예제 #1
0
    private void TriangulateWaterShoreWithRiver(
        EdgeVertices edge1,
        EdgeVertices edge2,
        bool incomingRiver,
        Vector3 indices,
        float hexOuterRadius,
        int wrapSize,
        MapMeshChunkLayer waterShore
        )
    {
        waterShore.AddTrianglePerturbed(
            edge2.vertex1,
            edge1.vertex2,
            edge1.vertex1,
            hexOuterRadius,
            wrapSize
            );

        waterShore.AddTrianglePerturbed(
            edge2.vertex5,
            edge1.vertex5,
            edge1.vertex4,
            hexOuterRadius,
            wrapSize
            );

        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.AddTriangleHexData(
            indices,
            _weights2,
            _weights1,
            _weights1
            );

        waterShore.AddTriangleHexData(
            indices,
            _weights2,
            _weights1,
            _weights1
            );
    }
예제 #2
0
    protected void TriangulateEdgeFan(
        Vector3 center,
        EdgeVertices edge,
        float index,
        float hexOuterRadius,
        int wrapSize,
        MapMeshChunkLayer terrain
        )
    {
        terrain.AddTrianglePerturbed(
            center,
            edge.vertex1,
            edge.vertex2,
            hexOuterRadius,
            wrapSize
            );

        terrain.AddTrianglePerturbed(
            center,
            edge.vertex2,
            edge.vertex3,
            hexOuterRadius,
            wrapSize
            );

        terrain.AddTrianglePerturbed(
            center,
            edge.vertex3,
            edge.vertex4,
            hexOuterRadius,
            wrapSize
            );

        terrain.AddTrianglePerturbed(
            center,
            edge.vertex4,
            edge.vertex5,
            hexOuterRadius,
            wrapSize
            );

        // All three cell indices corresponing to the sides of this
        // edge are of one cell.
        Vector3 indices;

        indices.x = indices.y = indices.z = index;

        terrain.AddTriangleHexData(indices, _weights1);
        terrain.AddTriangleHexData(indices, _weights1);
        terrain.AddTriangleHexData(indices, _weights1);
        terrain.AddTriangleHexData(indices, _weights1);
    }
    private void TriangulateRoadEdge(
        Vector3 center,
        Vector3 middleLeft,
        Vector3 middleRight,
        float index,
        float hexOuterRadius,
        int wrapSize,
        MapMeshChunkLayer roads
        )
    {
        roads.AddTrianglePerturbed(
            center,
            middleLeft,
            middleRight,
            hexOuterRadius,
            wrapSize
            );

        roads.AddTriangleUV(
            new Vector2(1f, 0f),
            new Vector2(0f, 0f),
            new Vector2(0f, 0f)
            );

        Vector3 indices;

        indices.x = indices.y = indices.z = index;
        roads.AddTriangleHexData(indices, _weights1);
    }
    private WaterTriangulationData TriangulateOpenWaterCenter(
        Hex source,
        WaterTriangulationData triangulationData,
        HexDirections direction,
        float hexOuterRadius,
        int wrapSize,
        MapMeshChunkLayer water
        )
    {
        triangulationData.waterSurfaceCornerLeft =
            triangulationData.waterSurfaceCenter +
            HexagonPoint.GetFirstWaterCorner(
                direction,
                hexOuterRadius
                );

        triangulationData.waterSurfaceCornerRight =
            triangulationData.waterSurfaceCenter +
            HexagonPoint.GetSecondWaterCorner(
                direction,
                hexOuterRadius
                );

        water.AddTrianglePerturbed(
            triangulationData.waterSurfaceCenter,
            triangulationData.waterSurfaceCornerLeft,
            triangulationData.waterSurfaceCornerRight,
            hexOuterRadius,
            wrapSize
            );

        Vector3 openWaterCenterIndices;

        openWaterCenterIndices.x         =
            openWaterCenterIndices.y     =
                openWaterCenterIndices.z =
                    source.Index;

        water.AddTriangleHexData(
            openWaterCenterIndices,
            _weights1
            );

        return(triangulationData);
    }
예제 #5
0
    protected void TriangulateBoundaryTriangle(
        Vector3 begin,
        Color beginWeights,
        Vector3 left,
        Color leftWeights,
        Vector3 boundary,
        Color boundaryWeights,
        Vector3 indices,
        float hexOuterRadius,
        int wrapSize,
        MapMeshChunkLayer terrain
        )
    {
/* Immediately perturb vertex 2 as an optimization since it is not
 * being used to derive any other point.
 */
        Vector3 vertex2 =
            HexagonPoint.Perturb(
                HexagonPoint.TerraceLerp(begin, left, 1),
                hexOuterRadius,
                wrapSize
                );

