示例#1
0
    void TriangulateConnection(HexDirection direction, HexCell_Script cell, EdgeVertices e1)
    {
        HexCell_Script neighbor = cell.GetNeighbor(direction);

        if (neighbor == null)
        {
            return;
        }


        Vector3 bridge = HexMetrics_Script.GetBridge(direction);

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

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

        if (hasRiver)
        {
            e2.v3.y = neighbor.StreamBedY;

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


        if (cell.GetEdgeType(direction) == HexEdgeType.Slope)
        {
            TriangulateEdgeTerraces(e1, cell, e2, neighbor, hasRoad);
        }
        else
        {
            TriangulateEdgeStrip(e1, color1, cell.TerrainTypeIndex,
                                 e2, color2, neighbor.TerrainTypeIndex, hasRoad);
        }

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

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

        if (nextNeighbor != null && direction <= HexDirection.E)
        {
            Vector3 v5 = e1.v5 + HexMetrics_Script.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);
            }
            //AddTriangle(v2, v5, v5);
            //AddTriangleColor(cell.color, neighbor.color, nextNeighbor.color);
        }
    }