Files
survival-game/Assets/Mirror/Components/InterestManagement/SpatialHashing/HexGrid2D.cs
2025-06-16 15:14:23 +02:00

170 lines
6.7 KiB
C#

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