示例#1
0
        /// <summary>
        /// Triangulate a section of the hexagon for the given direction
        /// </summary>
        /// <param name="direction">Direction of the hexagon</param>
        /// <param name="cell">Specific cell to triangulate</param>
        private void Triangulate(HexDirection direction, HexCell cell)
        {
            Vector3      center = cell.Position;
            EdgeVertices 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);
            }

            // Only add necessary connections between tiles
            if (direction <= HexDirection.SE)
            {
                TriangulateConnection(direction, cell, e);
            }

            if (cell.IsUnderwater)
            {
                TriangulateWater(direction, cell, center);
            }
        }
示例#2
0
        private void TriangulateRoadAdjacentToRiver(HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e)
        {
            bool    hasRoadThroughEdge = cell.HasRoadThroughEdge(direction);
            bool    previousHasRiver   = cell.HasRiverThroughEdge(direction.Previous());
            bool    nextHasRiver       = cell.HasRiverThroughEdge(direction.Next());
            Vector2 interpolators      = GetRoadInterpolators(direction, cell);
            Vector3 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;
                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;
                }
                Vector3 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;
                }
                roadCenter += HexMetrics.GetSolidEdgeMiddle(middle) * 0.25f;
            }

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

            TriangulateRoad(roadCenter, mL, mR, e, hasRoadThroughEdge);

            if (previousHasRiver)
            {
                TriangulateRoadEdge(roadCenter, center, mL);
            }
            if (nextHasRiver)
            {
                TriangulateRoadEdge(roadCenter, mR, center);
            }
        }