Support for texture blending

This commit is contained in:
Kacper Donat 2019-09-02 18:42:20 +02:00
parent 5f56d8e84a
commit 89d7498aae
110 changed files with 7615 additions and 6334 deletions

View File

@ -19,5 +19,15 @@ namespace Assets.Common
return result;
}
public static bool IsClockwise(Point center, Point a, Point b)
{
var xa = a.x - center.x;
var xb = b.x - center.x;
var ya = a.y - center.y;
var yb = b.y - center.y;
return xa * yb - xb * ya < 0;
}
}
}

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@ -103,15 +103,7 @@ namespace Assets.Map
private (int, int) EnsureClockwise(Point center, (int, int) edge)
{
var a = _points[edge.Item1];
var b = _points[edge.Item2];
var xa = a.x - center.x;
var xb = b.x - center.x;
var ya = a.y - center.y;
var yb = b.y - center.y;
return xa * yb - xb * ya < 0 ? (edge.Item2, edge.Item1) : edge;
return PointUtils.IsClockwise(center, _points[edge.Item1], _points[edge.Item2]) ? (edge.Item2, edge.Item1) : edge;
}
}
}

8
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@ -16,6 +16,7 @@ namespace Assets
private List<Vector3> _vertices;
private List<Vector2> _uv;
private List<Vector3> _normals;
private List<Color> _colors;
private List<int> _triangles;
public void Generate()
@ -30,6 +31,7 @@ namespace Assets
_vertices = new List<Vector3>();
_normals = new List<Vector3>();
_uv = new List<Vector2>();
_colors = new List<Color>();
_triangles = new List<int>();
foreach (var location in graph.LocationGenerator.Result.Vertices.Skip(1))
@ -43,23 +45,26 @@ namespace Assets
mesh.uv = _uv.ToArray();
mesh.normals = _normals.ToArray();
mesh.triangles = _triangles.ToArray();
mesh.colors = _colors.ToArray();
GetComponent<MeshFilter>().sharedMesh = mesh;
}
private void GenerateLocationMesh(Location location, IList<Point> points)
{
foreach (var vertices in location.Sites.Select(site => site.Site.Edges.Select(x => points[x.Item1]).Reverse()))
foreach (var vertices in location.Sites.Select(site => site.Site.Edges.Select(x => x.Item1).Reverse()))
{
int start = _vertices.Count;
foreach (var vertex in vertices)
foreach (var i in vertices)
{
var vertex = points[i];
var v = PointToVector(location, vertex);
_vertices.Add(v);
_normals.Add(Vector3.up);
_uv.Add(new Vector2(v.x, v.z) / uvScale);
_colors.Add(location.BoundaryPoints.Contains(i) ? Color.red : Color.blue);
}
int end = _vertices.Count;
@ -98,6 +103,11 @@ namespace Assets
_normals.Add(Vector3.up);
_normals.Add(Vector3.up);
_colors.Add(Color.red);
_colors.Add(Color.red);
_colors.Add(Color.red);
_colors.Add(Color.red);
_triangles.AddRange(new []
{
start, start + 2, start + 1,

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