예제 #1
0
    public void TriangulateWithRiverBeginningOrEnd(HexDirection dir, HexCell cell, Vector3 center, EdgeVertices edges)
    {
        EdgeVertices modifiedEdges = new EdgeVertices(Vector3.Lerp(center, edges.v1, 0.5f), Vector3.Lerp(center, edges.v5, 0.5f));

        modifiedEdges.v3.y = edges.v3.y;

        Color color = Weights1; // cell.Color;


        TriangulateEdgeStrip(modifiedEdges, color, cell.TerrainTypeIndex, edges, color, cell.CellIndex);
        TriangulateEdgeFan(center, modifiedEdges, color, cell.CellIndex);


        if (!cell.IsUnderwater)
        {
            bool    reverse = cell.HasIncomingRiver;
            Vector3 indices = new Vector3(cell.CellIndex, cell.CellIndex, cell.CellIndex);
            TriangulateRiverQuad(modifiedEdges.v2, modifiedEdges.v4, edges.v2, edges.v4, cell.RiverSurfaceY, 0.6f, reverse, indices);

            center.y = modifiedEdges.v2.y = modifiedEdges.v4.y = cell.RiverSurfaceY;

            Rivers.AddTriangle(center, modifiedEdges.v2, modifiedEdges.v4);
            if (reverse)
            {
                Rivers.AddTriangleUV(new Vector2(0.5f, 0.4f), new Vector2(1f, 0.2f), new Vector2(0f, 0.2f));
            }
            else
            {
                Rivers.AddTriangleUV(new Vector2(0.5f, 0.4f), new Vector2(0f, 0.6f), new Vector2(1f, 0.6f));
            }
            Rivers.AddTriangleCellData(indices, Weights1);
        }
    }
예제 #2
0
    void TriangulateWithRiverBeginOrEnd(HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e)
    {
        EdgeVertices m = new EdgeVertices(
            Vector3.Lerp(center, e.v1, 0.5f),
            Vector3.Lerp(center, e.v5, 0.5f)
            );

        m.v3.y = e.v3.y;
        TriangulateEdgeStrip(m, weights1, cell.Index, e, weights1, cell.Index);
        TriangulateEdgeFan(center, m, cell.Index);

        if (!cell.IsUnderWater)
        {
            bool    reversed = cell.HasIncomingRiver;
            Vector3 indices;
            indices.x = indices.y = indices.z = cell.Index;
            TriangulateRiverQuad(m.v2, m.v4, e.v2, e.v4, cell.RiverSurfaceY, 0.6f, reversed, indices);
            center.y = m.v2.y = m.v4.y = cell.RiverSurfaceY;
            rivers.AddTriangle(center, m.v2, m.v4);
            if (reversed)
            {
                rivers.AddTriangleUV(new Vector2(0.5f, 0.5f), new Vector2(1f, 0.2f), new Vector2(0f, 0.2f));
            }
            else
            {
                rivers.AddTriangleUV(new Vector2(0.5f, 0.4f), new Vector2(0f, 0.6f), new Vector2(1f, 0.6f));
            }
            rivers.AddTriangleCellData(indices, weights1);
        }
    }
예제 #3
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    /// <summary>
    /// 三角化扇形内的道路
    ///    ----e
    ///   mL--mR
    ///      .
    /// </summary>
    /// <param name="center">六边形中点</param>
    /// <param name="mL">e.v1与center的中点</param>
    /// <param name="mR">e.v5与center的中点</param>
    /// <param name="e">扇形的弧(五顶点边)</param>
    /// <param name="hasRoadThroughCellEdge">该扇形是否有道路</param>
    /// <param name="index">六边形格子索引</param>
    void TriangulateRoad(Vector3 center, Vector3 mL, Vector3 mR, EdgeVertices e, bool hasRoadThroughCellEdge, int index)
    {
        if (hasRoadThroughCellEdge)
        {
            Vector3 indices;
            indices.x = indices.y = indices.z = index;

            // 外侧长方形
            Vector3 mC = Vector3.Lerp(mL, mR, 0.5f);
            TriangulateRoadSegment(mL, mC, mR, e.v2, e.v3, e.v4, weights1, weights1, indices);

