void TriangulateWater(HexDirection direction, HexCell cell) { EdgeVertices closerWaterEdge = cell.WaterEdges[(int)direction]; // water fan Water.AddTriangleUnperturbed(cell.WaterCenter, closerWaterEdge.V1, closerWaterEdge.V5); HexCell neighbor = cell.GetNeighbor(direction); if (neighbor == null) { return; } // estuary if (!neighbor.IsUnderwater && cell.HasRiverThroughEdge(direction)) { TriangulateEstuary(cell, direction); } EdgeVertices furtherEdge = neighbor.Edges[(int)direction.Opposite()]; EdgeVertices furtherWaterEdge = neighbor.WaterEdges[(int)direction.Opposite()]; HexDirection nextDirection = direction.Next(); HexCell nextNeighbor = cell.GetNeighbor(nextDirection); HexCell previousNeighbor = cell.GetNeighbor(direction.Previous()); // neighbor is under water as well if (neighbor.IsUnderwater) { if (direction <= HexDirection.SouthEast) { Water.AddQuadUnperturbed(closerWaterEdge.V1, closerWaterEdge.V5, furtherWaterEdge.V5, furtherWaterEdge.V1); } } // estuary is on the right side else if (nextNeighbor != null && nextNeighbor.HasEstuaryThroughEdge(direction.Previous())) { Vector3 v4 = furtherEdge.V1; v4.y = HexMetrics.WaterSurfaceY; WaterShore.AddQuadUnperturbed(closerWaterEdge.V1, closerWaterEdge.V5, furtherWaterEdge.V5, v4); WaterShore.AddQuadUV(0f, 0f, 0f, 1f); } // estuary is on the left side else if (previousNeighbor != null && previousNeighbor.HasEstuaryThroughEdge(direction.Next())) { Vector3 v3 = furtherEdge.V5; v3.y = HexMetrics.WaterSurfaceY; WaterShore.AddQuadUnperturbed(closerWaterEdge.V1, closerWaterEdge.V5, v3, furtherWaterEdge.V1); WaterShore.AddQuadUV(0f, 0f, 0f, 1f); } // standard connection quad else if (!cell.HasRiverThroughEdge(direction)) { WaterShore.AddQuadUnperturbed(closerWaterEdge.V1, closerWaterEdge.V5, furtherWaterEdge.V5, furtherWaterEdge.V1); WaterShore.AddQuadUV(0f, 0f, 0f, 1f); } // calculate connection triangles if (neighbor.IsUnderwater) { if (direction <= HexDirection.East && nextNeighbor != null && nextNeighbor.IsUnderwater) { Vector3 v3 = nextNeighbor.WaterEdges[(int)nextDirection.Opposite()].V5; Water.AddTriangleUnperturbed(closerWaterEdge.V5, furtherWaterEdge.V1, v3); } } // calculate water shore else if (cell.HasRiverThroughEdge(direction) && nextNeighbor != null) { Vector3 v2 = neighbor.Edges[(int)direction.Opposite()].V1; v2.y = HexMetrics.WaterSurfaceY; Vector3 v3 = nextNeighbor.WaterEdges[(int)nextDirection.Opposite()].V5; WaterShore.AddTriangleUnperturbed(closerWaterEdge.V5, v2, v3); WaterShore.AddTriangleUV(new Vector2(0f, 0f), new Vector2(0f, 1f), new Vector2(0f, nextNeighbor.IsUnderwater ? 0f : 1f)); } else if (nextNeighbor != null) { Vector3 v2, v3; // estuary is on the right side if (cell.HasRiverThroughEdge(nextDirection)) { v2 = furtherWaterEdge.V1; v3 = nextNeighbor.Edges[(int)nextDirection.Opposite()].V5; v3.y = HexMetrics.WaterSurfaceY; } // estuary is on the left side else if (nextNeighbor.HasEstuaryThroughEdge(direction.Previous())) { v2 = furtherEdge.V1; v2.y = HexMetrics.WaterSurfaceY; v3 = nextNeighbor.WaterEdges[(int)nextDirection.Opposite()].V5; } else { v2 = furtherWaterEdge.V1; v3 = nextNeighbor.WaterEdges[(int)nextDirection.Opposite()].V5; } WaterShore.AddTriangleUnperturbed(closerWaterEdge.V5, v2, v3); WaterShore.AddTriangleUV(new Vector2(0f, 0f), new Vector2(0f, 1f), new Vector2(0f, nextNeighbor.IsUnderwater ? 0f : 1f)); } }