterVertex(Lower, (bottomLeft == null || bottomLeft.Type != EdgeType.SHORE? chunk.world.LeftShoreVertex(this) : chunk.world.ShoreVertex(this, bottomLeft)) - Lower.position, new Vector2(0f, 0f)),
                    new WaterVertex(Lower, (bottomRight == null || bottomRight.Type != EdgeType.SHORE? chunk.world.RightShoreVertex(this) : chunk.world.ShoreVertex(bottomRight, this)) - Lower.position, new Vector2(1f, 0f))
                };

                shore = new WaterVertex[]
                {
                    new WaterVertex(Lower, ground[Upstream][1].GlobalPos + Lerp(Lower.WaterLevel) - Lower.position),
                    new WaterVertex(Lower, ground[Upstream][3].GlobalPos + Lerp(Lower.WaterLevel) - Lower.position)
                };
                shore[0].uv = new Vector2(1f, 1f);
                shore[1].uv = new Vector2(0f, 1f);

                if (refreshNeighbors)
                {
                    if (bottomLeft != null)
                    {
                        bottomLeft.RefreshWater(false);
                    }
                    if (bottomRight != null)
                    {
                        bottomRight.RefreshWater(false);
                    }
                }
                break;
            }
        }