Cards from hexagons in Unity: bumps, rivers and roads

3r339396. 3r3-31.

3r? 39122. 3r339112. 3r339396. Start: parts 1-3 . 3r339112. 3r339396. 3r339112. 3r339396.

# Part 4: Irregularities

3r339112. 3r339396. 3r38881. Table of Contents 3r38882. 3r339112. 3r339396. 3r37093. 3r339396.Sample the noise texture.

3r339396.

Move the vertices.

3r339396.

We keep the flatness of the cells.

3r339396.

We subdivide the edges of the cells.

3r339396.

3r339112. 3r339396. While our grid was a strict pattern of honeycombs. In this part, we will add bumps to make the map look more natural. 3r339112. 3r339396. 3r340.

3r339112. 3r339396.

No more flat hexagons. [/i] 3r339112. 3r339396. 3r339112. 3r339396. 3r38881. Noise

3r339112. 3r339396. To add bumps, we need randomization, but not true randomness. We want everything to be consistent when changing the map. Otherwise, when you make any changes, the objects will jump. That is, we need some form of reproducible pseudo-random noise. 3r339112. 3r339396. 3r339112. 3r339396. A good candidate is Perlin's noise. It is reproducible at any point. When combining multiple frequencies, it also creates noise, which can vary greatly over long distances, but remains almost the same at short distances. This makes it possible to create relatively smooth distortion. The points next to each other usually stay close together and are not scattered in opposite directions. 3r339112. 3r339396. 3r339112. 3r339396. We can generate Perlin noise programmatically. In the tutorial Noise I explain how to do this. But we can also sample from the pre-generated noise texture. The advantage of using texture is that it is simpler and much faster than the calculation of the multi-frequency Perlin noise. Its disadvantage is that the texture takes up more memory and covers only a small area of noise. Therefore, it must be seamlessly connected and large enough so that the repetitions are not conspicuous. 3r339112. 3r339396. 3r339112. 3r339396.

### The texture of the noise

3r339112. 3r339396. We will use the texture, so the tutorial Noise you do not need to study. So we need a texture. Here it is:3r339396. 3r339112. 3r339396.

3r3384. 3r? 39122. 3r339112. 3r339396.

*Seamlessly connected texture of Perlin noise.*3r339112. 3r339396. 3r339112. 3r339396. The texture shown above contains Perlin's seamlessly interconnected multi-frequency noise. This is a grayscale image. Its average value is 0.? and the extreme values tend to 0 and 1.

3r339396. 3r339112. 3r339396. But wait, each point has only one value. If we need three-dimensional distortion, then we need at least three pseudo-random samples! Therefore, we need two more textures with different noise. 3r339112. 3r339396. 3r339112. 3r339396. We can create them or store different noise values in each of the color channels. This will allow us to store up to four noise patterns in one texture. Here is the texture. 3r339112. 3r339396. 3r339112. 3r339396.

Four in one. [/i] 3r339112. 3r339396. 3r339112. 3r339396. 3r338617. 3r338618. How to create such a texture? 3r338619.

I used NumberFlow . This is my procedural texture editor for Unity. 3r? 39122. 3r? 39122. 3r339112. 3r339396. Download this texture and import it into the Unity project. Since we are going to sample the texture through the code, it should be readable. Switch

Texture Type

on 3r37633. Advanced

and turn on 3r3763333. Read /Write Enabled

. This will save the texture data in memory and can be accessed from C # code. Ask for 3r3763333. Format

The value of

Automatic Truecolor

otherwise it will not work. We don't want texture compression to destroy our noise pattern. 3r339112. 3r339396. 3r339112. 3r339396. You can disable

Generate Mip Maps

because we will not need them. Also include 3r3r766333. Bypass sRGB Sampling

. We will not need this, but it will be right. This parameter indicates that the texture does not contain color data in gamma space. 3r339112. 3r339396. 3r339112. 3r339396.

3r33150. 3r? 39122. 3r339112. 3r339396.

If we wanted to use the texture in the shader, this would be important. When using the Linear rendering mode, texture sampling automatically converts color data from the gamma to a linear color space. In the case of our noise texture, this will lead to incorrect results, so we do not need this. 3r? 39122. 3r? 39122. 3r339112. 3r339396. 3r338617. 3r338618. Why do my texture import settings look different? 3r338619.

They were changed after this tutorial was written. It is necessary to use the default 2D-texture settings,

sRGB (Color Texture)

should be disabled, but for

Compression

should be set to

None

. 3r? 39122. 3r? 39122. 3r339112. 3r339396.

### Sampling noise

3r339112. 3r339396. Let's add noise sampling functionality in 3r39098. HexMetrics so you can use it anywhere. This means that` HexMetrics `

should contain a link to the noise texture. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. public static Texture2D noiseSource; 3r39099. 3r33939100. 3r339112. 3r339396. Since this is not a component, we cannot assign a texture to it through the editor. Therefore, as an intermediary, we use ` HexGrid `

. Since ` HexGrid `

will act first, it will be quite normal if we pass the texture at the beginning of its method 3r39098. Awake . 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. public Texture2D noiseSource; 3r339396. 3r339396. void Awake () {HexMetrics.noiseSource = noiseSource; 3r339396. 3r339396. 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. However, this approach will not survive the replay in Play mode. Static variables are not serialized by the Unity engine. To solve this problem, reassign the texture and in the event method 3r39098. OnEnable . This method will be called after recompilation. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. void OnEnable () {

HexMetrics.noiseSource = noiseSource; 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396.

Assign the noise texture. [/i] 3r339112. 3r339396. 3r339112. 3r339396. Now, when

} 3r39099. 3r33939100. 3r339112. 3r339396. Samples are created by texture sampling using bilinear filtering, in which the coordinates of the world X and Z were used as UV coordinates. Since our noise source is two-dimensional, we ignore the third coordinate of the world. If the source of the noise were three-dimensional, we would use the coordinate Y. 3r-39112. 3r339396. 3r339112. 3r339396. As a result, we get a color that can be converted into a 4D vector. Such a cast may be indirect, that is, we can return the color directly, not including explicitly

return noiseSource.GetPixelBilinear (position.x, position.z); 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. 3r338617. 3r338618. How does bilinear filtering work? 3r338619.

