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survival-game/Assets/Mirror/Components/InterestManagement/SpatialHashing/HexGrid3D.cs
2025-06-16 13:15:42 +00:00

244 lines
9.5 KiB
C#

using UnityEngine;
namespace Mirror
{
internal class HexGrid3D
{
// Radius of each hexagonal cell (half the width)
internal float cellRadius;
// Height of each cell along the Y-axis
internal float cellHeight;
// Offset applied to align the grid with the world origin
Vector3 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 HexGrid3D(ushort visRange, ushort height)
{
// Set cell radius as half the visibility range
cellRadius = visRange / 2f;
// Cell3D height is absolute...don't double it
cellHeight = height;
// Offset to center the grid at world origin
// Cell3D height must be divided by 2 for vertical centering
originOffset = new Vector3(0, -cellHeight / 2, 0);
// 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 Cell3D structs (center + 6 per layer x 3 layers)
static readonly Cell3D[] neighborCellsBase = new Cell3D[]
{
// Center
new Cell3D(0, 0, 0),
// Upper layer (1) and its 6 neighbors
new Cell3D(0, 0, 1),
new Cell3D(1, -1, 1), new Cell3D(1, 0, 1), new Cell3D(0, 1, 1),
new Cell3D(-1, 1, 1), new Cell3D(-1, 0, 1), new Cell3D(0, -1, 1),
// Same layer (0) - 6 neighbors
new Cell3D(1, -1, 0), new Cell3D(1, 0, 0), new Cell3D(0, 1, 0),
new Cell3D(-1, 1, 0), new Cell3D(-1, 0, 0), new Cell3D(0, -1, 0),
// Lower layer (-1) and its 6 neighbors
new Cell3D(0, 0, -1),
new Cell3D(1, -1, -1), new Cell3D(1, 0, -1), new Cell3D(0, 1, -1),
new Cell3D(-1, 1, -1), new Cell3D(-1, 0, -1), new Cell3D(0, -1, -1)
};
// Converts a grid cell (q, r, layer) to a world position (x, y, z)
internal Vector3 CellToWorld(Cell3D 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);
// Calculate Y based on layer and cell height
float y = cell.layer * cellHeight + cellHeight / 2;
// Subtract the origin offset to align with world space and return the position
return new Vector3(x, y, z) - originOffset;
}
// Converts a world position (x, y, z) to a grid cell (q, r, layer)
internal Cell3D WorldToCell(Vector3 position)
{
// Apply the origin offset to adjust the position before conversion
position += originOffset;
// Calculate the vertical layer based on Y position
int layer = Mathf.FloorToInt(position.y / cellHeight);
// Convert world X, Z to axial q, r coordinates using inverse hexagonal formulas
float q = (sqrt3Div3 * position.x - oneDiv3 * position.z) / cellRadius;
float r = (twoDiv3 * position.z) / cellRadius;
// Round to the nearest valid cell and return
return RoundToCell(q, r, layer);
}
// Rounds floating-point axial coordinates (q, r) to the nearest integer cell coordinates
Cell3D RoundToCell(float q, float r, int layer)
{
// 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 Cell3D(qInt, rInt, layer);
}
// Populates the provided array with neighboring cells around a given center cell
internal void GetNeighborCells(Cell3D center, Cell3D[] neighbors)
{
// Ensure the array has the correct size
if (neighbors.Length != 21)
throw new System.ArgumentException("Neighbor array must have exactly 21 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 Cell3D(
center.q + neighborCellsBase[i].q,
center.r + neighborCellsBase[i].r,
center.layer + neighborCellsBase[i].layer
);
}
}
#if UNITY_EDITOR
// Draws a hexagonal gizmo in the Unity Editor for visualization
internal void DrawHexGizmo(Vector3 center, float radius, float height, int relativeLayer)
{
// Hexagon has 6 sides
const int segments = 6;
// Array to store the 6 corner points
Vector3[] corners = new Vector3[segments];
// Calculate the corner positions of the hexagon in the XZ plane
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;
// Calculate the corner position based on the angle and radius
corners[i] = center + new Vector3(radius * Mathf.Cos(angle), 0, radius * Mathf.Sin(angle));
}
// Set gizmo color based on the relative layer for easy identification
Color gizmoColor;
switch (relativeLayer)
{
case 1:
gizmoColor = Color.green; // Upper layer (positive Y)
break;
case 0:
gizmoColor = Color.cyan; // Same layer as the reference point
break;
case -1:
gizmoColor = Color.yellow; // Lower layer (negative Y)
break;
default:
gizmoColor = Color.red; // Fallback for unexpected layers
break;
}
// Store the current Gizmos color to restore later
Color previousColor = Gizmos.color;
// Apply the chosen color
Gizmos.color = gizmoColor;
// Draw each side of the hexagon as a 3D quad (wall)
for (int i = 0; i < segments; i++)
{
// Current corner
Vector3 cornerA = corners[i];
// Next corner (wraps around at 6)
Vector3 cornerB = corners[(i + 1) % segments];
// Calculate top and bottom corners to form a vertical quad
Vector3 cornerATop = cornerA + Vector3.up * (height / 2);
Vector3 cornerBTop = cornerB + Vector3.up * (height / 2);
Vector3 cornerABottom = cornerA - Vector3.up * (height / 2);
Vector3 cornerBBottom = cornerB - Vector3.up * (height / 2);
// Draw the four lines of the quad to visualize the wall
Gizmos.DrawLine(cornerATop, cornerBTop);
Gizmos.DrawLine(cornerBTop, cornerBBottom);
Gizmos.DrawLine(cornerBBottom, cornerABottom);
Gizmos.DrawLine(cornerABottom, cornerATop);
}
// Restore the original Gizmos color
Gizmos.color = previousColor;
}
#endif
}
// Custom struct for neighbor offsets (reduced memory usage)
internal struct HexOffset
{
internal int qOffset; // Offset in the q (axial) coordinate
internal int rOffset; // Offset in the r (axial) coordinate
internal HexOffset(int q, int r)
{
qOffset = q;
rOffset = r;
}
}
// Struct representing a single cell in the 3D hexagonal grid
internal struct Cell3D
{
internal readonly int q; // Axial q coordinate (horizontal axis)
internal readonly int r; // Axial r coordinate (diagonal axis)
internal readonly int layer; // Vertical layer index (Y-axis stacking)
internal Cell3D(int q, int r, int layer)
{
this.q = q;
this.r = r;
this.layer = layer;
}
public override bool Equals(object obj) =>
obj is Cell3D other
&& q == other.q
&& r == other.r
&& layer == other.layer;
// Generate a unique hash code for the cell
public override int GetHashCode() => (q << 16) ^ (r << 8) ^ layer;
}
}