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)); } }
/// <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)); } }
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) ); } }