` HexMetrics `

has access to the texture, let's add to it a convenient noise sampling method. This method takes a position in the world and creates a 4D vector containing four samples of noise. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. public static Vector4 SampleNoise (Vector3 position) {} 3r39099. 3r33939100. 3r339112. 3r339396. Samples are created by texture sampling using bilinear filtering, in which the coordinates of the world X and Z were used as UV coordinates. Since our noise source is two-dimensional, we ignore the third coordinate of the world. If the source of the noise were three-dimensional, we would use the coordinate Y. 3r-39112. 3r339396. 3r339112. 3r339396. As a result, we get a color that can be converted into a 4D vector. Such a cast may be indirect, that is, we can return the color directly, not including explicitly

` (Vector4) `

. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. public static Vector4 SampleNoise (Vector3 position) {return noiseSource.GetPixelBilinear (position.x, position.z); 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. 3r338617. 3r338618. How does bilinear filtering work? 3r338619.

For explanations of UV-coordinates and filtering textures, see tutorial 3r-3285. Rendering ? Shader Fundamentals . 3r? 39122. 3r? 39122. 3r339112. 3r339396. unitypackage 3r339112. 3r339396. 3r339112. 3r339396. 3r38881. Moving vertices 3r339112. 3r339396. We distort our flat grid of cells, individually moving each of the vertices. To do this, let's add to

int vertexIndex = vertices.Count; 3r339396. vertices.Add (Perturb (v1)); 3r339396. vertices.Add (Perturb (v2)); 3r339396. vertices.Add (Perturb (v3)); 3r339396. 3r339396.}

3r339396. void AddQuad (Vector3 v? Vector3 v? Vector3 v? Vector3 v4) {

int vertexIndex = vertices.Count; 3r339396. vertices.Add (Perturb (v1)); 3r339396. vertices.Add (Perturb (v2)); 3r339396. vertices.Add (Perturb (v3)); 3r339396. vertices.Add (Perturb (v4)); 3r339396. 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. 3r338617. 3r338618. Will quadrangles remain flat after moving their vertices? 3r338619.

` HexMesh `

method ` Perturb `

. It takes the unwounded point and returns the displaced. To do this, it uses an unbiased point when sampling noise. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. Vector3 Perturb (Vector3 position) {3r339396. Vector4 sample = HexMetrics.SampleNoise (position); 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. Let's just add samples of noise X, Y and Z directly with the corresponding coordinates of the point and use this as a result. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. Vector3 Perturb (Vector3 position) {3r339396. Vector4 sample = HexMetrics.SampleNoise (position); 3r339396. position.x + = sample.x; 3r339396. position.y + = sample.y; 3r339396. position.z + = sample.z; 3r339396. return position; 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. How do we quickly change ` HexMesh `

to move all the vertices? Changing each vertex when adding to the list of vertices in the ` methods. AddTriangle `

and 3r39098. AddQuad . Let's do it. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. void AddTriangle (Vector3 v? Vector3 v? Vector3 v3) {int vertexIndex = vertices.Count; 3r339396. vertices.Add (Perturb (v1)); 3r339396. vertices.Add (Perturb (v2)); 3r339396. vertices.Add (Perturb (v3)); 3r339396. 3r339396.}

3r339396. void AddQuad (Vector3 v? Vector3 v? Vector3 v? Vector3 v4) {

int vertexIndex = vertices.Count; 3r339396. vertices.Add (Perturb (v1)); 3r339396. vertices.Add (Perturb (v2)); 3r339396. vertices.Add (Perturb (v3)); 3r339396. vertices.Add (Perturb (v4)); 3r339396. 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. 3r338617. 3r338618. Will quadrangles remain flat after moving their vertices? 3r338619.

Probably not. They consist of two triangles that will no longer lie in the same plane. However, since these triangles have two common vertices, the normals of these vertices will be smoothed. This means that we will not have sharp transitions between two triangles. If the distortion is not too large, then we will still perceive quadrangles as flat. 3r? 39122. 3r? 39122. 3r339112. 3r339396.

3r33333. 3r? 39122. 3r339112. 3r339396.

*Vertices either moved or not.*3r339112. 3r339396. 3r339112. 3r339396. While the changes are not very noticeable, only the labels of the cells have disappeared. This happened because we added noise to samples, and they are always positive. Therefore, as a result, all the triangles have risen above their marks, closing them. We need to center the changes so that they occur in both directions. Change the interval of the noise sample from 0–1 to −1–1. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. Vector3 Perturb (Vector3 position) {3r339396. Vector4 sample = HexMetrics.SampleNoise (position); 3r339396. position.x + = sample.x * 2f - 1f; 3r339396. position.y + = sample.y * 2f - 1f; 3r339396. position.z + = sample.z * 2f - 1f; 3r339396. return position; 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. 3r33400. 3r? 39122. 3r339112. 3r339396.

*Centered displacement.*3r339112. 3r339396. 3r339112. 3r339396.### The magnitude (force) of displacement

3r339112. 3r339396. Now it is obvious that we have distorted the grid, but the effect is barely noticeable. The change in each dimension is no more than 1 unit. That is, the theoretical maximum displacement is √3 ≈ ??? units, which will occur extremely rarely, if at all. Since the outer radius of the cells is 10 units, the displacements are relatively small. 3r339112. 3r339396. 3r339112. 3r339396. The solution is to add to 3r39098. HexMetrics force parameter so that you can scale the movement. Let's try to use force 5. At the same time, the theoretical maximum offset will be √75 ≈ ??? units, which is much more noticeable. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. public const float cellPerturbStrength = 5f; 3r39099. 3r33939100. 3r339112. 3r339396. Apply the force by multiplying it into samples in 3r39098. HexMesh.Perturb . 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. Vector3 Perturb (Vector3 position) {3r339396. Vector4 sample = HexMetrics.SampleNoise (position); 3r339396. position.x + = (sample.x * 2f - 1f) * HexMetrics.cellPerturbStrength; 3r339396. position.y + = (sample.y * 2f - 1f) * HexMetrics.cellPerturbStrength; 3r339396. position.z + = (sample.z * 2f - 1f) * HexMetrics.cellPerturbStrength; 3r339396. return position; 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. Increased strength. [/i] 3r339112. 3r339396. 3r339112. 3r339396.