            // 内侧两个三角形
            roads.AddTriangle(center, mL, mC);
            roads.AddTriangle(center, mC, mR);
            roads.AddTriangleUV(new Vector2(1f, 0f), new Vector2(0f, 0f), new Vector2(1f, 0f));
            roads.AddTriangleUV(new Vector2(1f, 0f), new Vector2(1f, 0f), new Vector2(0f, 0f));

            roads.AddTriangleCellData(indices, weights1);
            roads.AddTriangleCellData(indices, weights1);
        }
        else
        {
            TriangulateRoadEdge(center, mL, mR, index);
        }
    }
예제 #4
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    public void TriangulateRoadEdge(Vector3 center, Vector3 midLeft, Vector3 midRight, float index)
    {
        Roads.AddTriangle(center, midLeft, midRight);
        Roads.AddTriangleUV(new Vector2(1, 0), Vector2.zero, Vector2.zero);
        Vector3 indices = new Vector3(index, index, index);

        Roads.AddTriangleCellData(indices, Weights1);
    }
예제 #5
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    public void TriangulateEstuary(EdgeVertices edges1, EdgeVertices edges2, bool incomingRiver, Vector3 indices)
    {
        WaterShore.AddTriangle(edges2.v1, edges1.v2, edges1.v1);
        WaterShore.AddTriangle(edges2.v5, edges1.v5, edges1.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(edges2.v1, edges1.v2, edges2.v2, edges1.v3);
        Estuaries.AddTriangle(edges1.v3, edges2.v2, edges2.v4);
        Estuaries.AddQuad(edges1.v3, edges1.v4, edges2.v4, edges2.v5);

        Estuaries.AddQuadUV(new Vector2(0f, 1f), new Vector2(0f, 0f), new Vector2(0f, 1f), new Vector2(0f, 0f));
        Estuaries.AddTriangleUV(new Vector2(0f, 0f), new Vector2(0f, 1f), new Vector2(0f, 1f));
        Estuaries.AddQuadUV(0f, 0f, 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));
        }
    }
예제 #6
0
    /// <summary>
    /// 三角化是河流开端或者结尾(只有流出或者只有流入)的六边形内部的有河流的扇形
    /// </summary>
    /// <param name="direction"></param>
    /// <param name="cell"></param>
    /// <param name="center"></param>
    /// <param name="e"></param>
    void TriangulateWithRiverBeginOrEnd(HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e)
    {
        // 计算出六边形中心点与外部边缘的中线
        //   外部边缘:   ————
        //   中线:        -——-
        //   六边形中心点:   .
        EdgeVertices m = new EdgeVertices(Vector3.Lerp(center, e.v1, 0.5f), Vector3.Lerp(center, e.v5, 0.5f));

        // 调整中线的中心顶点的高度为河床高度
        m.v3.y = e.v3.y;

        // 三角化中线到外部边缘之间的长方形
        TriangulateEdgeStrip(m, weights1, cell.Index, e, weights1, cell.Index);

        // 三角化六边形中心店到中线的扇形
        TriangulateEdgeFan(center, m, cell.Index);

        // 三角化河水
        if (!cell.IsUnderwater)                       // 检查是否在陆地
        {
            bool    reversed = cell.HasIncomingRiver; // 流入河水需要翻转UV
            Vector3 indices;
            indices.x = indices.y = indices.z = cell.Index;
            TriangulateRiverQuad(m.v2, m.v4, e.v2, e.v4, cell.RiverSurfaceY, 0.6f, reversed, indices);
            center.y = m.v2.y = m.v4.y = cell.RiverSurfaceY;
            rivers.AddTriangle(center, m.v2, m.v4);
            if (reversed)
            {
                rivers.AddTriangleUV(new Vector2(0.5f, 0.4f), new Vector2(1f, 0.2f), new Vector2(0f, 0.2f));
            }
            else
            {
                rivers.AddTriangleUV(new Vector2(0.5f, 0.4f), new Vector2(0f, 0.6f), new Vector2(1f, 0.6f));
            }
            rivers.AddTriangleCellData(indices, weights1);
        }
    }
예제 #7
0
    /// <summary>
    /// 三角化河口
    /// </summary>
    /// <param name="e1">自身纯色区扇形边(弧)</param>
    /// <param name="e2">邻居纯色区扇形边(弧)</param>
    /// <param name="incomingRiver">是否是流入河</param>
    /// <param name="indices">临近六边形</param>
    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);                      // 第一个顶点位于邻居六边形内所以用weights2,第二三个顶点位于自身六边形所以用weights1
        waterShore.AddTriangleCellData(indices, weights2, weights1, weights1);