        Color weight2 =
            HexagonPoint.TerraceLerp(
                beginWeights,
                leftWeights,
                1
                );

/* Perturb all vertices except the boundary vertex, to avoid moving
 * the vertex out of alignment with a cliff. vertex2 has already been
 * perturbed. Handles the Cliff-Slope-Slope and Slope-Cliff-Slope cases
 * of the Cliff-Slope perturbation problem.
 */
        terrain.AddTriangleUnperturbed(
            HexagonPoint.Perturb(
                begin,
                hexOuterRadius,
                wrapSize
                ),
            vertex2,
            boundary
            );

        terrain.AddTriangleHexData(
            indices,
            beginWeights,
            weight2,
            boundaryWeights
            );

        for (int i = 2; i < HexagonPoint.terraceSteps; i++)
        {
/* vertex2 has already been perturbed, need not pertub
 * vertex1 as it is derived from vertex2.
 */
            Vector3 vertex1 = vertex2;
            Color   weight1 = weight2;

            vertex2 = HexagonPoint.Perturb(
                HexagonPoint.TerraceLerp(begin, left, i),
                hexOuterRadius,
                wrapSize
                );

            weight2 = HexagonPoint.TerraceLerp(
                beginWeights,
                leftWeights,
                i
                );

            terrain.AddTriangleUnperturbed(vertex1, vertex2, boundary);

            terrain.AddTriangleHexData(
                indices,
                weight1,
                weight2,
                boundaryWeights
                );
        }

        terrain.AddTriangleUnperturbed(
            vertex2,
            HexagonPoint.Perturb(
                left,
                hexOuterRadius,
                wrapSize
                ),
            boundary
            );
        terrain.AddTriangleHexData(indices, weight2, leftWeights, boundaryWeights);
    }
예제 #6
0
    private void TriangulateCornerTerraces(
        Vector3 begin,
        Hex beginHex,
        Vector3 left,
        Hex leftHex,
        Vector3 right,
        Hex rightHex,
        float hexOuterRadius,
        int wrapSize,
        MapMeshChunkLayer terrain
        )
    {
        Vector3 vertex3 = HexagonPoint.TerraceLerp(begin, left, 1);
        Vector3 vertex4 = HexagonPoint.TerraceLerp(begin, right, 1);
        Color   weight3 = HexagonPoint.TerraceLerp(_weights1, _weights2, 1);
        Color   weight4 = HexagonPoint.TerraceLerp(_weights1, _weights3, 1);

        Vector3 indices;

        indices.x = beginHex.Index;
        indices.y = leftHex.Index;
        indices.z = rightHex.Index;

        terrain.AddTrianglePerturbed(
            begin,
            vertex3,
            vertex4,
            hexOuterRadius,
            wrapSize
            );

        terrain.AddTriangleHexData(
            indices,
            _weights1,
            weight3,
            weight4
            );

        for (int i = 2; i < HexagonPoint.terraceSteps; i++)
        {
            Vector3 vertex1 = vertex3;
            Vector3 vertex2 = vertex4;
            Color   weight1 = weight3;
            Color   weight2 = weight4;

            vertex3 = HexagonPoint.TerraceLerp(begin, left, i);
            vertex4 = HexagonPoint.TerraceLerp(begin, right, i);
            weight3 = HexagonPoint.TerraceLerp(_weights1, _weights2, i);
            weight4 = HexagonPoint.TerraceLerp(_weights1, _weights3, i);

            terrain.AddQuadPerturbed(
                vertex1,
                vertex2,
                vertex3,
                vertex4,
                hexOuterRadius,
                wrapSize
                );

            terrain.AddQuadHexData(
                indices,
                weight1,
                weight2,
                weight3,
                weight4
                );
        }

        terrain.AddQuadPerturbed(
            vertex3,
            vertex4,
            left,
            right,
            hexOuterRadius,
            wrapSize
            );