### The scale of the noise

3r339112. 3r339396. Although the grid looks good before the change, everything can go wrong after the appearance of the ledges. Their tops can be distorted in unpredictably different directions, creating chaos. When using Perlin noise this should not happen. 3r339112. 3r339396. 3r339112. 3r339396. The problem arises because we use the coordinates of the world directly to sample the noise. Because of this, the texture is hidden through each unit, and the cells are much larger than this value. In fact, the texture is sampled at arbitrary points, destroying the integrity it has. 3r339112. 3r339396. 3r339112. 3r339396. 3r37777. 3r? 39122. 3r339112. 3r339396.

return noiseSource.GetPixelBilinear (

position.x * noiseScale,

position.z * noiseScale

); 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. Suddenly it turns out that our texture covers 333 & frac13; square units, and its local integrity becomes apparent. 3r339112. 3r339396. 3r339112. 3r339396.

*Grid rows 10 by 10 overlap cells.*3r339112. 3r339396. 3r339112. 3r339396. We will have to scale the noise sampling so that the texture covers a much larger area. Let's add this scale in 3r39098. HexMetrics and assign it a value of ???? and then scale the coordinates of the samples by this coefficient. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. public const float noiseScale = ???f; 3r339396. 3r339396. public static Vector4 SampleNoise (Vector3 position) {return noiseSource.GetPixelBilinear (

position.x * noiseScale,

position.z * noiseScale

); 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. Suddenly it turns out that our texture covers 333 & frac13; square units, and its local integrity becomes apparent. 3r339112. 3r339396. 3r339112. 3r339396.

3r33511. 3r? 39122. 3r339112. 3r339396.

3r? 3516. 3r? 39122. 3r339112. 3r339396.

*Scaled noise.*3r339112. 3r339396. 3r339112. 3r339396. In addition, the new scale increases the distance between the noise junctions. In fact, since the cells have an inner diameter of 10√3 units, it will never exactly hide in dimension X. However, due to the local integrity of the noise, on a larger scale we will still be able to recognize repeating patterns, approximately every 20 cells, even if the details do not match. But they will be obvious only on the map without other features. 3r339112. 3r339396. 3r339112. 3r339396. 3r? 3530. unitypackage 3r339112. 3r339396. 3r339112. 3r339396. 3r38881. Alignment of cell centers 3r339112. 3r339396. Moving all the vertices gives the map a more natural look, but several problems arise. Since the cells are now uneven, their labels intersect with the mesh. And in the joints of the ledges with cliffs there are cracks. We will leave the cracks for later, and now we will concentrate on the surfaces of the cells. 3r339112. 3r339396. 3r339112. 3r339396. 3r33545. 3r? 39122. 3r339112. 3r339396.

*The map has become less strict, but more problems have appeared.*3r339112. 3r339396. 3r339112. 3r339396. The easiest way to solve the intersection problem is to make the cell centers flat. Let's just not change the Y coordinate in 3r39098. HexMesh.Perturb . 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. Vector3 Perturb (Vector3 position) {3r339396. Vector4 sample = HexMetrics.SampleNoise (position); 3r339396. position.x + = (sample.x * 2f - 1f) * HexMetrics.cellPerturbStrength; 3r339396. //position.y + = (sample.y * 2f - 1f) * HexMetrics.cellPerturbStrength; 3r339396. position.z + = (sample.z * 2f - 1f) * HexMetrics.cellPerturbStrength; 3r339396. return position; 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. 3r? 3574. 3r? 39122. 3r339112. 3r339396.

get {3r339396. return elevation; 3r339396.}

set {

elevation = value; 3r339396. Vector3 position = transform.localPosition; 3r339396. position.y = value * HexMetrics.elevationStep; 3r339396. position.y + =

(HexMetrics.SampleNoise (position) .y * 2f - 1f) *

HexMetrics.elevationPerturbStrength; 3r339396. transform.localPosition = position; 3r339396. 3r339396. Vector3 uiPosition = uiRect.localPosition; 3r339396. uiPosition.z = -position.y; 3r339396. uiRect.localPosition = uiPosition; 3r339396.}

} 3r39099. 3r33939100. 3r339112. 3r339396. In order for the movement to be applied immediately, we need to explicitly set the height of each cell to

3r339396. 3r339396. cell.Elevation = 0; 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. 3r339112. 3r339396.

*Aligned cells.*3r339112. 3r339396. 3r339112. 3r339396. With this change, all vertical positions will remain unchanged, both at the centers of the cells and at the steps of the ledges. It should be noted that this reduces the maximum displacement to √50 ≈ ??? only in the XZ plane. 3r339112. 3r339396. 3r339112. 3r339396. This is a nice change, because it simplifies the identification of individual cells and does not allow the ledges to become too chaotic. But it would still be nice to add a small vertical movement. 3r339112. 3r339396. 3r339112. 3r339396.### Move the height of the cell

3r339112. 3r339396. Instead of applying vertical movement to each vertex, we can apply it to the cell. In this case, each cell will remain flat, but the variation between the cells will still remain. It would also be logical to use a different scale to move the height, so we will add it to 3r39098. HexMetrics . The strength of 1.5 units creates a small variation, approximately equal to the height of one step of the ledge. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. public const float elevationPerturbStrength = 1.5f; 3r39099. 3r33939100. 3r339112. 3r339396. Change property` HexCell.Elevation `

so that it applies this move to the vertical position of the cell. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. public int Elevation {get {3r339396. return elevation; 3r339396.}

set {

elevation = value; 3r339396. Vector3 position = transform.localPosition; 3r339396. position.y = value * HexMetrics.elevationStep; 3r339396. position.y + =

(HexMetrics.SampleNoise (position) .y * 2f - 1f) *

HexMetrics.elevationPerturbStrength; 3r339396. transform.localPosition = position; 3r339396. 3r339396. Vector3 uiPosition = uiRect.localPosition; 3r339396. uiPosition.z = -position.y; 3r339396. uiRect.localPosition = uiPosition; 3r339396.}

} 3r39099. 3r33939100. 3r339112. 3r339396. In order for the movement to be applied immediately, we need to explicitly set the height of each cell to

` HexGrid. CreateCell `

. Otherwise, the mesh will initially be flat. We do this at the end, after creating the UI. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. void CreateCell (int x, int z, int i) {3r339396. 3r339396. cell.Elevation = 0; 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. 3r339112. 3r339396.

