private void TriangulateBoundaryTriangle(
            Vector3 begin, Color beginWeights,
            Vector3 left, Color leftWeights,
            Vector3 boundary, Color boundaryWeights, Vector3 indices
            )
        {
            Vector3 v2 = HexMetrics.Perturb(HexMetrics.TerraceLerp(begin, left, 1));
            Color   w2 = HexMetrics.TerraceLerp(beginWeights, leftWeights, 1);

            terrain.AddTriangleUnperturbed(HexMetrics.Perturb(begin), v2, boundary);
            terrain.AddTriangleCellData(indices, beginWeights, w2, boundaryWeights);

            for (int i = 2; i < HexMetrics.terraceSteps; i++)
            {
                Vector3 v1 = v2;
                Color   w1 = w2;
                v2 = HexMetrics.Perturb(HexMetrics.TerraceLerp(begin, left, i));
                w2 = HexMetrics.TerraceLerp(beginWeights, leftWeights, i);
                terrain.AddTriangleUnperturbed(v1, v2, boundary);
                terrain.AddTriangleCellData(indices, w1, w2, boundaryWeights);
            }

            terrain.AddTriangleUnperturbed(v2, HexMetrics.Perturb(left), boundary);
            terrain.AddTriangleCellData(indices, w2, leftWeights, boundaryWeights);
        }
Exemplo n.º 2
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        // Triangulate a corner with terraces
        void TriangulateCornerTerraces(Vector3 begin, HexCell beginCell, Vector3 left, HexCell leftCell, Vector3 right, HexCell rightCell)
        {
            Vector3 v3 = HexMetrics.TerraceLerp(begin, left, 1);
            Vector3 v4 = HexMetrics.TerraceLerp(begin, right, 1);
            Color   c3 = HexMetrics.TerraceLerp(beginCell.Color, leftCell.Color, 1);
            Color   c4 = HexMetrics.TerraceLerp(beginCell.Color, rightCell.Color, 1);

            // The first step is a triangle
            terrain.AddTriangle(begin, v3, v4);
            terrain.AddTriangleColor(beginCell.Color, c3, c4);

            // All the steps are quads
            for (int i = 2; i < HexMetrics.terraceSteps; i++)
            {
                Vector3 v1 = v3;
                Vector3 v2 = v4;
                Color   c1 = c3;
                Color   c2 = c4;
                v3 = HexMetrics.TerraceLerp(begin, left, i);
                v4 = HexMetrics.TerraceLerp(begin, right, i);
                c3 = HexMetrics.TerraceLerp(beginCell.Color, leftCell.Color, i);
                c4 = HexMetrics.TerraceLerp(beginCell.Color, rightCell.Color, i);
                terrain.AddQuad(v1, v2, v3, v4);
                terrain.AddQuadColor(c1, c2, c3, c4);
            }

            // The last step is a quad
            terrain.AddQuad(v3, v4, left, right);
            terrain.AddQuadColor(c3, c4, leftCell.Color, rightCell.Color);
        }
Exemplo n.º 3
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        /// <summary>
        /// Handle corner triangle terraces
        /// </summary>
        /// <param name="begin">begin point of triangle</params>
        /// <param name="beginCell">begin hex cell</param>
        /// <param name="left">left point of triangle</param>
        /// <param name="leftCell">left hex cell</param>
        /// <param name="right">right point of triangle</param>
        /// <param name="rightCell">right hex cell</param>
        private void TriangulateCornerTerraces(Vector3 begin, HexCell beginCell, Vector3 left, HexCell leftCell, Vector3 right, HexCell rightCell)
        {
            Vector3 v3 = HexMetrics.TerraceLerp(begin, left, 1);
            Vector3 v4 = HexMetrics.TerraceLerp(begin, right, 1);
            Color   w3 = HexMetrics.TerraceLerp(weights1, weights2, 1);
            Color   w4 = HexMetrics.TerraceLerp(weights1, weights3, 1);
            Vector3 indices;

            indices.x = beginCell.Index;
            indices.y = leftCell.Index;
            indices.z = rightCell.Index;

            terrain.AddTriangle(begin, v3, v4);
            terrain.AddTriangleCellData(indices, weights1, w3, w4);

