예제 #1
0
        private Vector2 GetRoadInterpolators(HexDirection direction, HexCell cell)
        {
            Vector2 interpolators;

            if (cell.HasRoadThroughEdge(direction))
            {
                interpolators.x = interpolators.y = 0.5f;
            }
            else
            {
                interpolators.x =
                    cell.HasRoadThroughEdge(direction.Previous()) ? 0.5f : 0.25f;
                interpolators.y =
                    cell.HasRoadThroughEdge(direction.Next()) ? 0.5f : 0.25f;
            }

            return(interpolators);
        }
예제 #2
0
        private void Triangulate(HexDirection direction, HexCell cell)
        {
            var center = cell.Position;
            var e      = new EdgeVertices(
                center + HexMetrics.GetFirstSolidCorner(direction),
                center + HexMetrics.GetSecondSolidCorner(direction)
                );

            if (cell.HasRiver)
            {
                if (cell.HasRiverThroughEdge(direction))
                {
                    e.v3.y = cell.StreamBedY;
                    if (cell.HasRiverBeginOrEnd)
                    {
                        TriangulateWithRiverBeginOrEnd(direction, cell, center, e);
                    }
                    else
                    {
                        TriangulateWithRiver(direction, cell, center, e);
                    }
                }
                else
                {
                    TriangulateAdjacentToRiver(direction, cell, center, e);
                }
            }
            else
            {
                TriangulateWithoutRiver(direction, cell, center, e);

                if (!cell.IsUnderwater && !cell.HasRoadThroughEdge(direction))
                {
                    features.AddFeature(cell, (center + e.v1 + e.v5) * (1f / 3f));
                }
            }

            if (direction <= HexDirection.SE)
            {
                TriangulateConnection(direction, cell, e);
            }

            if (cell.IsUnderwater)
            {
                TriangulateWater(direction, cell, center);
            }
        }
예제 #3
0
        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;
            }

            var m = new EdgeVertices(
                Vector3.Lerp(center, e.v1, 0.5f),
                Vector3.Lerp(center, e.v5, 0.5f)
                );

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

            if (!cell.IsUnderwater && !cell.HasRoadThroughEdge(direction))
            {
                features.AddFeature(cell, (center + e.v1 + e.v5) * (1f / 3f));
            }
        }
예제 #4
0
        private void TriangulateWithoutRiver(
            HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e
            )
        {
            TriangulateEdgeFan(center, e, cell.Index);

            if (cell.HasRoads)
            {
                var interpolators = GetRoadInterpolators(direction, cell);
                TriangulateRoad(
                    center,
                    Vector3.Lerp(center, e.v1, interpolators.x),
                    Vector3.Lerp(center, e.v5, interpolators.y),
                    e, cell.HasRoadThroughEdge(direction), cell.Index
                    );
            }
        }
예제 #5
0
        private void TriangulateConnection(
            HexDirection direction, HexCell cell, EdgeVertices e1
            )
        {
            var neighbor = cell.GetNeighbor(direction);

            if (neighbor == null)
            {
                return;
            }

            var bridge = HexMetrics.GetBridge(direction);

            bridge.y = neighbor.Position.y - cell.Position.y;
            var e2 = new EdgeVertices(
                e1.v1 + bridge,
                e1.v5 + bridge
                );

            var hasRiver = cell.HasRiverThroughEdge(direction);
            var hasRoad  = cell.HasRoadThroughEdge(direction);

            if (hasRiver)
            {
                e2.v3.y = neighbor.StreamBedY;
                Vector3 indices;
                indices.x = indices.z = cell.Index;
                indices.y = neighbor.Index;