        terrain.AddQuadHexData(
            indices,
            weight3,
            weight4,
            _weights2,
            _weights3
            );
    }
예제 #7
0
    private void TriangulateTerrainCorner(
        Vector3 begin,
        Hex beginHex,
        Vector3 left,
        Hex leftHex,
        Vector3 right,
        Hex rightHex,
        float hexOuterRadius,
        int wrapSize,
        MapMeshChunkLayer terrain,
        FeatureContainer features
        )
    {
        ElevationEdgeTypes leftEdgeType  = beginHex.GetEdgeType(leftHex);
        ElevationEdgeTypes rightEdgeType = beginHex.GetEdgeType(rightHex);

        if (leftEdgeType == ElevationEdgeTypes.Slope)
        {
            if (rightEdgeType == ElevationEdgeTypes.Slope)
            {
// Corner is also a terrace. Slope-Slope-Flat.
                TriangulateCornerTerraces(
                    begin,
                    beginHex,
                    left,
                    leftHex,
                    right,
                    rightHex,
                    hexOuterRadius,
                    wrapSize,
                    terrain
                    );
            }

// If the right edge is flat, must terrace from left instead of bottom.
// Slope-Flat-Slope
            else if (rightEdgeType == ElevationEdgeTypes.Flat)
            {
                TriangulateCornerTerraces(
                    left,
                    leftHex,
                    right,
                    rightHex,
                    begin,
                    beginHex,
                    hexOuterRadius,
                    wrapSize,
                    terrain
                    );
            }
            else
            {
/* At least one edge is a cliff. Slope-Cliff-Slope or Slope-Cliff-Cliff. Standard case
 * because slope on left and flat on right.
 */
                TriangulateCornerTerracesCliff(
                    begin,
                    beginHex,
                    left,
                    leftHex,
                    right,
                    rightHex,
                    hexOuterRadius,
                    wrapSize,
                    terrain
                    );
            }
        }
        else if (rightEdgeType == ElevationEdgeTypes.Slope)
        {
            if (leftEdgeType == ElevationEdgeTypes.Flat)
            {
/* If the right edge is a slope, and the left edge is flat, must terrace from right instead
 * of bottom. Flat-Slope-Slope.
 */
                TriangulateCornerTerraces(
                    right,
                    rightHex,
                    begin,
                    beginHex,
                    left,
                    leftHex,
                    hexOuterRadius,
                    wrapSize,
                    terrain
                    );
            }
            else
            {
/* At least one edge is a cliff. Slope-Cliff-Slope or Slope-Cliff-Cliff. Mirror case because
 * slope on right and flat on left.
 */
                TriangulateCornerCliffTerraces(
                    begin,
                    beginHex,
                    left,
                    leftHex,
                    right,
                    rightHex,
                    hexOuterRadius,
                    wrapSize,
                    terrain
                    );
            }
        }

/* Neither the left or right hex edge type is a slope. If the right hex type of the left hex
 * is a slope, then terraces must be calculated for a corner between two cliff edges.
 * Cliff-Cliff-Slope Right, or Cliff-Cliff-Slope Left.
 */
        else if (leftHex.GetEdgeType(rightHex) == ElevationEdgeTypes.Slope)
        {
// If Cliff-Cliff-Slope-Left
            if (leftHex.elevation < rightHex.elevation)
            {
                TriangulateCornerCliffTerraces(
                    right,
                    rightHex,
                    begin,
                    beginHex,
                    left,
                    leftHex,
                    hexOuterRadius,
                    wrapSize,
                    terrain
                    );
            }

// If Cliff-Cliff-Slope-Right
            else
            {
                TriangulateCornerTerracesCliff(
                    left,
                    leftHex,
                    right,
                    rightHex,
                    begin,
                    beginHex,
                    hexOuterRadius,
                    wrapSize,
                    terrain
                    );
            }
        }

// Else all edges are cliffs. Simply draw a triangle.
        else
        {
            terrain.AddTrianglePerturbed(
                begin,
                left,
                right,
                hexOuterRadius,
                wrapSize
                );

