示例#1
0
        private void TriangulateAdjacentToRiver(HexDirection direction, HexCell cell, Vector3 center, EdgeVertices e)
        {
            if (cell.HasRoads)
            {
                TriangulateRoadAdjacentToRiver(direction, cell, center, e);
            }
            if (cell.HasRiverThroughEdge(direction.Next()))
            {
                if (cell.HasRiverThroughEdge(direction.Previous()))
                {
                    center += HexMetrics.GetSolidEdgeMiddle(direction) *
                              (HexMetrics.innerToOuter * 0.5f);
                }
                else if (cell.HasRiverThroughEdge(direction.Previous2()))
                {
                    center += HexMetrics.GetFirstSolidCorner(direction) * 0.25f;
                }
            }
            else if (cell.HasRiverThroughEdge(direction.Previous()) && cell.HasRiverThroughEdge(direction.Next2()))
            {
                center += HexMetrics.GetSecondSolidCorner(direction) * 0.25f;
            }


            EdgeVertices m = new EdgeVertices(
                Vector3.Lerp(center, e.v1, 0.5f),
                Vector3.Lerp(center, e.v5, 0.5f)
                );

            TriangulateEdgeStrip(m, cell.Color, e, cell.Color);
            TriangulateEdgeFan(center, m, cell.Color);
        }
示例#2
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#3
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);
            }
        }