3r?656. 3r? 39122. 3r339112. 3r339396.

get {3r339396. return transform.localPosition; 3r339396.}

} 3r39099. 3r33939100. 3r339112. 3r339396. Now we can use this property in

Vector3 center = cell.Position; 3r339396. 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. And we can use it in

HexDirection direction, HexCell cell, Vector3 v? Vector3 v2

) {

3r339396. 3r339396. Vector3 bridge = HexMetrics.GetBridge (direction); 3r339396. Vector3 v3 = v1 + bridge; 3r339396. Vector3 v4 = v2 + bridge; 3r339396. v3.y = v4.y = neighbor.Position.y; 3r339396. 3r339396. 3r339396. 3r339396. HexCell nextNeighbor = cell.GetNeighbor (direction.Next ()); 3r339396. if (direction <= HexDirection.E && nextNeighbor != null) {

Vector3 v5 = v2 + HexMetrics.GetBridge (direction.Next ());

v5.y = nextNeighbor.Position.y;

3rr39126.

3r339396.

*Moved heights with cracks.*3r339112. 3r339396. 3r339112. 3r339396.### Using the same heights

3r339112. 3r339396. Many cracks appeared in the mesh, because we do not use the same cell heights during the mesh triangulation. Let's add in 3r39098. HexCell property to get its position so that you can use it anywhere. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. public Vector3 Position {get {3r339396. return transform.localPosition; 3r339396.}

} 3r39099. 3r33939100. 3r339112. 3r339396. Now we can use this property in

` HexMesh.Triangulate `

to determine the center of the cell. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. void Triangulate (HexDirection direction, HexCell cell) {Vector3 center = cell.Position; 3r339396. 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. And we can use it in

` TriangulateConnection `

in determining the vertical positions of neighboring cells. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. void TriangulateConnection (HexDirection direction, HexCell cell, Vector3 v? Vector3 v2

) {

3r339396. 3r339396. Vector3 bridge = HexMetrics.GetBridge (direction); 3r339396. Vector3 v3 = v1 + bridge; 3r339396. Vector3 v4 = v2 + bridge; 3r339396. v3.y = v4.y = neighbor.Position.y; 3r339396. 3r339396. 3r339396. 3r339396. HexCell nextNeighbor = cell.GetNeighbor (direction.Next ()); 3r339396. if (direction <= HexDirection.E && nextNeighbor != null) {

Vector3 v5 = v2 + HexMetrics.GetBridge (direction.Next ());

v5.y = nextNeighbor.Position.y;

3rr39126.

3r339396.

3r33737. 3r? 39122. 3r339112. 3r339396.

*Consistent use of cell height.*3r339112. 3r339396. 3r339112. 3r339396. 3r33737. unitypackage 3r339112. 3r339396. 3r339112. 3r339396. 3r38881. The cell edge subdivision of 3r339112. 3r339396. Although cells have beautiful variability, they still look like obvious hexagons. This in itself is not a problem, but we can improve their appearance. 3r339112. 3r339396. 3r339112. 3r339396. 3r3758. 3r? 39122. 3r339112. 3r339396.

Vector3 center = cell.Position; 3r339396. Vector3 v1 = center + HexMetrics.GetFirstSolidCorner (direction); 3r339396. Vector3 v2 = center + HexMetrics.GetSecondSolidCorner (direction); 3r339396. 3r339396. Vector3 e1 = Vector3.Lerp (v? v? 0.5f); 3r339396. 3r339396. AddTriangle (center, v? e1); 3r339396. AddTriangleColor (cell.color); 3r339396. AddTriangle (center, e? v2); 3r339396. AddTriangleColor (cell.color); 3r339396. 3r339396. if (direction <= HexDirection.SE) {

TriangulateConnection (direction, cell, v? v2);

}

} 3r33939100. 3r3393912. 3r339396.

*Clearly visible hexagonal cells.*3r339112. 3r339396. 3r339112. 3r339396. If we had more vertices, then there would be greater local variation. So let's split each edge of a cell into two parts, adding the top of the edge in the middle between each pair of corners. This means that` HexMesh.Triangulate `

should add not one, but two triangles. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. void Triangulate (HexDirection direction, HexCell cell) {Vector3 center = cell.Position; 3r339396. Vector3 v1 = center + HexMetrics.GetFirstSolidCorner (direction); 3r339396. Vector3 v2 = center + HexMetrics.GetSecondSolidCorner (direction); 3r339396. 3r339396. Vector3 e1 = Vector3.Lerp (v? v? 0.5f); 3r339396. 3r339396. AddTriangle (center, v? e1); 3r339396. AddTriangleColor (cell.color); 3r339396. AddTriangle (center, e? v2); 3r339396. AddTriangleColor (cell.color); 3r339396. 3r339396. if (direction <= HexDirection.SE) {

TriangulateConnection (direction, cell, v? v2);

}

} 3r33939100. 3r3393912. 3r339396.

Twelve sides instead of six. [/i] 3r339112. 3r339396. 3r339112. 3r339396. Doubling vertices and triangles adds greater variability to the edges of the cell. Let's make them even more uneven by tripling the number of vertices. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. Vector3 e1 = Vector3.Lerp (v? v? 1f /3f); 3r339396. Vector3 e2 = Vector3.Lerp (v? v? 2f /3f); 3r339396. 3r339396. AddTriangle (center, v? e1); 3r339396. AddTriangleColor (cell.color); 3r339396. AddTriangle (center, e? e2); 3r339396. AddTriangleColor (cell.color); 3r339396. AddTriangle (center, e? v2); 3r339396. AddTriangleColor (cell.color); 3r39099. 3r33939100. 3r339112. 3r339396.

3r33825. 3r? 39122. 3r339112. 3r339396.