            Vector3 indices;
            indices.x = beginHex.Index;
            indices.y = leftHex.Index;
            indices.z = rightHex.Index;

            terrain.AddTriangleHexData(
                indices,
                _weights1,
                _weights2,
                _weights3
                );
        }

        features.AddWall(
            begin,
            beginHex,
            left,
            leftHex,
            right,
            rightHex,
            hexOuterRadius,
            wrapSize
            );
    }
예제 #8
0
    private TerrainTriangulationData TriangulateRiverTerrain(
        Hex source,
        TerrainTriangulationData triangulationData,
        float hexOuterRadius,
        int wrapSize,
        MapMeshChunkLayer terrain
        )
    {
        TriangulateEdgeStripTerrain(
            triangulationData.middleEdgeVertices,
            _weights1,
            source.Index,
            triangulationData.centerEdgeVertices,
            _weights1,
            source.Index,
            hexOuterRadius,
            wrapSize,
            terrain
            );

        terrain.AddTrianglePerturbed(
            triangulationData.riverCenterLeft,
            triangulationData.middleEdgeVertices.vertex1,
            triangulationData.middleEdgeVertices.vertex2,
            hexOuterRadius,
            wrapSize
            );

        terrain.AddQuadPerturbed(
            triangulationData.riverCenterLeft,
            triangulationData.terrainCenter,
            triangulationData.middleEdgeVertices.vertex2,
            triangulationData.middleEdgeVertices.vertex3,
            hexOuterRadius,
            wrapSize
            );

        terrain.AddQuadPerturbed(
            triangulationData.terrainCenter,
            triangulationData.riverCenterRight,
            triangulationData.middleEdgeVertices.vertex3,
            triangulationData.middleEdgeVertices.vertex4,
            hexOuterRadius,
            wrapSize
            );

        terrain.AddTrianglePerturbed(
            triangulationData.riverCenterRight,
            triangulationData.middleEdgeVertices.vertex4,
            triangulationData.middleEdgeVertices.vertex5,
            hexOuterRadius,
            wrapSize
            );

        Vector3 centerHexIndices;

        centerHexIndices.x         =
            centerHexIndices.y     =
                centerHexIndices.z =
                    source.Index;

        terrain.AddTriangleHexData(
            centerHexIndices,
            _weights1
            );

        terrain.AddQuadHexData(
            centerHexIndices,
            _weights1
            );

        terrain.AddQuadHexData(
            centerHexIndices,
            _weights1
            );

        terrain.AddTriangleHexData(
            centerHexIndices,
            _weights1
            );

        return(triangulationData);
    }
예제 #9
0
    private void TriangulateCornerCliffTerraces(
        Vector3 begin,
        Hex beginHex,
        Vector3 left,
        Hex leftHex,
        Vector3 right,
        Hex rightHex,
        float hexOuterRadius,
        int wrapSize,
        MapMeshChunkLayer terrain
        )
    {
/* Set boundary distance to 1 elevation level above the bottom-most hex
 * in the case.
 */
        float boundaryDistance =
            1f / (leftHex.elevation - beginHex.elevation);

// If boundary distance becomes negative, CCSR and CCSL case will have strange behavior.
        if (boundaryDistance < 0)
        {
            boundaryDistance = -boundaryDistance;
        }

// Must interpolate between the perturbed points, not the original points.
        Vector3 boundary =
            Vector3.Lerp(
                HexagonPoint.Perturb(
                    begin,
                    hexOuterRadius,
                    wrapSize
                    ),
                HexagonPoint.Perturb(
                    left,
                    hexOuterRadius,
                    wrapSize
                    ),
                boundaryDistance
                );

        Color boundaryWeights =
            Color.Lerp(
                _weights1,
                _weights2,
                boundaryDistance
                );

        Vector3 indices;

        indices.x = beginHex.Index;
        indices.y = leftHex.Index;
        indices.z = rightHex.Index;

        TriangulateBoundaryTriangle(
            right,
            _weights3,
            begin,
            _weights1,
            boundary,
            boundaryWeights,
            indices,
            hexOuterRadius,
            wrapSize,
            terrain
            );

// Slope-Cliff-Slope. Triangulate a slope.
        if (leftHex.GetEdgeType(rightHex) == ElevationEdgeTypes.Slope)
        {
            TriangulateBoundaryTriangle(
                left,
                _weights2,
                right,
                _weights3,
                boundary,
                boundaryWeights,
                indices,
                hexOuterRadius,
                wrapSize,
                terrain
                );
        }