            for (int i = 2; i < HexMetrics.terraceSteps; i++)
            {
                Vector3 v1 = v3;
                Vector3 v2 = v4;
                Color   w1 = w3;
                Color   w2 = w4;
                v3 = HexMetrics.TerraceLerp(begin, left, i);
                v4 = HexMetrics.TerraceLerp(begin, right, i);
                w3 = HexMetrics.TerraceLerp(weights1, weights2, i);
                w4 = HexMetrics.TerraceLerp(weights1, weights3, i);
                terrain.AddQuad(v1, v2, v3, v4);
                terrain.AddQuadCellData(indices, w1, w2, w3, w4);
            }

            terrain.AddQuad(v3, v4, left, right);
            terrain.AddQuadCellData(indices, w3, w4, weights2, weights3);
        }
Exemplo n.º 4
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        void TriangulateEdgeTerraces(
            Vector3 beginLeft, Vector3 beginRight, HexCell beginCell,
            Vector3 endLeft, Vector3 endRight, HexCell endCell
            )
        {
            Vector3 v3 = HexMetrics.TerraceLerp(beginLeft, endLeft, 1);
            Vector3 v4 = HexMetrics.TerraceLerp(beginRight, endRight, 1);
            Color   c2 = HexMetrics.TerraceLerp(beginCell.color, endCell.color, 1);

            AddQuad(beginLeft, beginRight, v3, v4);
            AddQuadColor(beginCell.color, c2);

            for (int i = 2; i < HexMetrics.terraceSteps; i++)
            {
                Vector3 v1 = v3;
                Vector3 v2 = v4;
                Color   c1 = c2;
                v3 = HexMetrics.TerraceLerp(beginLeft, endLeft, i);
                v4 = HexMetrics.TerraceLerp(beginRight, endRight, i);
                c2 = HexMetrics.TerraceLerp(beginCell.color, endCell.color, i);
                AddQuad(v1, v2, v3, v4);
                AddQuadColor(c1, c2);
            }

            AddQuad(v3, v4, endLeft, endRight);
            AddQuadColor(c2, endCell.color);
        }
Exemplo n.º 5
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        void TriangulateCornerTerraces(Vector3 begin, HexCell beginCell, Vector3 left, HexCell leftCell, Vector3 right, HexCell rightCell)
        {
            Vector3 v3 = HexMetrics.TerraceLerp(begin, left, 1);
            Vector3 v4 = HexMetrics.TerraceLerp(begin, right, 1);
            Color   c3 = HexMetrics.TerraceLerp(beginCell.Color, leftCell.Color, 1);
            Color   c4 = HexMetrics.TerraceLerp(beginCell.Color, rightCell.Color, 1);

            AddTriangle(begin, v3, v4);
            AddTriangleColor(beginCell.Color, c3, c4);

            for (int i = 2; i < HexMetrics.TerraceSteps; i++)
            {
                Vector3 v1 = v3;
                Vector3 v2 = v4;
                Color   c1 = c3;
                Color   c2 = c4;
                v3 = HexMetrics.TerraceLerp(begin, left, i);
                v4 = HexMetrics.TerraceLerp(begin, right, i);
                c3 = HexMetrics.TerraceLerp(beginCell.Color, leftCell.Color, i);
                c4 = HexMetrics.TerraceLerp(beginCell.Color, rightCell.Color, i);
                AddQuad(v1, v2, v3, v4);
                AddQuadColor(c1, c2, c3, c4);
            }

            AddQuad(v3, v4, left, right);
            AddQuadColor(c3, c4, leftCell.Color, rightCell.Color);
        }
Exemplo n.º 6
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        public static EdgeVertices TerraceLerp(EdgeVertices a, EdgeVertices b, int step)
        {
            EdgeVertices result;

            result.v1 = HexMetrics.TerraceLerp(a.v1, b.v1, step);
            result.v2 = HexMetrics.TerraceLerp(a.v2, b.v2, step);
            result.v3 = HexMetrics.TerraceLerp(a.v3, b.v3, step);
            result.v4 = HexMetrics.TerraceLerp(a.v4, b.v4, step);
            result.v5 = HexMetrics.TerraceLerp(a.v5, b.v5, step);
            return(result);
        }
Exemplo n.º 7
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        /// <summary>
        /// Handle edge terraces
        /// </summary>
        /// <param name="begin">begin edge of slope trapezoid</param>
        /// <param name="beginCell">begin hex cell</param>
        /// <param name="end">end edge of slope trapezoid</param>
        /// <param name="endCell">end hex cell</param>
        private void TriangulateEdgeTerraces(EdgeVertices begin, HexCell beginCell, EdgeVertices end, HexCell endCell, bool hasRoad)
        {
            EdgeVertices e2 = EdgeVertices.TerraceLerp(begin, end, 1);

