示例#1
0
        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);
            }
        }
示例#2
0
        /// <summary>
        /// Create the connection / bridge piece between cells
        /// </summary>
        /// <param name="direction">Direction of neighbor cell</param>
        /// <param name="cell">Current cell</param>
        /// <param name="v1">Cell first solid corner</param>
        /// <param name="v2">Cell second solid corner</param>
        private void TriangulateConnection(HexDirection direction, HexCell cell, EdgeVertices e1)
        {
            HexCell neighbor = cell.GetNeighbor(direction);

            //Ignore bridges for edges
            if (neighbor == null)
            {
                return;
            }

            Vector3 bridge = HexMetrics.GetBridge(direction);

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

            if (cell.HasRiverThroughEdge(direction))
            {
                e2.v3.y = neighbor.StreamBedY;
                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);
                    }
                    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, cell.HasRoadThroughEdge(direction));
            }
            else
            {
                TriangulateEdgeStrip(e1, cell.Color, e2, neighbor.Color, cell.HasRoadThroughEdge(direction));
            }

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

            if (direction <= HexDirection.E && nextNeighbor != null)
            {
                Vector3 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);
                }
            }
        }