// Slope-Cliff-Cliff. Triangulate a cliff.
        else
        {
/* Add perturbation to all vertices except the boundary vertex
 * to handle the Slope-Cliff-Cliff case of the Cliff-Slope perturbation
 * problem.
 */
            terrain.AddTriangleUnperturbed(
                HexagonPoint.Perturb(
                    left,
                    hexOuterRadius,
                    wrapSize
                    ),
                HexagonPoint.Perturb(
                    right,
                    hexOuterRadius,
                    wrapSize
                    ),
                boundary
                );

            terrain.AddTriangleHexData(
                indices,
                _weights2,
                _weights3,
                boundaryWeights
                );
        }
    }
    private WaterTriangulationData TriangulateShoreOpenWater(
        Hex source,
        Hex target,
        Vector3 waterSurfaceCenter,
        EdgeVertices sourceWaterEdge,
        float hexOuterRadius,
        int wrapSize,
        MapMeshChunkLayer water,
        WaterTriangulationData triangulationData
        )
    {
        water.AddTrianglePerturbed(
            waterSurfaceCenter,
            sourceWaterEdge.vertex1,
            sourceWaterEdge.vertex2,
            hexOuterRadius,
            wrapSize
            );

        water.AddTrianglePerturbed(
            waterSurfaceCenter,
            sourceWaterEdge.vertex2,
            sourceWaterEdge.vertex3,
            hexOuterRadius,
            wrapSize
            );

        water.AddTrianglePerturbed(
            waterSurfaceCenter,
            sourceWaterEdge.vertex3,
            sourceWaterEdge.vertex4,
            hexOuterRadius,
            wrapSize
            );

        water.AddTrianglePerturbed(
            waterSurfaceCenter,
            sourceWaterEdge.vertex4,
            sourceWaterEdge.vertex5,
            hexOuterRadius,
            wrapSize
            );

        //            / | y
        //           /  |
        //           |  |
        //source x/z |  | target
        //           |  |
        //           \  |
        //            \ | y

        Vector3 waterShoreHexIndices;

        waterShoreHexIndices.x     =
            waterShoreHexIndices.z = source.Index;

        waterShoreHexIndices.y = target.Index;

        water.AddTriangleHexData(
            waterShoreHexIndices,
            _weights1
            );

        water.AddTriangleHexData(
            waterShoreHexIndices,
            _weights1
            );

        water.AddTriangleHexData(
            waterShoreHexIndices,
            _weights1
            );

        water.AddTriangleHexData(
            waterShoreHexIndices,
            _weights1
            );

        return(triangulationData);
    }
    private WaterTriangulationData TriangulateOpenWaterConnection(
        Hex source,
        Hex target,
        HexDirections direction,
        WaterTriangulationData waterTriData,
        TerrainTriangulationData terrainTriData,
        Dictionary <HexDirections, Hex> neighbors,
        float hexOuterRadius,
        int wrapSize,
        MapMeshChunkLayer water
        )
    {
        if (
            direction <= HexDirections.Southeast
            )
        {
            Vector3 bridge = HexagonPoint.GetWaterBridge(
                direction,
                hexOuterRadius
                );

            Vector3 edge1 = waterTriData.waterSurfaceCornerLeft + bridge;
            Vector3 edge2 = waterTriData.waterSurfaceCornerRight + bridge;

            water.AddQuadPerturbed(
                waterTriData.waterSurfaceCornerLeft,
                waterTriData.waterSurfaceCornerRight,
                edge1,
                edge2,
                hexOuterRadius,
                wrapSize
                );

            Vector3 openWaterIndices;
            openWaterIndices.x     =
                openWaterIndices.z =
                    source.Index;

            openWaterIndices.y = target.Index;

            water.AddQuadHexData(
                openWaterIndices,
                _weights1,
                _weights2
                );

            if (direction <= HexDirections.East)
            {
                Hex nextNeighbor;

                if (
                    neighbors.TryGetValue(
                        direction.NextClockwise(),
                        out nextNeighbor
                        ) &&
                    nextNeighbor.IsUnderwater
                    )
                {
                    water.AddTrianglePerturbed(
                        waterTriData.waterSurfaceCornerRight,
                        edge2,
                        waterTriData.waterSurfaceCornerRight +
                        HexagonPoint.GetWaterBridge(
                            direction.NextClockwise(),
                            hexOuterRadius
                            ),
                        hexOuterRadius,
                        wrapSize
                        );

                    openWaterIndices.z =
                        nextNeighbor.Index;