                if (!cell.IsUnderwater)
                {
                    if (!neighbor.IsUnderwater)
                    {
                        TriangulateRiverQuad(
                            e1.v2, e1.v4, e2.v2, e2.v4,
                            cell.RiverSurfaceY, neighbor.RiverSurfaceY, 0.8f,
                            cell.HasIncomingRiver && cell.IncomingRiver == direction,
                            indices
                            );
                    }
                    else if (cell.Elevation > neighbor.WaterLevel)
                    {
                        TriangulateWaterfallInWater(
                            e1.v2, e1.v4, e2.v2, e2.v4,
                            cell.RiverSurfaceY, neighbor.RiverSurfaceY,
                            neighbor.WaterSurfaceY, indices
                            );
                    }
                }
                else if (
                    !neighbor.IsUnderwater &&
                    neighbor.Elevation > cell.WaterLevel
                    )
                {
                    TriangulateWaterfallInWater(
                        e2.v4, e2.v2, e1.v4, e1.v2,
                        neighbor.RiverSurfaceY, cell.RiverSurfaceY,
                        cell.WaterSurfaceY, indices
                        );
                }
            }

            if (cell.GetEdgeType(direction) == HexEdgeType.Slope)
            {
                TriangulateEdgeTerraces(e1, cell, e2, neighbor, hasRoad);
            }
            else
            {
                TriangulateEdgeStrip(
                    e1, weights1, cell.Index,
                    e2, weights2, neighbor.Index, hasRoad
                    );
            }

            features.AddWall(e1, cell, e2, neighbor, hasRiver, hasRoad);

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

            if (direction <= HexDirection.E && nextNeighbor != null)
            {
                var v5 = e1.v5 + HexMetrics.GetBridge(direction.Next());
                v5.y = nextNeighbor.Position.y;

                if (cell.Elevation <= neighbor.Elevation)
                {
                    if (cell.Elevation <= nextNeighbor.Elevation)
                    {
                        TriangulateCorner(
                            e1.v5, cell, e2.v5, neighbor, v5, nextNeighbor
                            );
                    }
                    else
                    {
                        TriangulateCorner(
                            v5, nextNeighbor, e1.v5, cell, e2.v5, neighbor
                            );
                    }
                }
                else if (neighbor.Elevation <= nextNeighbor.Elevation)
                {
                    TriangulateCorner(
                        e2.v5, neighbor, v5, nextNeighbor, e1.v5, cell
                        );
                }
                else
                {
                    TriangulateCorner(
                        v5, nextNeighbor, e1.v5, cell, e2.v5, neighbor
                        );
                }
            }
        }
예제 #6
0
        private void TriangulateRoadAdjacentToRiver(
            HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e
            )
        {
            var hasRoadThroughEdge = cell.HasRoadThroughEdge(direction);
            var previousHasRiver   = cell.HasRiverThroughEdge(direction.Previous());
            var nextHasRiver       = cell.HasRiverThroughEdge(direction.Next());
            var interpolators      = GetRoadInterpolators(direction, cell);
            var 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;
                if (cell.IncomingRiver == direction.Next() && (
                        cell.HasRoadThroughEdge(direction.Next2()) ||
                        cell.HasRoadThroughEdge(direction.Opposite())
                        ))
                {
                    features.AddBridge(roadCenter, center - 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;
                }
                var 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;
                }
                var offset = HexMetrics.GetSolidEdgeMiddle(middle);
                roadCenter += offset * 0.25f;
                if (
                    direction == middle &&
                    cell.HasRoadThroughEdge(direction.Opposite())
                    )
                {
                    features.AddBridge(
                        roadCenter,
                        center - offset * (HexMetrics.innerToOuter * 0.7f)
                        );
                }
            }

            var mL = Vector3.Lerp(roadCenter, e.v1, interpolators.x);
            var mR = Vector3.Lerp(roadCenter, e.v5, interpolators.y);

            TriangulateRoad(roadCenter, mL, mR, e, hasRoadThroughEdge, cell.Index);
            if (previousHasRiver)
            {
                TriangulateRoadEdge(roadCenter, center, mL, cell.Index);
            }
            if (nextHasRiver)
            {
                TriangulateRoadEdge(roadCenter, mR, center, cell.Index);
            }
        }