private void TriangulateAdjacentToRiver(HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e) { if (cell.HasRoads) { TriangulateRoadAdjacentToRiver(direction, cell, center, e); } if (cell.HasRiverThroughEdge(direction.Next())) { if (cell.HasRiverThroughEdge(direction.Previous())) { center += HexMetrics.GetSolidEdgeMiddle(direction) * (HexMetrics.innerToOuter * 0.5f); } else if (cell.HasRiverThroughEdge(direction.Previous2())) { center += HexMetrics.GetFirstSolidCorner(direction) * 0.25f; } } else if (cell.HasRiverThroughEdge(direction.Previous()) && cell.HasRiverThroughEdge(direction.Next2())) { center += HexMetrics.GetSecondSolidCorner(direction) * 0.25f; } EdgeVertices m = new EdgeVertices( Vector3.Lerp(center, e.v1, 0.5f), Vector3.Lerp(center, e.v5, 0.5f) ); TriangulateEdgeStrip(m, cell.Color, e, cell.Color); TriangulateEdgeFan(center, m, cell.Color); }
private 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); // Use alternative interpolation otherwise the river will appear pinched instead of straight 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, cell.Color, e, cell.Color); terrain.AddTriangle(centerL, m.v1, m.v2); terrain.AddTriangleColor(cell.Color); terrain.AddQuad(centerL, center, m.v2, m.v3); terrain.AddQuadColor(cell.Color); terrain.AddQuad(center, centerR, m.v3, m.v4); terrain.AddQuadColor(cell.Color); terrain.AddTriangle(centerR, m.v4, m.v5); terrain.AddTriangleColor(cell.Color); 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); } }
private void TriangulateRoadAdjacentToRiver(HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e) { bool hasRoadThroughEdge = cell.HasRoadThroughEdge(direction); bool previousHasRiver = cell.HasRiverThroughEdge(direction.Previous()); bool nextHasRiver = cell.HasRiverThroughEdge(direction.Next()); Vector2 interpolators = GetRoadInterpolators(direction, cell); Vector3 roadCenter = center; if (cell.HasRiverBeginOrEnd) { roadCenter += HexMetrics.GetSolidEdgeMiddle( cell.RiverBeginOrEndDirection.Opposite() ) * (1f / 3f); } else if (cell.IncomingRiver == cell.OutgoingRiver.Opposite()) { Vector3 corner; if (previousHasRiver) { if (!hasRoadThroughEdge && !cell.HasRoadThroughEdge(direction.Next())) { return; } corner = HexMetrics.GetSecondSolidCorner(direction); } else { if (!hasRoadThroughEdge && !cell.HasRoadThroughEdge(direction.Previous())) { return; } corner = HexMetrics.GetFirstSolidCorner(direction); } roadCenter += corner * 0.5f; center += corner * 0.25f; } else if (cell.IncomingRiver == cell.OutgoingRiver.Previous()) { roadCenter -= HexMetrics.GetSecondCorner(cell.IncomingRiver) * 0.2f; } else if (cell.IncomingRiver == cell.OutgoingRiver.Next()) { roadCenter -= HexMetrics.GetFirstCorner(cell.IncomingRiver) * 0.2f; } else if (previousHasRiver && nextHasRiver) { if (!hasRoadThroughEdge) { return; } Vector3 offset = HexMetrics.GetSolidEdgeMiddle(direction) * HexMetrics.innerToOuter; roadCenter += offset * 0.7f; center += offset * 0.5f; } else { HexDirection middle; if (previousHasRiver) { middle = direction.Next(); } else if (nextHasRiver) { middle = direction.Previous(); } else { middle = direction; } if (!cell.HasRoadThroughEdge(middle) && !cell.HasRoadThroughEdge(middle.Previous()) && !cell.HasRoadThroughEdge(middle.Next())) { return; } roadCenter += HexMetrics.GetSolidEdgeMiddle(middle) * 0.25f; } Vector3 mL = Vector3.Lerp(roadCenter, e.v1, interpolators.x); Vector3 mR = Vector3.Lerp(roadCenter, e.v5, interpolators.y); TriangulateRoad(roadCenter, mL, mR, e, hasRoadThroughEdge); if (previousHasRiver) { TriangulateRoadEdge(roadCenter, center, mL); } if (nextHasRiver) { TriangulateRoadEdge(roadCenter, mR, center); } }