private void TriangulateEstuary(EdgeVertices e1, EdgeVertices e2, bool incomingRiver, Vector3 indices) { WaterShore.AddTriangle(e2.v1, e1.v2, e1.v1); WaterShore.AddTriangle(e2.v5, e1.v5, e1.v4); WaterShore.AddTriangleUV( new Vector2(0f, 1f), new Vector2(0f, 0f), new Vector2(0f, 0f) ); WaterShore.AddTriangleUV( new Vector2(0f, 1f), new Vector2(0f, 0f), new Vector2(0f, 0f) ); WaterShore.AddTriangleCellData(indices, weights2, weights1, weights1); WaterShore.AddTriangleCellData(indices, weights2, weights1, weights1); Estuaries.AddQuad(e2.v1, e1.v2, e2.v2, e1.v3); Estuaries.AddTriangle(e1.v3, e2.v2, e2.v4); Estuaries.AddQuad(e1.v3, e1.v4, e2.v4, e2.v5); Estuaries.AddQuadUV( new Vector2(0f, 1f), new Vector2(0f, 0f), new Vector2(1f, 1f), new Vector2(0f, 0f)); Estuaries.AddTriangleUV( new Vector2(0f, 0f), new Vector2(1f, 1f), new Vector2(1f, 1f)); Estuaries.AddQuadUV( new Vector2(0f, 0f), new Vector2(0f, 0f), new Vector2(1f, 1f), new Vector2(0f, 1f)); Estuaries.AddQuadCellData(indices, weights2, weights1, weights2, weights1); Estuaries.AddTriangleCellData(indices, weights1, weights2, weights2); Estuaries.AddQuadCellData(indices, weights1, weights2); if (incomingRiver) { Estuaries.AddQuadUV2( new Vector2(1.5f, 1f), new Vector2(0.7f, 1.15f), new Vector2(1f, 0.8f), new Vector2(0.5f, 1.1f)); Estuaries.AddTriangleUV2( new Vector2(0.5f, 1.1f), new Vector2(1f, 0.8f), new Vector2(0f, 0.8f)); Estuaries.AddQuadUV2( new Vector2(0.5f, 1.1f), new Vector2(0.3f, 1.15f), new Vector2(0f, 0.8f), new Vector2(-0.5f, 1f)); } else { Estuaries.AddQuadUV2( new Vector2(-0.5f, -0.2f), new Vector2(0.3f, -0.35f), new Vector2(0f, 0f), new Vector2(0.5f, -0.3f)); Estuaries.AddTriangleUV2( new Vector2(0.5f, -0.3f), new Vector2(0f, 0f), new Vector2(1f, 0f)); Estuaries.AddQuadUV2( new Vector2(0.5f, -0.3f), new Vector2(0.7f, -0.35f), new Vector2(1f, 0f), new Vector2(1.5f, -0.2f)); } }
/// <summary> /// Creates the estuary (when river meets shore) geometry. /// </summary> void TriangulateEstuary(EdgeVertices e1, EdgeVertices e2, bool incomingRiver, Vector3 indices) { // Some of the estuary is still water shore, namely one triangle on each side // that leaves the estuary itself with a trapezoid shape connecting the shore/river to water WaterShore.AddTriangle(e2.v1, e1.v2, e1.v1); WaterShore.AddTriangle(e2.v5, e1.v5, e1.v4); WaterShore.AddTriangleUV(new Vector2(0f, 1f), new Vector2(0f, 0f), new Vector2(0f, 0f)); WaterShore.AddTriangleUV(new Vector2(0f, 1f), new Vector2(0f, 0f), new Vector2(0f, 0f)); WaterShore.AddTriangleCellData(indices, weights2, weights1, weights1); WaterShore.AddTriangleCellData(indices, weights2, weights1, weights1); // Make the estuary trapezoid Estuaries.AddQuad(e2.v1, e1.v2, e2.v2, e1.v3); // Adding it rotated for symetric geometry Estuaries.AddTriangle(e1.v3, e2.v2, e2.v4); Estuaries.AddQuad(e1.v3, e1.v4, e2.v4, e2.v5); // For shore effect Estuaries.AddQuadUV( new Vector2(0f, 1f), new Vector2(0f, 0f), new Vector2(1f, 1f), new Vector2(0f, 0f) ); Estuaries.AddTriangleUV( new Vector2(0f, 0f), new Vector2(1f, 1f), new Vector2(1f, 1f) ); Estuaries.AddQuadUV( new Vector2(0f, 0f), new Vector2(0f, 0f), new Vector2(1f, 1f), new Vector2(0f, 1f) ); Estuaries.AddQuadCellData(indices, weights2, weights1, weights2, weights1); Estuaries.AddTriangleCellData(indices, weights1, weights2, weights2); Estuaries.AddQuadCellData(indices, weights1, weights2); // For river effect, depending on river flow direction UVs are different // That is if river flows into the water or out of the water (e.g. when a river starts from a lake) if (incomingRiver) { Estuaries.AddQuadUV2(new Vector2(1.5f, 1f), new Vector2(0.7f, 1.15f), new Vector2(1f, 0.8f), new Vector2(0.5f, 1.1f)); Estuaries.AddTriangleUV2(new Vector2(0.5f, 1.1f), new Vector2(1f, 0.8f), new Vector2(0f, 0.8f)); Estuaries.AddQuadUV2(new Vector2(0.5f, 1.1f), new Vector2(0.3f, 1.15f), new Vector2(0f, 0.8f), new Vector2(-0.5f, 1f)); } else { Estuaries.AddQuadUV2(new Vector2(-0.5f, -0.2f), new Vector2(0.3f, -0.35f), new Vector2(0f, 0f), new Vector2(0.5f, -0.3f)); Estuaries.AddTriangleUV2(new Vector2(0.5f, -0.3f), new Vector2(0f, 0f), new Vector2(1f, 0f)); Estuaries.AddQuadUV2(new Vector2(0.5f, -0.3f), new Vector2(0.7f, -0.35f), new Vector2(1f, 0f), new Vector2(1.5f, -0.2f)); } }