            Color w2 = HexMetrics.TerraceLerp(weights1, weights2, 1);
            float i1 = beginCell.Index;
            float i2 = endCell.Index;

            TriangulateEdgeStrip(begin, weights1, i1, e2, w2, i2, hasRoad);

            for (int i = 2; i < HexMetrics.terraceSteps; i++)
            {
                EdgeVertices e1 = e2;
                Color        w1 = w2;
                e2 = EdgeVertices.TerraceLerp(begin, end, i);
                w2 = HexMetrics.TerraceLerp(weights1, weights2, i);
                TriangulateEdgeStrip(e1, w1, i1, e2, w2, i2, hasRoad);
            }

            TriangulateEdgeStrip(e2, w2, i1, end, weights2, i2, hasRoad);
        }
Exemplo n.º 8
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        // Build a terrace between two cells
        void TriangulateEdgeTerraces(EdgeVertices begin, HexCell beginCell, EdgeVertices end, HexCell endCell, bool hasRoad)
        {
            EdgeVertices e2 = EdgeVertices.TerraceLerp(begin, end, 1);
            Color        c2 = HexMetrics.TerraceLerp(beginCell.Color, endCell.Color, 1);

            // The first step is a quad
            TriangulateEdgeStrip(begin, beginCell.Color, e2, c2, hasRoad);

            // All the steps are quads
            for (int i = 2; i < HexMetrics.terraceSteps; i++)
            {
                EdgeVertices e1 = e2;
                Color        c1 = c2;
                e2 = EdgeVertices.TerraceLerp(begin, end, i);
                c2 = HexMetrics.TerraceLerp(beginCell.Color, endCell.Color, i);
                TriangulateEdgeStrip(e1, c1, e2, c2, hasRoad);
            }

            // The last step is a quad
            TriangulateEdgeStrip(e2, c2, end, endCell.Color, hasRoad);
        }
Exemplo n.º 9
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        void TriangulateBoundaryTriangle(Vector3 begin, HexCell beginCell, Vector3 left, HexCell leftCell, Vector3 boundary, Color boundaryColor)
        {
            Vector3 v2 = HexMetrics.TerraceLerp(begin, left, 1);
            Color   c2 = HexMetrics.TerraceLerp(beginCell.Color, leftCell.Color, 1);

            AddTriangle(begin, v2, boundary);
            AddTriangleColor(beginCell.Color, c2, boundaryColor);

            for (int i = 2; i < HexMetrics.TerraceSteps; i++)
            {
                Vector3 v1 = v2;
                Color   c1 = c2;
                v2 = HexMetrics.TerraceLerp(begin, left, i);
                c2 = HexMetrics.TerraceLerp(beginCell.Color, leftCell.Color, i);
                AddTriangle(v1, v2, boundary);
                AddTriangleColor(c1, c2, boundaryColor);
            }

            AddTriangle(v2, left, boundary);
            AddTriangleColor(c2, leftCell.Color, boundaryColor);
        }
Exemplo n.º 10
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        // Make a terrace in a corner, each terrace end in the boundary
        void TriangulateBoundaryTriangle(Vector3 begin, HexCell beginCell, Vector3 left, HexCell leftCell, Vector3 boundary, Color boundaryColor)
        {
            Vector3 v2 = HexMetrics.Perturb(HexMetrics.TerraceLerp(begin, left, 1));
            Color   c2 = HexMetrics.TerraceLerp(beginCell.Color, leftCell.Color, 1);

            // The first step is a triangle
            terrain.AddTriangleUnpertubed(HexMetrics.Perturb(begin), v2, boundary);
            terrain.AddTriangleColor(beginCell.Color, c2, boundaryColor);

            // All the steps are triangles
            for (int i = 2; i < HexMetrics.terraceSteps; i++)
            {
                Vector3 v1 = v2;
                Color   c1 = c2;
                v2 = HexMetrics.Perturb(HexMetrics.TerraceLerp(begin, left, i));
                c2 = HexMetrics.TerraceLerp(beginCell.Color, leftCell.Color, i);
                terrain.AddTriangleUnpertubed(v1, v2, boundary);
                terrain.AddTriangleColor(c1, c2, boundaryColor);
            }

            // The last step is a triangle
            terrain.AddTriangleUnpertubed(v2, HexMetrics.Perturb(left), boundary);
            terrain.AddTriangleColor(c2, leftCell.Color, boundaryColor);
        }