예제 #1
0
    /*
     * 连接三角形  针对left right都是梯田的
     */
    void TriangulateCornerTerraces(
        Vector3 begin, HexCell beginCell,
        Vector3 left, HexCell leftCell,
        Vector3 right, HexCell rightCell)
    {
        //在slope-slope-flat类型中,和平台的插值TriangulateEdgeTerraces方法一样
        Vector3 v3 = HexMetrics.TerraceLerp(begin, left, 1);
        Vector3 v4 = HexMetrics.TerraceLerp(begin, right, 1);
        Color   c3 = HexMetrics.TerraceLerp(color1, color2, 1);
        Color   c4 = HexMetrics.TerraceLerp(color1, color3, 1);
        //添加地形贴图UV
        Vector3 types;

        types.x = beginCell.TerrainTypeIndex;
        types.y = leftCell.TerrainTypeIndex;
        types.z = rightCell.TerrainTypeIndex;

        terrain.AddTriangle(begin, v3, v4);
        terrain.AddTriangleColor(color1, c3, c4);
        terrain.AddTriangleTerrainTypes(types);

        for (int i = 2; i < HexMetrics.terraceSteps; i++)
        {
            Vector3 v1 = v3;
            Vector3 v2 = v4;
            Color   c1 = c3;
            Color   c2 = c4;
            v3 = HexMetrics.TerraceLerp(begin, left, i);
            v4 = HexMetrics.TerraceLerp(begin, right, i);
            c3 = HexMetrics.TerraceLerp(color1, color2, i);
            c4 = HexMetrics.TerraceLerp(color1, color3, i);
            terrain.AddQuad(v1, v2, v3, v4);
            terrain.AddQuadColor(c1, c2, c3, c4);
            terrain.AddQuadTerrainTypes(types);
        }
        terrain.AddQuad(v3, v4, left, right);
        terrain.AddQuadColor(c3, c4, color2, color3);
        terrain.AddQuadTerrainTypes(types);
    }
예제 #2
0
    void TriangulateWithRiver(HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e)
    {
        //outer walls
        Vector3 centerL, centerR;

        if (cell.HasRiverThroughEdge(direction.Opposite()))
        {
            centerL = center +
                      HexMetric.GetFirstSolidCorner(direction.Previous()) * 0.25f;
            centerR = center +
                      HexMetric.GetSecondSolidCorner(direction.Next()) * 0.25f;
        }
        // sharp turns
        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;
        }
        // two way turns
        else if (cell.HasRiverThroughEdge(direction.Next2()))
        {
            centerL = center;
            centerR = center + HexMetric.GetSolidEdgeMiddle(direction.Next()) * (0.5f * HexMetric.innerToOuter);
        }
        else
        {
            centerL = center + HexMetric.GetSolidEdgeMiddle(direction.Previous()) * (0.5f * HexMetric.innerToOuter);
            centerR = center;
        }

        //mid point of channel
        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;
        //fill area
        TriangulateEdgeStrip(m, color1, cell.TerrainTypeIndex, e, color1, cell.TerrainTypeIndex);
        terrain.AddTriangle(centerL, m.v1, m.v2);
        terrain.AddQuad(centerL, center, m.v2, m.v3);
        terrain.AddQuad(center, centerR, m.v3, m.v4);
        terrain.AddTriangle(centerR, m.v4, m.v5);

        terrain.AddTriangleColor(color1);
        terrain.AddQuadColor(color1);
        terrain.AddQuadColor(color1);
        terrain.AddTriangleColor(color1);

        Vector3 types;

        types.x = types.y = types.z = cell.TerrainTypeIndex;
        terrain.AddTriangleTerrainTypes(types);
        terrain.AddQuadTerrainTypes(types);
        terrain.AddQuadTerrainTypes(types);
        terrain.AddTriangleTerrainTypes(types);

        //river water quads
        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);
        }
    }
    void TriangulateWithRiver(
        HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e
        )
    {
        Vector3 centerL, centerR;

        if (cell.HasRiverThroughEdge(direction.Opposite()))
        {
            centerL = center +
                      HexMetrics.GetFirstSolidCorner(direction.Previous()) * 0.25f;
            centerR = center +
                      HexMetrics.GetSecondSolidCorner(direction.Next()) * 0.25f;
        }
        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.innerToOuter);
        }
        else
        {
            centerL = center +
                      HexMetrics.GetSolidEdgeMiddle(direction.Previous()) *
                      (0.5f * HexMetrics.innerToOuter);
            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, color1, (int)cell.TerrainType, e, color1, (int)cell.TerrainType);

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

        terrain.AddTriangleColor(color1);
        terrain.AddQuadColor(color1);
        terrain.AddQuadColor(color1);
        terrain.AddTriangleColor(color1);

        Vector3 types;

        types.x = types.y = types.z = (float)cell.TerrainType;
        terrain.AddTriangleTerrainTypes(types);
        terrain.AddQuadTerrainTypes(types);
        terrain.AddQuadTerrainTypes(types);
        terrain.AddTriangleTerrainTypes(types);

        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
            );
    }