        // 河口顶点 : e2:     v1----v5
        //            e1:      v2--v4
        //
        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);

        // 该UV的v用于判断离岸远近,u用于匹配瀑布水流消失插值(瀑布下方为1,扩散外围为0)
        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));

        // 六边形格子数据
        estuaries.AddQuadCellData(indices, weights2, weights1, weights2, weights1);
        estuaries.AddTriangleCellData(indices, weights1, weights2, weights2);
        estuaries.AddQuadCellData(indices, weights1, weights2);

        // 如果是流入河流的河口
        if (incomingRiver)
        {
            // uv2 用于匹配河水流动, v为河水流动方向
            // 由于是河口位于桥的下面,所以v坐标是0.8~1,
            // 由于水平面纯色区占比只有0.6,陆地水面交接处的桥是0.2+0.4,比陆地与陆地交接处的桥(0.2+0.2)大了50%,所以v坐标扩大50%,变成0.8~1.1
            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));
        }
        // 如果是流出河流的河口(翻转uv)
        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));
        }
    }
예제 #8
0
    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, weights2, weights1, 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, -0.3f),
                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)
                );
        }
    }
예제 #9
0
    void TriangulateWaterShore(HexDirection direction, HexCell cell, HexCell neighbor, Vector3 center)
    {
        EdgeVertices e1 = new EdgeVertices(
            center + HexMetrics.GetFirstWaterCorner(direction),
            center + HexMetrics.GetSecondWaterCorner(direction));

        water.AddTriangle(center, e1.v1, e1.v2);
        water.AddTriangle(center, e1.v2, e1.v3);
        water.AddTriangle(center, e1.v3, e1.v4);
        water.AddTriangle(center, e1.v4, e1.v5);
        Vector3 indices;

        indices.x = indices.z = cell.Index;
        indices.y = neighbor.Index;
        for (int i = 0; i < 4; i++)
        {
            water.AddTriangleCellData(indices, weights1);
        }

        Vector3 center2 = neighbor.Position;

        center2.y = center.y;
        EdgeVertices e2 = new EdgeVertices(
            center2 + HexMetrics.GetSecondSolidCorner(direction.Opposite()),
            center2 + HexMetrics.GetFirstSolidCorner(direction.Opposite()));

        if (cell.HasRiverThroughEdge(direction))
        {
            TriangulateEstuary(e1, e2, cell.IncomingRiver == direction, indices);
        }
        else
        {
            waterShore.AddQuad(e1.v1, e1.v2, e2.v1, e2.v2);
            waterShore.AddQuad(e1.v2, e1.v3, e2.v2, e2.v3);
            waterShore.AddQuad(e1.v3, e1.v4, e2.v3, e2.v4);
            waterShore.AddQuad(e1.v4, e1.v5, e2.v4, e2.v5);
            waterShore.AddQuadUV(0f, 0f, 0f, 1f);
            waterShore.AddQuadUV(0f, 0f, 0f, 1f);
            waterShore.AddQuadUV(0f, 0f, 0f, 1f);
            waterShore.AddQuadUV(0f, 0f, 0f, 1f);
            for (int i = 0; i < 4; i++)
            {
                waterShore.AddQuadCellData(indices, weights1, weights2);
            }
        }

