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using UnityEngine;
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namespace Mirror
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{
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internal class HexGrid2D
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{
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// Radius of each hexagonal cell (half the width)
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internal float cellRadius;
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// Offset applied to align the grid with the world origin
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Vector2 originOffset;
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// Precomputed constants for hexagon math to improve performance
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readonly float sqrt3Div3; // sqrt(3) / 3, used in coordinate conversions
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readonly float oneDiv3; // 1 / 3, used in coordinate conversions
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readonly float twoDiv3; // 2 / 3, used in coordinate conversions
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readonly float sqrt3; // sqrt(3), used in world coordinate calculations
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readonly float sqrt3Div2; // sqrt(3) / 2, used in world coordinate calculations
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internal HexGrid2D(ushort visRange)
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{
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// Set cell radius as half the visibility range
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cellRadius = visRange / 2f;
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// Offset to center the grid at world origin (2D XZ plane)
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originOffset = Vector2.zero;
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// Precompute mathematical constants for efficiency
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sqrt3Div3 = Mathf.Sqrt(3) / 3f;
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oneDiv3 = 1f / 3f;
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twoDiv3 = 2f / 3f;
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sqrt3 = Mathf.Sqrt(3);
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sqrt3Div2 = Mathf.Sqrt(3) / 2f;
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}
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// Precomputed array of neighbor offsets as Cell2D structs (center + 6 neighbors)
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static readonly Cell2D[] neighborCellsBase = new Cell2D[]
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{
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new Cell2D(0, 0), // Center
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new Cell2D(1, -1), // Top-right
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new Cell2D(1, 0), // Right
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new Cell2D(0, 1), // Bottom-right
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new Cell2D(-1, 1), // Bottom-left
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new Cell2D(-1, 0), // Left
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new Cell2D(0, -1) // Top-left
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};
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// Converts a grid cell (q, r) to a world position (x, z)
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internal Vector2 CellToWorld(Cell2D cell)
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{
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// Calculate X and Z using hexagonal coordinate formulas
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float x = cellRadius * (sqrt3 * cell.q + sqrt3Div2 * cell.r);
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float z = cellRadius * (1.5f * cell.r);
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// Subtract the origin offset to align with world space and return the position
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return new Vector2(x, z) - originOffset;
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}
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// Converts a world position (x, z) to a grid cell (q, r)
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internal Cell2D WorldToCell(Vector2 position)
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{
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// Apply the origin offset to adjust the position before conversion
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position += originOffset;
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// Convert world X, Z to axial q, r coordinates using inverse hexagonal formulas
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float q = (sqrt3Div3 * position.x - oneDiv3 * position.y) / cellRadius;
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float r = (twoDiv3 * position.y) / cellRadius;
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// Round to the nearest valid cell and return
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return RoundToCell(q, r);
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}
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// Rounds floating-point axial coordinates (q, r) to the nearest integer cell coordinates
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Cell2D RoundToCell(float q, float r)
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{
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// Calculate the third hexagonal coordinate (s) for consistency
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float s = -q - r;
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int qInt = Mathf.RoundToInt(q); // Round q to nearest integer
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int rInt = Mathf.RoundToInt(r); // Round r to nearest integer
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int sInt = Mathf.RoundToInt(s); // Round s to nearest integer
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// Calculate differences to determine which coordinate needs adjustment
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float qDiff = Mathf.Abs(q - qInt);
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float rDiff = Mathf.Abs(r - rInt);
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float sDiff = Mathf.Abs(s - sInt);
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// Adjust q or r based on which has the largest rounding error (ensures q + r + s = 0)
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if (qDiff > rDiff && qDiff > sDiff)
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qInt = -rInt - sInt; // Adjust q if it has the largest error
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else if (rDiff > sDiff)
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rInt = -qInt - sInt; // Adjust r if it has the largest error
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return new Cell2D(qInt, rInt);
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}
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// Populates the provided array with neighboring cells around a given center cell
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internal void GetNeighborCells(Cell2D center, Cell2D[] neighbors)
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{
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// Ensure the array has the correct size (7: center + 6 neighbors)
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if (neighbors.Length != 7)
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throw new System.ArgumentException("Neighbor array must have exactly 7 elements");
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// Populate the array by adjusting precomputed offsets with the center cell's coordinates
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for (int i = 0; i < neighborCellsBase.Length; i++)
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{
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neighbors[i] = new Cell2D(
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center.q + neighborCellsBase[i].q,
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center.r + neighborCellsBase[i].r
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);
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}
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}
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#if UNITY_EDITOR
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// Draws a 2D hexagonal gizmo in the Unity Editor for visualization
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internal void DrawHexGizmo(Vector3 center, float radius, HexSpatialHash2DInterestManagement.CheckMethod checkMethod)
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{
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// Hexagon has 6 sides
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const int segments = 6;
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// Array to store the 6 corner points in 3D
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Vector3[] corners = new Vector3[segments];
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// Calculate the corner positions based on the plane (XZ or XY)
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for (int i = 0; i < segments; i++)
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{
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// Angle for each corner, offset by 90 degrees
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float angle = 2 * Mathf.PI / segments * i + Mathf.PI / 2;
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if (checkMethod == HexSpatialHash2DInterestManagement.CheckMethod.XZ_FOR_3D)
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{
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// XZ plane: flat hexagon, Y=0
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corners[i] = center + new Vector3(radius * Mathf.Cos(angle), 0, radius * Mathf.Sin(angle));
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}
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else // XY_FOR_2D
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{
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// XY plane: vertical hexagon, Z=0
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corners[i] = center + new Vector3(radius * Mathf.Cos(angle), radius * Mathf.Sin(angle), 0);
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}
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}
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// Draw each side of the hexagon
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for (int i = 0; i < segments; i++)
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{
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Vector3 cornerA = corners[i];
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Vector3 cornerB = corners[(i + 1) % segments];
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Gizmos.DrawLine(cornerA, cornerB);
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}
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}
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#endif
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}
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// Struct representing a single cell in the 2D hexagonal grid
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internal struct Cell2D
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{
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internal readonly int q; // Axial q coordinate (horizontal axis)
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internal readonly int r; // Axial r coordinate (diagonal axis)
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internal Cell2D(int q, int r)
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{
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this.q = q;
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this.r = r;
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}
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public override bool Equals(object obj) =>
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obj is Cell2D other && q == other.q && r == other.r;
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// Generate a unique hash code for the cell
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public override int GetHashCode() => (q << 16) ^ r;
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}
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}
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