TriangulateConnection (direction, cell, v? e? e? v2);

} 3r339112. 3r339396. Add the appropriate parameters in 3r39098. TriangulateConnection so that it can work with additional vertices. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. void TriangulateConnection (

HexDirection direction, HexCell cell,

Vector3 v? Vector3 e? Vector3 e? Vector3 v2

) {

3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. We also need to calculate the additional vertices of the edges for the neighboring cells. We can calculate them after connecting the bridge to the other side. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. Vector3 bridge = HexMetrics.GetBridge (direction); 3r339396. Vector3 v3 = v1 + bridge; 3r339396. Vector3 v4 = v2 + bridge; 3r339396. v3.y = v4.y = neighbor.Position.y; 3r339396. 3r339396. Vector3 e3 = Vector3.Lerp (v? v? 1f /3f); 3r339396. Vector3 e4 = Vector3.Lerp (v? v? 2f /3f); 3r39099. 3r33939100. 3r339112. 3r339396. Next, we need to change the edge triangulation. While we ignore the slopes with ledges, we simply add three quad instead of one. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. if (cell.GetEdgeType (direction) == HexEdgeType.Slope) {

TriangulateEdgeTerraces (v? v? cell, v? v? neighbor); 3r339396.}

else {

AddQuad (v? e? v? e3); 3r339396. AddQuadColor (cell.color, neighbor.color); 3r339396. AddQuad (e? e? e? e4); 3r339396. AddQuadColor (cell.color, neighbor.color); 3r339396. AddQuad (e? v? e? v4); 3r339396. AddQuadColor (cell.color, neighbor.color); 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396.

*18 sides.*3r339112. 3r339396. 3r339112. 3r339396.### The subdivision of rib connections

3r339112. 3r339396. Of course, we also need to subdivide the junctions of the ribs. Therefore, we give the new vertices of the edges in 3r39098. TriangulateConnection . 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. if (direction <= HexDirection.SE) {TriangulateConnection (direction, cell, v? e? e? v2);

} 3r339112. 3r339396. Add the appropriate parameters in 3r39098. TriangulateConnection so that it can work with additional vertices. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. void TriangulateConnection (

HexDirection direction, HexCell cell,

Vector3 v? Vector3 e? Vector3 e? Vector3 v2

) {

3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. We also need to calculate the additional vertices of the edges for the neighboring cells. We can calculate them after connecting the bridge to the other side. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. Vector3 bridge = HexMetrics.GetBridge (direction); 3r339396. Vector3 v3 = v1 + bridge; 3r339396. Vector3 v4 = v2 + bridge; 3r339396. v3.y = v4.y = neighbor.Position.y; 3r339396. 3r339396. Vector3 e3 = Vector3.Lerp (v? v? 1f /3f); 3r339396. Vector3 e4 = Vector3.Lerp (v? v? 2f /3f); 3r39099. 3r33939100. 3r339112. 3r339396. Next, we need to change the edge triangulation. While we ignore the slopes with ledges, we simply add three quad instead of one. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. if (cell.GetEdgeType (direction) == HexEdgeType.Slope) {

TriangulateEdgeTerraces (v? v? cell, v? v? neighbor); 3r339396.}

else {

AddQuad (v? e? v? e3); 3r339396. AddQuadColor (cell.color, neighbor.color); 3r339396. AddQuad (e? e? e? e4); 3r339396. AddQuadColor (cell.color, neighbor.color); 3r339396. AddQuad (e? v? e? v4); 3r339396. AddQuadColor (cell.color, neighbor.color); 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396.

3r3907. 3r? 39122. 3r339112. 3r339396.

3r339396. public Vector3 v? v? v? v4; 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. 3r338617. 3r338618. Shouldn't they be serializable? 3r338619.

*Subdivided connections.*3r339112. 3r339396. 3r339112. 3r339396.### The union of the vertices of the edges

3r339112. 3r339396. Since we now need four vertices to describe the edge, it would be logical to combine them into a set. This is more convenient than working with four independent vertices. For this we create a simple structure` EdgeVertices `

. It must contain four vertices, going in clockwise order along the edge of the cell. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. using UnityEngine; 3r339396. 3r339396. public struct EdgeVertices {3r339396. public Vector3 v? v? v? v4; 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. 3r338617. 3r338618. Shouldn't they be serializable? 3r338619.

We will use this structure only during triangulation. At this stage, we do not need to store the vertices of the edges, so it is not necessary to do them serialized. 3r? 39122. 3r? 39122. 3r339112. 3r339396. Add a convenient constructor method to it, which will calculate the intermediate points of the edge. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. public EdgeVertices (Vector3 corner? Vector3 corner2) {

v1 = corner1; 3r339396. v2 = Vector3.Lerp (corner? corner? 1f /3f); 3r339396. v3 = Vector3.Lerp (corner? corner? 2f /3f); 3r339396. v4 = corner2; 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. Now we can add in 3r39098. HexMesh a separate triangulation method for creating a fan of triangles between the center of the cell and one of its edges. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. void TriangulateEdgeFan (Vector3 center, EdgeVertices edge, Color color) {

AddTriangle (center, edge.v? edge.v2); 3r339396. AddTriangleColor (color); 3r339396. AddTriangle (center, edge.v? edge.v3); 3r339396. AddTriangleColor (color); 3r339396. AddTriangle (center, edge.v? edge.v4); 3r339396. AddTriangleColor (color); 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. And a method for triangulating a strip of quadrilaterals between two edges. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. void TriangulateEdgeStrip (

EdgeVertices e? Color c?

EdgeVertices e? Color c2

) {

AddQuad (e1.v? e1.v? e2.v? e2.v2); 3r339396. AddQuadColor (c? c2); 3r339396. AddQuad (e1.v? e1.v? e2.v? e2.v3); 3r339396. AddQuadColor (c? c2); 3r339396. AddQuad (e1.v? e1.v? e2.v? e2.v4); 3r339396. AddQuadColor (c? c2); 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. This will allow us to simplify the

Vector3 center = cell.Position; 3r339396. EdgeVertices e = new EdgeVertices (

Center + HexMetrics.GetFirstSolidCorner (direction),

Center + HexMetrics.GetSecondSolidCorner (direction)

); 3r339396. 3r339396. TriangulateEdgeFan (center, e, cell.color); 3r339396. 3r339396. if (direction <= HexDirection.SE) {

TriangulateConnection (direction, cell, e);

}

} 3r33939100. 3r3393912. 3r339396. We turn to 3r39098. TriangulateConnection . Now we can use