        HexCell nextNeighbor = cell.GetNeighbor(direction.Next());

        if (nextNeighbor != null)
        {
            Vector3 v3 = nextNeighbor.Position + (nextNeighbor.IsUnderWater ?
                                                  HexMetrics.GetFirstWaterCorner(direction.Previous()) :
                                                  HexMetrics.GetFirstSolidCorner(direction.Previous()));
            v3.y = center.y;
            waterShore.AddTriangle(e1.v5, e2.v5, v3);
            waterShore.AddTriangleUV(
                new Vector2(0f, 0f),
                new Vector2(0f, 1f),
                new Vector2(0f, nextNeighbor.IsUnderWater ? 0f : 1f)
                );
            indices.z = nextNeighbor.Index;
            waterShore.AddTriangleCellData(indices, weights1, weights2, weights3);
        }
    }
예제 #10
0
    public void TriangulateWaterShore(HexDirection dir, HexCell hexCell, HexCell neighbour, Vector3 center)
    {
        EdgeVertices edges1 = new EdgeVertices(center + HexMetrics.GetFirstWaterCorner(dir), center + HexMetrics.GetSecondWaterCorner(dir));

        Water.AddTriangle(center, edges1.v1, edges1.v2);
        Water.AddTriangle(center, edges1.v2, edges1.v3);
        Water.AddTriangle(center, edges1.v3, edges1.v4);
        Water.AddTriangle(center, edges1.v4, edges1.v5);

        Vector3 indices = new Vector3(hexCell.CellIndex, hexCell.CellIndex, hexCell.CellIndex);

        Water.AddTriangleCellData(indices, Weights1);
        Water.AddTriangleCellData(indices, Weights1);
        Water.AddTriangleCellData(indices, Weights1);
        Water.AddTriangleCellData(indices, Weights1);

        Vector3 center2 = neighbour.Position;

        center2.y = center.y;
        if (neighbour.ColumnIndex < hexCell.ColumnIndex - 1)
        {
            center2.x += HexMetrics.WrapSize * HexMetrics.InnerDiameter;
        }
        else if (neighbour.ColumnIndex > hexCell.ColumnIndex + 1)
        {
            center2.x -= HexMetrics.WrapSize * HexMetrics.InnerDiameter;
        }


        Vector3      bridge = HexMetrics.GetWaterBridge(dir);
        EdgeVertices edges2 = new EdgeVertices(center2 + HexMetrics.GetSecondSolidCorner(dir.Opposite()), center2 + HexMetrics.GetFirstSolidCorner(dir.Opposite()));

        if (hexCell.HasRiverThroughEdge(dir))
        {
            TriangulateEstuary(edges1, edges2, hexCell.IncomingRiverDirection == dir, indices);
        }
        else
        {
            WaterShore.AddQuad(edges1.v1, edges1.v2, edges2.v1, edges2.v2);
            WaterShore.AddQuad(edges1.v2, edges1.v3, edges2.v2, edges2.v3);
            WaterShore.AddQuad(edges1.v3, edges1.v4, edges2.v3, edges2.v4);
            WaterShore.AddQuad(edges1.v4, edges1.v5, edges2.v4, edges2.v5);

            WaterShore.AddQuadUV(0f, 0f, 0f, 1f);
            WaterShore.AddQuadUV(0f, 0f, 0f, 1f);
            WaterShore.AddQuadUV(0f, 0f, 0f, 1f);
            WaterShore.AddQuadUV(0f, 0f, 0f, 1f);

            WaterShore.AddQuadCellData(indices, Weights1, Weights2);
            WaterShore.AddQuadCellData(indices, Weights1, Weights2);
            WaterShore.AddQuadCellData(indices, Weights1, Weights2);
            WaterShore.AddQuadCellData(indices, Weights1, Weights2);



            HexCell nextNeighbour = hexCell.GetNeighbour(dir.Next());
            if (nextNeighbour != null)
            {
                Vector3 center3 = nextNeighbour.Position;
                if (nextNeighbour.ColumnIndex < hexCell.ColumnIndex - 1)
                {
                    center3.x += HexMetrics.WrapSize * HexMetrics.InnerDiameter;
                }
                else if (nextNeighbour.ColumnIndex > hexCell.ColumnIndex + 1)
                {
                    center3.x -= HexMetrics.WrapSize * HexMetrics.InnerDiameter;
                }

                Vector3 v3 = center3 + (nextNeighbour.IsUnderwater ? HexMetrics.GetFirstWaterCorner(dir.Previous()) : HexMetrics.GetFirstSolidCorner(dir.Previous()));
                v3.y = center.y;