                    water.AddTriangleHexData(
                        openWaterIndices,
                        _weights1,
                        _weights2,
                        _weights3
                        );
                }
            }
        }

        return(waterTriData);
    }
예제 #12
0
    private TerrainTriangulationData TriangulateRiverBeginOrEndRiver(
        Hex source,
        TerrainTriangulationData triangulationData,
        HexRiverData riverData,
        float hexOuterRadius,
        int wrapSize,
        MapMeshChunkLayer rivers
        )
    {
        Vector3 riverSurfaceCenter = triangulationData.terrainCenter;
//            bool reversed = hex.HasIncomingRiver;
        bool reversed = riverData.HasIncomingRiver;

        Vector3 indices = new Vector3(
            source.Index,
            source.Index,
            source.Index
            );

        TriangulateRiverQuad(
            triangulationData.middleEdgeVertices.vertex2,
            triangulationData.middleEdgeVertices.vertex4,
            triangulationData.centerEdgeVertices.vertex2,
            triangulationData.centerEdgeVertices.vertex4,
            source.RiverSurfaceY,
            0.6f,
            reversed,
            indices,
            hexOuterRadius,
            wrapSize,
            rivers
            );

        riverSurfaceCenter.y =
            triangulationData.middleEdgeVertices.vertex2.y     =
                triangulationData.middleEdgeVertices.vertex4.y =
                    source.RiverSurfaceY;

        rivers.AddTrianglePerturbed(
            riverSurfaceCenter,
            triangulationData.middleEdgeVertices.vertex2,
            triangulationData.middleEdgeVertices.vertex4,
            hexOuterRadius,
            wrapSize
            );

        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.AddTriangleHexData(indices, _weights1);

        return(triangulationData);
    }
예제 #13
0
    private void TriangulateEstuary(
        EdgeVertices edge1,
        EdgeVertices edge2,
        bool incomingRiver,
        Vector3 waterSourceRelativeHexIndices,
        float hexOuterRadius,
        int wrapSize,
        MapMeshChunkLayer estuaries
        )
    {
        estuaries.AddQuadPerturbed(
            edge2.vertex1,
            edge1.vertex2,
            edge2.vertex2,
            edge1.vertex3,
            hexOuterRadius,
            wrapSize
            );

        estuaries.AddTrianglePerturbed(
            edge1.vertex3,
            edge2.vertex2,
            edge2.vertex4,
            hexOuterRadius,
            wrapSize
            );

        estuaries.AddQuadPerturbed(
            edge1.vertex3,
            edge1.vertex4,
            edge2.vertex4,
            edge2.vertex5,
            hexOuterRadius,
            wrapSize
            );

        estuaries.AddQuadUV(
            new Vector2(0f, 1f),
            new Vector2(0f, 0f),
            new Vector2(1f, 1f),
            new Vector2(0f, 0f)
            );

        estuaries.AddQuadHexData(
            waterSourceRelativeHexIndices, _weights2, _weights1, _weights2, _weights1
            );

        estuaries.AddTriangleHexData(waterSourceRelativeHexIndices, _weights1, _weights2, _weights2);
        estuaries.AddQuadHexData(waterSourceRelativeHexIndices, _weights1, _weights2);

        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)
            );

        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)
                );
        }
    }
    private void TriangulateRoad(
        Vector3 center,
        Vector3 middleLeft,
        Vector3 middleRight,
        EdgeVertices edgeVertices,
        bool hasRoadThroughHexEdge,
        float index,
        float hexOuterRadius,
        int wrapSize,
        MapMeshChunkLayer roads
        )
    {
        Vector3 indices;

        indices.x = indices.y = indices.z = index;

        if (hasRoadThroughHexEdge)
        {
            Vector3 middleCenter = Vector3.Lerp(middleLeft, middleRight, 0.5f);

            TriangulateRoadSegment(
                middleLeft,
                middleCenter,
                middleRight,
                edgeVertices.vertex2,
                edgeVertices.vertex3,
                edgeVertices.vertex4,
                _weights1,
                _weights1,
                indices,
                hexOuterRadius,
                wrapSize,
                roads
                );

            roads.AddTrianglePerturbed(
                center,
                middleLeft,
                middleCenter,
                hexOuterRadius,
                wrapSize
                );

            roads.AddTrianglePerturbed(
                center,
                middleCenter,
                middleRight,
                hexOuterRadius,
                wrapSize
                );