HexDirection direction, HexCell cell, EdgeVertices e1

) {

HexCell neighbor = cell. GetNeighbor (direction); 3r339396. if (neighbor == null) {

return; 3r339396.}

3r339396. Vector3 bridge = HexMetrics.GetBridge (direction); 3r339396. bridge.y = neighbor.Position.y - cell.Position.y; 3r339396. EdgeVertices e2 = new EdgeVertices (

E1.v1 + bridge,

E1.v4 + bridge

); 3r339396. 3r339396. if (cell.GetEdgeType (direction) == HexEdgeType.Slope) {

TriangulateEdgeTerraces (e1.v? e1.v? cell, e2.v? e2.v? neighbor); 3r339396.}

else {

TriangulateEdgeStrip (e? cell.color, e? neighbor.color); 3r339396.}

3r339396. HexCell nextNeighbor = cell.GetNeighbor (direction.Next ()); 3r339396. if (direction <= HexDirection.E && nextNeighbor != null) {

Vector3 v5 = e1.v4 + HexMetrics. GetBridge (direction. Next ());

v5.y = nextNeighbor.Position.y;

3r339396. if (cell.Elevation <= neighbor.Elevation) {

Elevation <= nextNeighbor.Elevation) {

TriangulateCorner (

E1.v? cell, e2.v? neighbor, v? nextNeighbor

);

}

Else {

TriangulateCorner (

Else:))))))). .v? neighbor

);

}

}

else if (neighbor.Elevation <= nextNeighbor.Elevation) {

TriangulateCorner (3r33939126. e2.v? neighbor, v? next, Windor, e1.v? iparther, in a;

Else {

TriangulateCorner (

V? nextNeighbor, e1.v? cell, e2.v? neighbor 3r339396.} 3r31239.} 3r339396.} 3r339396.} 3r339396.) 3r339396.

TriangulateEdgeTerraces (e? cell, e? neighbor); 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. Now we have to change

EdgeVertices end, HexCell endCell

) {3r33939126. EdgeVertices e2 = EdgeVertices.TerraceLerp (begin, end, 1); 3r339396. Color c2 = HexMetrics.TerraceLerp (beginCell.color, endCell.color, 1); 3r339396. 3r339396. TriangulateEdgeStrip (begin, beginCell.color, e? c2); 3r339396. 3r339396. for (int i = 2; i < HexMetrics.terraceSteps; i++) {

EdgeVertices e1 = e2;

Color c1 = c2;

e2 = EdgeVertices.TerraceLerp (begin, end, i);

c2 = HexMetrics.Terracer- ecrlefer, which you need to use to run; .color, i);

TriangulateEdgeStrip (e? c? e? c2);

} 3r33939126.

3r339396. Method

EdgeVertices a, EdgeVertices b, int step)

{

EdgeVertices result; 3r339396. result.v1 = HexMetrics.TerraceLerp (a.v? b.v? step); 3r339396. result.v2 = HexMetrics.TerraceLerp (a.v? b.v? step); 3r339396. result.v3 = HexMetrics.TerraceLerp (a.v? b.v? step); 3r339396. result.v4 = HexMetrics.TerraceLerp (a.v? b.v? step); 3r339396. return result; 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396.

v1 = corner1; 3r339396. v2 = Vector3.Lerp (corner? corner? 1f /3f); 3r339396. v3 = Vector3.Lerp (corner? corner? 2f /3f); 3r339396. v4 = corner2; 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. Now we can add in 3r39098. HexMesh a separate triangulation method for creating a fan of triangles between the center of the cell and one of its edges. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. void TriangulateEdgeFan (Vector3 center, EdgeVertices edge, Color color) {

AddTriangle (center, edge.v? edge.v2); 3r339396. AddTriangleColor (color); 3r339396. AddTriangle (center, edge.v? edge.v3); 3r339396. AddTriangleColor (color); 3r339396. AddTriangle (center, edge.v? edge.v4); 3r339396. AddTriangleColor (color); 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. And a method for triangulating a strip of quadrilaterals between two edges. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. void TriangulateEdgeStrip (

EdgeVertices e? Color c?

EdgeVertices e? Color c2

) {

AddQuad (e1.v? e1.v? e2.v? e2.v2); 3r339396. AddQuadColor (c? c2); 3r339396. AddQuad (e1.v? e1.v? e2.v? e2.v3); 3r339396. AddQuadColor (c? c2); 3r339396. AddQuad (e1.v? e1.v? e2.v? e2.v4); 3r339396. AddQuadColor (c? c2); 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. This will allow us to simplify the

` method. Triangulate `

. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. void Triangulate (HexDirection direction, HexCell cell) {Vector3 center = cell.Position; 3r339396. EdgeVertices e = new EdgeVertices (

Center + HexMetrics.GetFirstSolidCorner (direction),

Center + HexMetrics.GetSecondSolidCorner (direction)

); 3r339396. 3r339396. TriangulateEdgeFan (center, e, cell.color); 3r339396. 3r339396. if (direction <= HexDirection.SE) {

TriangulateConnection (direction, cell, e);

}

} 3r33939100. 3r3393912. 3r339396. We turn to 3r39098. TriangulateConnection . Now we can use

` TriangulateEdgeStrip `

, but you need to make other substitutions. Where we used to be ` v1 3r39099. we need to use 3r39098. e1.v1 `

. Similarly, ` v2 3r39099. becomes 3r39098. e1.v4 `

, 3r39098. v3 3r39099. becomes 3r39098. e2.v1 3-339099. , and 3r39098. v4 3r39099. becomes 3r39098. e2.v4 . 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. void TriangulateConnection (HexDirection direction, HexCell cell, EdgeVertices e1

) {

HexCell neighbor = cell. GetNeighbor (direction); 3r339396. if (neighbor == null) {

return; 3r339396.}

3r339396. Vector3 bridge = HexMetrics.GetBridge (direction); 3r339396. bridge.y = neighbor.Position.y - cell.Position.y; 3r339396. EdgeVertices e2 = new EdgeVertices (