                WaterShore.AddTriangle(edges1.v5, edges2.v5, v3);
                WaterShore.AddTriangleUV(new Vector2(0f, 0f), new Vector2(0f, 1f), new Vector2(0f, 0f));
                WaterShore.AddTriangleCellData(indices, Weights1, Weights2, Weights3);
            }
        }
    }
예제 #11
0
    /// <summary>
    /// 三角化沿岸水面扇形
    /// </summary>
    /// <param name="direction">当前处理的扇形方向</param>
    /// <param name="cell">自身六边形</param>
    /// <param name="neighbor">邻居六边形</param>
    /// <param name="center">自身六边形中点</param>
    void TriangulateWaterShore(HexDirection direction, HexCell cell, HexCell neighbor, Vector3 center)
    {
        center.y = cell.WaterSurfaceY;
        Vector3 c1 = center + HexMetrics.GetFirstWaterCorner(direction);
        Vector3 c2 = center + HexMetrics.GetSecondWaterCorner(direction);

        EdgeVertices e1 = new EdgeVertices(c1, c2);

        // 三角化沿岸扇形
        water.AddTriangle(center, e1.v1, e1.v2);
        water.AddTriangle(center, e1.v2, e1.v3);
        water.AddTriangle(center, e1.v3, e1.v4);
        water.AddTriangle(center, e1.v4, e1.v5);

        Vector3 indices;

        indices.x = indices.z = cell.Index;
        indices.y = neighbor.Index;
        water.AddTriangleCellData(indices, weights1);
        water.AddTriangleCellData(indices, weights1);
        water.AddTriangleCellData(indices, weights1);
        water.AddTriangleCellData(indices, weights1);

        // 三角化沿岸水平面桥
        Vector3 neighbor_center = neighbor.Position;

        neighbor_center.y = center.y;                   // 保持y与自身等高
        // 得到邻居纯色区的弧(边)
        EdgeVertices e2 = new EdgeVertices(neighbor_center + HexMetrics.GetSecondSolidCorner(direction.Opposite()),
                                           neighbor_center + HexMetrics.GetFirstSolidCorner(direction.Opposite()));

        if (cell.HasRiverThroughEdge(direction))
        {
            TriangulateEstuary(e1, e2, cell.HasIncomingRiver && cell.IncomingRiver == direction, indices);
        }
        else
        {
            waterShore.AddQuad(e1.v1, e1.v2, e2.v1, e2.v2);
            waterShore.AddQuad(e1.v2, e1.v3, e2.v2, e2.v3);
            waterShore.AddQuad(e1.v3, e1.v4, e2.v3, e2.v4);
            waterShore.AddQuad(e1.v4, e1.v5, e2.v4, e2.v5);
            waterShore.AddQuadUV(0, 0, 0, 1);                           // 陆地一侧v坐标为1
            waterShore.AddQuadUV(0, 0, 0, 1);
            waterShore.AddQuadUV(0, 0, 0, 1);
            waterShore.AddQuadUV(0, 0, 0, 1);

            waterShore.AddQuadCellData(indices, weights1, weights2);
            waterShore.AddQuadCellData(indices, weights1, weights2);
            waterShore.AddQuadCellData(indices, weights1, weights2);
            waterShore.AddQuadCellData(indices, weights1, weights2);
        }

        // 三角化角落
        HexCell nextNeighbor = cell.GetNeighbor(direction.Next());  // 岸边一定是一个桥一个角落的,所以不会重复创建角落

        if (nextNeighbor != null)
        {
            Vector3 v3 = nextNeighbor.Position +
                         (nextNeighbor.IsUnderwater ? HexMetrics.GetFirstWaterCorner(direction.Previous()) : HexMetrics.GetFirstSolidCorner(direction.Previous())); // 判断是水面还是陆地,二者纯色区域占比不一样
            v3.y = center.y;                                                                                                                                        // 保持y与自身等高

            waterShore.AddTriangle(e1.v5, e2.v5, v3);
            waterShore.AddTriangleUV(new Vector2(0f, 0f), new Vector2(0f, 1f), new Vector2(0f, nextNeighbor.IsUnderwater ? 0f : 1f)); // 第三个顶点需要判断是在水面还是陆地,水面v为0,陆地用v为1

            indices.z = nextNeighbor.Index;
            waterShore.AddTriangleCellData(indices, weights1, weights2, weights3);
        }
    }