Exemplo n.º 1
0
        /**
         * Generate a triagle mesh for the hexagon
         */
        public ITriangleMesh GenerateMesh()
        {
            ITriangleMesh mesh = new TriangleMesh();

            Vector2[] texCoords      = new Vector2[7];
            Vector2   texCoordCenter = new Vector2(0.2f, 0.2f);

            for (int i = 0; i < 6; i++)
            {
                Vector3 v = GetCorner(i);
                mesh.AddVertex(v);
                texCoords[i] = getTexCoord(0.2f, texCoordCenter, i);
            }
            mesh.AddVertex(pos);
            texCoords[6] = texCoordCenter;

            int texCoordStartIndex = mesh.GetNumberOfTexCoords();

            for (int i = 0; i < 7; i++)
            {
                mesh.AddTextureCoordinate(texCoords[i]);
            }

            for (int i = 0; i < 6; i++)
            {
                Triangle t = new Triangle(i, 6, (i + 1) % 6, texCoordStartIndex + i, texCoordStartIndex + 6, texCoordStartIndex + (i + 1) % 6);
                mesh.AddTriangle(t);
            }

            mesh.ComputeTriangleNormals();
            return(mesh);
        }
Exemplo n.º 2
0
        public ITriangleMesh GenerateIslandMesh()
        {
            HexagonField field = new HexagonField();

            field.GenerateField();

            ITriangleMesh mesh = new TriangleMesh();

            // Top
            ITriangleMesh topMesh = CreateTopSurface(field.GetAllHexagons());

            TriangleMeshFactory.Unite(mesh, topMesh);

            // Grass
            float grassBorderHeight = field.SideLength * 0.1f;

            Vector2[]     grassBoundaryTexCoords = { new Vector2(0.1f, 0.1f), new Vector2(0.1f, 0.2f), new Vector2(0.2f, 0.1f), new Vector2(0.2f, 0.2f) };
            ITriangleMesh grassBoundary          = CreateBoundary(mesh, field.SideLength, grassBorderHeight, grassBorderHeight, new Vector3(0, 0, 0), grassBoundaryTexCoords);

            TriangleMeshFactory.Unite(mesh, grassBoundary);

            // Middle-bottom
            ITriangleMesh middleMesh = CreateMiddle(mesh, field.GetBorderHexagons(), field.SideLength);

            TriangleMeshFactory.Unite(mesh, middleMesh);

            ITriangleMesh bottomMesh = CreateTopSurface(field.GetNonBorderHexagons());

            // Mud
            float mudHeight       = 2 * field.SideLength;
            float mudBorderHeight = field.SideLength * 0.3f;

            Vector2[]     mudBoundaryTexCoords = { new Vector2(0.7f, 0.1f), new Vector2(0.7f, 0.2f), new Vector2(0.8f, 0.1f), new Vector2(0.8f, 0.2f) };
            ITriangleMesh mudBoundary          = CreateBoundary(bottomMesh, mudHeight, 0, mudBorderHeight, new Vector3(0, 0, 0), mudBoundaryTexCoords);

            TriangleMeshFactory.Translate(mudBoundary, new Vector3(0, 0, -field.SideLength));
            TriangleMeshFactory.Unite(mesh, mudBoundary);

            // Bottom
            TriangleMeshFactory.Flip(bottomMesh);
            TriangleMeshFactory.Translate(bottomMesh, new Vector3(0, 0, -(mudHeight + field.SideLength)));
            TriangleMeshFactory.Unite(mesh, bottomMesh);

            mesh = TriangleMeshFactory.Snap(mesh, 1e-5f);

            mesh.ComputeTriangleNormals();
            mesh.SetTexture(new Texture("textures/island.png"));
            return(mesh);
        }