E1.v1 + bridge,

E1.v4 + bridge

); 3r339396. 3r339396. if (cell.GetEdgeType (direction) == HexEdgeType.Slope) {

TriangulateEdgeTerraces (e1.v? e1.v? cell, e2.v? e2.v? neighbor); 3r339396.}

else {

TriangulateEdgeStrip (e? cell.color, e? neighbor.color); 3r339396.}

3r339396. HexCell nextNeighbor = cell.GetNeighbor (direction.Next ()); 3r339396. if (direction <= HexDirection.E && nextNeighbor != null) {

Vector3 v5 = e1.v4 + HexMetrics. GetBridge (direction. Next ());

v5.y = nextNeighbor.Position.y;

3r339396. if (cell.Elevation <= neighbor.Elevation) {

Elevation <= nextNeighbor.Elevation) {

TriangulateCorner (

E1.v? cell, e2.v? neighbor, v? nextNeighbor

);

}

Else {

TriangulateCorner (

Else:))))))). .v? neighbor

);

}

}

else if (neighbor.Elevation <= nextNeighbor.Elevation) {

TriangulateCorner (3r33939126. e2.v? neighbor, v? next, Windor, e1.v? iparther, in a;

Else {

TriangulateCorner (

V? nextNeighbor, e1.v? cell, e2.v? neighbor 3r339396.} 3r31239.} 3r339396.} 3r339396.} 3r339396.) 3r339396.

### Division of ledges

3r339112. 3r339396. We need to subdivide and ledges. Therefore, we give the edges` TriangulateEdgeTerraces `

. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. if (cell.GetEdgeType (direction) == HexEdgeType.Slope) {TriangulateEdgeTerraces (e? cell, e? neighbor); 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. Now we have to change

` TriangulateEdgeTerraces `

so that it interpolates between edges, and not between pairs of vertices. Let's assume that at ` EdgeVertices `

There is a convenient static method for this. This will allow us to simplify ` TriangulateEdgeTerraces `

rather than complicate it. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. void TriangulateEdgeTerraces (3r339396. EdgeVertices begin, HexCell beginCell,EdgeVertices end, HexCell endCell

) {3r33939126. EdgeVertices e2 = EdgeVertices.TerraceLerp (begin, end, 1); 3r339396. Color c2 = HexMetrics.TerraceLerp (beginCell.color, endCell.color, 1); 3r339396. 3r339396. TriangulateEdgeStrip (begin, beginCell.color, e? c2); 3r339396. 3r339396. for (int i = 2; i < HexMetrics.terraceSteps; i++) {

EdgeVertices e1 = e2;

Color c1 = c2;

e2 = EdgeVertices.TerraceLerp (begin, end, i);

c2 = HexMetrics.Terracer- ecrlefer, which you need to use to run; .color, i);

TriangulateEdgeStrip (e? c? e? c2);

} 3r33939126.

3r339396. Method

` EdgeVertices.TerraceLerp `

just interpolates the ledges between all four pairs of vertices of two edges. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. public static EdgeVertices TerraceLerp (EdgeVertices a, EdgeVertices b, int step)

{

EdgeVertices result; 3r339396. result.v1 = HexMetrics.TerraceLerp (a.v? b.v? step); 3r339396. result.v2 = HexMetrics.TerraceLerp (a.v? b.v? step); 3r339396. result.v3 = HexMetrics.TerraceLerp (a.v? b.v? step); 3r339396. result.v4 = HexMetrics.TerraceLerp (a.v? b.v? step); 3r339396. return result; 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396.

3r31177. 3r? 39122. 3r339112. 3r339396.

*Subdivided ledges.*3r339112. 3r339396. 3r339112. 3r339396. 3r31187. unitypackage 3r339112. 3r339396. 3r339112. 3r339396. 3r38881. Reconnect the cliffs and ledges 3r3r8882. 3r339112. 3r339396. While we ignored the cracks in the joints of cliffs and ledges. It is time to solve this problem. Let's first consider the cases of "precipice-slope-slope" (OSS) and "slope-precipice-slope" (SOS). 3r339112. 3r339396. 3r339112. 3r339396. Holes in meshe. [/i] 3r339112. 3r339396. 3r339112. 3r339396. The problem arises because the vertices of the borders have moved. This means that now they do not lie flat on the side of the cliff, which leads to a crack. Sometimes these holes are invisible, and sometimes striking. 3r339112. 3r339396. 3r339112. 3r339396. The solution is to not move the top of the border. This means that we need to control whether the point will be moved. The easiest way is to create an alternative to 3r39098. AddTriangle which does not move vertices at all. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. void AddTriangleUnperturbed (Vector3 v? Vector3 v? Vector3 v3) {

int vertexIndex = vertices.Count; 3r339396. vertices.Add (v1); 3r339396. vertices.Add (v2); 3r339396. vertices.Add (v3); 3r339396. triangles.Add (vertexIndex); 3r339396. triangles.Add (vertexIndex + 1); 3r339396. triangles.Add (vertexIndex + 2); 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. Change

Vector3 begin, HexCell beginCell,

Vector3 left, HexCell leftCell,

Vector boundary, Color, ColorColor

) {

Vector3 v2 = HexMetrics.TerraceLerp (begin, left, 1); 3r339396. Color c2 = HexMetrics.TerraceLerp (beginCell.color, leftCell.color, 1); 3r339396. 3r339396. AddTriangleUnperturbed (Perturb (begin), Perturb (v2), boundary); 3r339396. AddTriangleColor (beginCell.color, c? boundaryColor); 3r339396. 3r339396. for (int i = 2; i < HexMetrics.terraceSteps; i++) {

Vector3 v1 = v2;

Color c1 = c2;

v2 = HexMetrics.TerraceLerp (begin, left, i); 3r33939126. c2 = HexMetrics.TerraceLerp (for how you would see the page, you should see how you have to read, see how you have to see how you have to do, how you should have to do this) .color, i);

AddTriangleUnperturbed (Perturb (v1), Perturb (v2), boundary); 3r39126. AddTriangleColor (c? c? boundaryColor); 3r339396.} I need to use my real-time accountant, and I want to use my face for my left), boundary);

AddTriangleColor (c? leftCell.color, boundaryColor);

} 3r33939100. 3rr39112. 3r339396. It is worth noting the following: since we do not use

3r339396.

int vertexIndex = vertices.Count; 3r339396. vertices.Add (v1); 3r339396. vertices.Add (v2); 3r339396. vertices.Add (v3); 3r339396. triangles.Add (vertexIndex); 3r339396. triangles.Add (vertexIndex + 1); 3r339396. triangles.Add (vertexIndex + 2); 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. Change