            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.AddTriangleHexData(indices, _weights1);
            roads.AddTriangleHexData(indices, _weights1);
        }
        else
        {
            TriangulateRoadEdge(
                center,
                middleLeft,
                middleRight,
                index,
                hexOuterRadius,
                wrapSize,
                roads
                );
        }
    }
예제 #15
0
    private void TriangulateWaterShore(
        Hex source,
        Hex target,
        Vector3 waterSourceRelativeHexIndices,
        HexDirections direction,
        Dictionary <HexDirections, Hex> neighbors,
        HexRiverData riverData,
        Vector3 center,
        float hexOuterRadius,
        int wrapSize,
        MapMeshChunkLayer waterShore,
        EdgeVertices edge1,
        EdgeVertices edge2,
        float hexInnerDiameter
        )
    {
//          hex.HasRiverThroughEdge(direction)
        if (riverData.HasRiverInDirection(direction))
        {
            TriangulateWaterShoreWithRiver(
                edge1,
                edge2,
                riverData.HasIncomingRiverInDirection(direction),
                waterSourceRelativeHexIndices,
                hexOuterRadius,
                wrapSize,
                waterShore
                );
        }
        else
        {
            waterShore.AddQuadPerturbed(
                edge1.vertex1,
                edge1.vertex2,
                edge2.vertex1,
                edge2.vertex2,
                hexOuterRadius,
                wrapSize
                );

            waterShore.AddQuadPerturbed(
                edge1.vertex2,
                edge1.vertex3,
                edge2.vertex2,
                edge2.vertex3,
                hexOuterRadius,
                wrapSize
                );

            waterShore.AddQuadPerturbed(
                edge1.vertex3,
                edge1.vertex4,
                edge2.vertex3,
                edge2.vertex4,
                hexOuterRadius,
                wrapSize
                );

            waterShore.AddQuadPerturbed(
                edge1.vertex4,
                edge1.vertex5,
                edge2.vertex4,
                edge2.vertex5,
                hexOuterRadius,
                wrapSize
                );

            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.AddQuadHexData(
                waterSourceRelativeHexIndices,
                _weights1,
                _weights2
                );

            waterShore.AddQuadHexData(
                waterSourceRelativeHexIndices,
                _weights1,
                _weights2
                );

            waterShore.AddQuadHexData(
                waterSourceRelativeHexIndices,
                _weights1,
                _weights2
                );

            waterShore.AddQuadHexData(
                waterSourceRelativeHexIndices,
                _weights1,
                _weights2
                );
        }

        Hex nextNeighbor;

//            hex.GetNeighbor(direction.NextClockwise());

        if (
            neighbors.TryGetValue(
                direction.NextClockwise(),
                out nextNeighbor
                )
            )
        {
            Vector3 center3 = nextNeighbor.Position;

            if (nextNeighbor.ColumnIndex < source.ColumnIndex - 1)
            {
                center3.x += wrapSize * hexInnerDiameter;
            }
            else if (nextNeighbor.ColumnIndex > source.ColumnIndex + 1)
            {
                center3.x -= wrapSize * hexInnerDiameter;
            }

// Work backward from the shore to obtain the triangle if the neighbor is
// underwater, otherwise obtain normal triangle.

            Vector3 vertex3 =
                center3 + (
                    nextNeighbor.IsUnderwater ?
                    HexagonPoint.GetFirstWaterCorner(
                        direction.PreviousClockwise(),
                        hexOuterRadius
                        ) :
                    HexagonPoint.GetFirstSolidCorner(
                        direction.PreviousClockwise(),
                        hexOuterRadius
                        )
                    );

            vertex3.y = center.y;

            waterShore.AddTrianglePerturbed(
                edge1.vertex5,
                edge2.vertex5,
                vertex3,
                hexOuterRadius,
                wrapSize
                );

            waterSourceRelativeHexIndices.z = nextNeighbor.Index;

            waterShore.AddTriangleHexData(
                waterSourceRelativeHexIndices,
                _weights1,
                _weights2,
                _weights3
                );

            waterShore.AddTriangleUV(
                new Vector2(0f, 0f),
                new Vector2(0f, 1f),
                new Vector2(0f, nextNeighbor.IsUnderwater ? 0f : 1f)
                );
        }
    }