127 lines
4.4 KiB
Markdown
127 lines
4.4 KiB
Markdown
# HexagonalLib implementation for .NET
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_I was highly inspired by this article: [https://www.redblobgames.com/grids/hexagons/](https://www.redblobgames.com/grids/hexagons/) and this repo is mostly just C# implementation of it. Recommended for reading. Here I will describe some technical details regarding implementation._
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## Hexagonal grid
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To use hexagonal grids you need to create [HexagonalGrid](src/HexagonalLib/HexagonalGrid.cs) and initialize it with grid type and inscribed radius of hex.
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```C#
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var grid = new HexagonalGrid(HexagonalGridType.PointyEven, 1.0f);
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```
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Grids layouts and orientations are merged to one enum [HexagonalGridType](src/HexagonalLib/HexagonalGridType.cs).
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* PointyOdd - Horizontal layout shoves odd rows right [odd-r]
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* PointyEven - Horizontal layout shoves even rows right [even-r]
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* FlatOdd - Vertical layout shoves odd columns down [odd-q]
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* FlatEven - Vertical layout shoves even columns down [even-q]
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## Coordinates systems
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There is three coordinates systems represented in lib:
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* [Offset](src/HexagonalLib/Coordinates/Offset.cs) - offset coordinates ([link](https://www.redblobgames.com/grids/hexagons/#coordinates-offset))
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* [Cubic](src/HexagonalLib/Coordinates/Cubic.cs) - cube coordinates ([link](https://www.redblobgames.com/grids/hexagons/#coordinates-cube))
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* [Axial](src/HexagonalLib/Coordinates/Axial.cs) - axial coordinates ([link](https://www.redblobgames.com/grids/hexagons/#coordinates-axial))
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_Note: there is no [Doubled](https://www.redblobgames.com/grids/hexagons/#coordinates-doubled) coordinates yet. I will add them in later versions._
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Struct [HexagonalGrid](src/HexagonalLib/HexagonalGrid.cs) contains a bunch of methods for coordinates conversion (all details are [described](https://www.redblobgames.com/grids/hexagons/#conversions) in original article):
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```C#
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var offsetFromCubic = grid.ToOffset(cubic);
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var offsetFromAxial = grid.ToOffset(axial);
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var cubicFromOffset = grid.ToCubic(offset);
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var cubicFromAxial = grid.ToCubic(axial);
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var axialFromOffset = grid.ToAxial(offset);
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var axialFromCubic = grid.ToAxial(cubic);
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```
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## Neighbors
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There is the order of neighbors of hex:
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You can take a neighbor of any hex by providing a coordinate of hex and required neighbor index.
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```C#
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var oNeighbor = grid.GetNeighbor(offset, neighborIndex);
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var cNeighbor = grid.GetNeighbor(cubic, neighborIndex);
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var aNeighbor = grid.GetNeighbor(axial, neighborIndex);
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```
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_The neighbor index can be negative or greater than 5 (it will be normalized)_
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Or you can take all neighbors of particular hex
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```C#
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var oNeighbors = grid.GetNeighbors(offset);
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var cNeighbors = grid.GetNeighbors(cubic);
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var aNeighbors = grid.GetNeighbors(axial);
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```
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There is also option to check are two hexes neighbors or not:
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```C#
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var isNeighbors1 = grid.IsNeighbors(offset, oNeighbor);
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var isNeighbors2 = grid.IsNeighbors(cubic, cNeighbor);
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var isNeighbors3 = grid.IsNeighbors(axial, aNeighbor);
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```
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### Ring of neighbors
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You also can get ring of neighbor for particular hex
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```C#
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var oNeighbors = grid.GetNeighborsRing(offset, radius);
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var cNeighbors = grid.GetNeighborsRing(cubic, radius);
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var aNeighbors = grid.GetNeighborsRing(axial, radius);
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```
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### Circle of neighbors
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Same as ring but you will receive hexes from all rings
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```C#
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var oNeighbors = grid.GetNeighborsAround(offset, radius);
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var cNeighbors = grid.GetNeighborsAround(cubic, radius);
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var aNeighbors = grid.GetNeighborsAround(axial, radius);
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```
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## 2D space
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There is also list of methods to convert hex coordinate to its center (point represented as tuple):
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```C#
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var pointFromOffset = grid.ToPoint2(offset);
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var pointFromCubic = grid.ToPoint2(cubic);
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var pointFromAxial = grid.ToPoint2(axial);
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```
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To convert point into a hex coordinate which contains this point you can use:
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```C#
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var offsetFromPoint = grid.ToOffset(x, y);
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var cubicFromPoint = grid.ToCubic(x, y);
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var axialFromPoint = grid.ToAxial(x, y);
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```
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Hexagons have 6 sides and 6 corners. There is corners order of the hexes:
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To take them in code simly use:
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```C#
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var cornerFromOffset = grid.GetCorner(offset, cornerIndex);
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var cornerFromCubic = grid.GetCorner(cubic, cornerIndex);
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var cornerFromAxial = grid.GetCorner(axial, cornerIndex);
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```
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_The corner index can be negative or greater than 5 (it will be normalized)_ |