` TriangulateBoundaryTriangle `

so that he uses this method. This means that it will have to explicitly move all the vertices, except for the boundary ones. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. void TriangulateBoundaryTriangle (Vector3 begin, HexCell beginCell,

Vector3 left, HexCell leftCell,

Vector boundary, Color, ColorColor

) {

Vector3 v2 = HexMetrics.TerraceLerp (begin, left, 1); 3r339396. Color c2 = HexMetrics.TerraceLerp (beginCell.color, leftCell.color, 1); 3r339396. 3r339396. AddTriangleUnperturbed (Perturb (begin), Perturb (v2), boundary); 3r339396. AddTriangleColor (beginCell.color, c? boundaryColor); 3r339396. 3r339396. for (int i = 2; i < HexMetrics.terraceSteps; i++) {

Vector3 v1 = v2;

Color c1 = c2;

v2 = HexMetrics.TerraceLerp (begin, left, i); 3r33939126. c2 = HexMetrics.TerraceLerp (for how you would see the page, you should see how you have to read, see how you have to see how you have to do, how you should have to do this) .color, i);

AddTriangleUnperturbed (Perturb (v1), Perturb (v2), boundary); 3r39126. AddTriangleColor (c? c? boundaryColor); 3r339396.} I need to use my real-time accountant, and I want to use my face for my left), boundary);

AddTriangleColor (c? leftCell.color, boundaryColor);

} 3r33939100. 3rr39112. 3r339396. It is worth noting the following: since we do not use

` v2 3r39099. to get some other point then you can moves it right away. This is a simple optimization and it reduces the amount of code, so let's add it. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. void TriangulateBoundaryTriangle (`

Vector3 begin, HexCell beginCell,

Vector3 left, HexCell leftCell,

Vector boundary, Color, ColorColor

) {

Vector3 v2 = Perturb (HexMetrics.TerraceLerp (begin, left, 1)); 3r339396. Color c2 = HexMetrics.TerraceLerp (beginCell.color, leftCell.color, 1); 3r339396. 3r339396. AddTriangleUnperturbed (Perturb (begin), v? boundary); 3r339396. AddTriangleColor (beginCell.color, c? boundaryColor); 3r339396. 3r339396. for (int i = 2; i < HexMetrics.terraceSteps; i++) {

Vector3 v1 = v2;

Color c1 = c2;

v2 = Perturb (HexMetrics.TerraceLerp (begin, left, i));

c2 = HexMetrics. color, leftCell.color, i); r3r39126. AddTriangleUnperturbed (v? v? boundary);

AddTriangleColor (c? c? boundaryColor); 3rr39126.} 3r33939126.

AddTriangleColor (c? leftCell.color, boundaryColor);

}

3r339100.3r339396.

Unmoved boundaries. [/i] 3r339112. 3r339396. 3r339112. 3r339396. It looks better, but we are not done yet. Inside the

` method. TriangulateCornerTerracesCliff `

the boundary point is found by interpolation between the left and right points. However, these points have not yet been moved. In order for the boundary point to match the resulting break, we need to perform an interpolation between the displaced points. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. Vector3 boundary = Vector3.Lerp (Perturb (begin), Perturb (right), b); 3r39099. 3r33939100. 3r339112. 3r339396. The same is true for the ` method. TriangulateCornerCliffTerraces `

. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. Vector3 boundary = Vector3.Lerp (Perturb (begin), Perturb (left), b); 3r39099. 3r33939100. 3r339112. 3r339396. 3r313340. 3r? 39122. 3r339112. 3r339396.

*Holes are gone.*3r339112. 3r339396. 3r339112. 3r339396.### Double cliffs and slope

3r339112. 3r339396. In all the remaining problem cases, there are two cliffs and one slope. 3r339112. 3r339396. 3r339112. 3r339396. A big hole because of a single triangle. [/i] 3r339112. 3r339396. 3r339112. 3r339396. This problem is eliminated by manually moving a single triangle in block 3r3909898. else at the end of 3r39098. TriangulateCornerTerracesCliff . 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. else {

AddTriangleUnperturbed (Perturb (left), Perturb (right), boundary); 3r339396. AddTriangleColor (leftCell.color, rightCell.color, boundaryColor); 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. The same applies to

AddTriangleUnperturbed (Perturb (left), Perturb (right), boundary); 3r339396. AddTriangleColor (leftCell.color, rightCell.color, boundaryColor); 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396.

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AddTriangleUnperturbed (Perturb (left), Perturb (right), boundary); 3r339396. AddTriangleColor (leftCell.color, rightCell.color, boundaryColor); 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396. The same applies to

` TriangulateCornerCliffTerraces `

. 3r339112. 3r339396. 3r339112. 3r339396. 3r39097. 3r38820. else {AddTriangleUnperturbed (Perturb (left), Perturb (right), boundary); 3r339396. AddTriangleColor (leftCell.color, rightCell.color, boundaryColor); 3r339396.} 3r39099. 3r33939100. 3r339112. 3r339396.

Get rid of the last cracks. [/i] 3r339112. 3r339396. 3r339112. 3r339396. 3r31412. unitypackage 3r339112. 3r339396. 3r339112. 3r339396. 3r38881. Revision 3r38882. 3r339112. 3r339396. Now we have a completely correct distorted mesh. Its appearance depends on the specific noise, its scale and the forces of distortion. In our case, the distortion may seem too strong. Although this irregularity looks beautiful, we do not want the cells to deviate too far from a flat grid. In the end, we still use it to define a variable cell. And if the cell size will vary too much, then it will be more difficult for us to place the content in them. 3r339112. 3r339396. 3r339112. 3r339396.

3r31427. 3r? 39122. 3r339112. 3r339396.

3r31432. 3r? 39122. 3r339112. 3r339396.

*Undistorted and distorted mesh.*3r339112. 3r339396. 3r339112. 3r339396. It seems that the power of 5 to distort the cells is too great. 3r339112. 3r339396. 3r339112. 3r339396.It may be interesting

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#### weber

Author**7-10-2018, 11:19**

Publication Date
#### Game development / Unity3D

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