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HexGrid.cpp
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#include "HexGrid.h"
namespace Neshny {
////////////////////////////////////////////////////////////////////////////////
Hex Hex::operator+(const Hex& b) const {
return Hex(q + b.q, r + b.r);
}
////////////////////////////////////////////////////////////////////////////////
Hex Hex::operator-(const Hex& b) const {
return Hex(q - b.q, r - b.r);
}
////////////////////////////////////////////////////////////////////////////////
Hex Hex::operator*(const double scale) const {
return Hex(q * scale, r * scale);
}
////////////////////////////////////////////////////////////////////////////////
bool Hex::operator==(const Hex& b) const {
return (q == b.q) && (r == b.r) && (s == b.s);
}
////////////////////////////////////////////////////////////////////////////////
Hex Hex::RotateLeft(void) const {
return Hex(-s, -q);
}
////////////////////////////////////////////////////////////////////////////////
Hex Hex::RotateRight(void) const {
return Hex(-r, -s);
}
////////////////////////////////////////////////////////////////////////////////
Hex Hex::Clamp(int distance, int* dist_moved) const {
int aq = abs(q);
int ar = abs(r);
int as = abs(s);
int max = std::max(std::max(aq, ar), as);
if (max <= distance) {
if (dist_moved) {
*dist_moved = 0;
}
return *this;
}
if (dist_moved) {
*dist_moved = max - distance;
}
float frac = distance / (float)max;
if (max == as) {
int ns = s * frac;
int nq = q * frac;
return Hex(nq, -nq - ns, ns);
}
return Hex( q * frac, r * frac );
}
////////////////////////////////////////////////////////////////////////////////
Hex Hex::Neighbor(int direction) const {
return (*this) + HexDirections[direction];
}
////////////////////////////////////////////////////////////////////////////////
Hex Hex::DiagonalNeighbor(int direction) const {
return (*this) + HexDiagonals[direction];
}
////////////////////////////////////////////////////////////////////////////////
void Hex::AllNeighbors(Hex* neighbors) const {
for (int i = 0; i < 6; i++) {
*(neighbors + i) = Neighbor(i);
}
}
////////////////////////////////////////////////////////////////////////////////
int Hex::Length(void) const {
return std::max(abs(q), std::max(abs(r), abs(s)));
}
////////////////////////////////////////////////////////////////////////////////
int Hex::Distance(Hex a, Hex b) {
return (a - b).Length();
}
////////////////////////////////////////////////////////////////////////////////
HexEdge::HexEdge(Hex hex, int _dir) :
pos(hex)
,dir(_dir)
{
if (dir >= 3) {
pos = pos.Neighbor(dir);
dir -= 3;
}
}
////////////////////////////////////////////////////////////////////////////////
void HexEdge::AllNeighbors(HexEdge* neighbors) {
neighbors[0] = HexEdge(pos, (dir + 1) % 6);
neighbors[1] = HexEdge(pos.Neighbor(dir), (dir + 4) % 6);
neighbors[2] = HexEdge(pos, (dir + 5) % 6);
neighbors[3] = HexEdge(pos.Neighbor(dir), (dir + 2) % 6);
}
////////////////////////////////////////////////////////////////////////////////
void HexEdge::AllNeighborHex(Hex* neighbors) {
neighbors[0] = pos;
neighbors[1] = pos.Neighbor(dir);
neighbors[2] = pos.Neighbor((dir + 1) % 6);
neighbors[3] = pos.Neighbor((dir + 5) % 6);
}
////////////////////////////////////////////////////////////////////////////////
std::pair<Vec2, Vec2> HexEdge::GetStartEnd(const HexLayout& layout) {
Vec2 offset = pos.HexToPixel(layout);
Vec2 start = offset + CornerOffset(layout, (dir - 1) % 6);
Vec2 end = offset + CornerOffset(layout, dir);
return { start, end };
}
////////////////////////////////////////////////////////////////////////////////
int HexEdge::Distance(const HexEdge& a, const HexEdge& b) {
if (a == b) {
return 0;
}
Hex delta = b.pos - a.pos;
int dist = delta.Length();
int simple_dist = dist * 2;
if (b.dir < a.dir) {
/// swapping directions is as simple as flipping sign of all delta q r s
delta = Hex(-delta.q, -delta.r, -delta.s);
}
int min_dir = std::min(a.dir, b.dir);
int max_dir = std::max(a.dir, b.dir);
if ((a.dir == 0) && (b.dir == 0)) {
if ((abs(delta.q) == dist) && (abs(delta.s) == dist)) {
simple_dist++;
}
} else if ((a.dir == 1) && (b.dir == 1)) {
if ((abs(delta.q) == dist) && (abs(delta.r) == dist)) {
simple_dist++;
}
} else if ((a.dir == 2) && (b.dir == 2)) {
if ((abs(delta.r) == dist) && (abs(delta.s) == dist)) {
simple_dist++;
}
} else if ((min_dir == 0) && (max_dir == 1)) {
if ((delta.s == dist) || (-delta.r == dist)) {
simple_dist++;
} else if (abs(delta.q) == dist) {
/// no-op
} else if ((delta.r == dist) || (-delta.s == dist)) {
simple_dist--;
}
} else if ((min_dir == 0) && (max_dir == 2)) {
if (delta.s == dist) {
simple_dist += 2;
} else if ((-delta.q == dist) || (-delta.r == dist)) {
simple_dist++;
} else if ((delta.r == dist) || (delta.q == dist)) {
simple_dist--;
} else if (-delta.s == dist) {
simple_dist -= 2;
}
} else if ((min_dir == 1) && (max_dir == 2)) {
if ((delta.s == dist) || (-delta.q == dist)) {
simple_dist++;
} else if (abs(delta.r) == dist) {
/// no-op
} else if ((delta.q == dist) || (-delta.s == dist)) {
simple_dist--;
}
}
return simple_dist;
}
////////////////////////////////////////////////////////////////////////////////
Hex HexFractional::Round(void) const {
int qi = int(round(q));
int ri = int(round(r));
int si = int(round(s));
double q_diff = abs(qi - q);
double r_diff = abs(ri - r);
double s_diff = abs(si - s);
if ((q_diff > r_diff) && (q_diff > s_diff)) {
qi = -ri - si;
} else if (r_diff > s_diff) {
ri = -qi - si;
}
return Hex(qi, ri);
}
////////////////////////////////////////////////////////////////////////////////
int HexFractional::ClosestDirection(const HexLayout& layout) const {
Hex rounded = Round();
HexFractional center(rounded.q, rounded.r);
HexFractional offset = *this - center;
Vec2 dir = offset.HexToPixel(layout);
//double degrees = atan2(dir.y(), dir.x()) * RADIANS_TO_DEGREES;// -90;
//double degrees = 60 - atan2(dir.y(), dir.x()) * RADIANS_TO_DEGREES;
double degrees = -atan2(dir.y, dir.x) * RADIANS_TO_DEGREES;
int direction = (int)floor(degrees / 60.0) + 1;
if (direction < 0) {
direction += 6;
}
return direction;
}
////////////////////////////////////////////////////////////////////////////////
HexEdge HexFractional::ClosestEdge(const HexLayout& layout) const {
return HexEdge(Round(), ClosestDirection(layout));
}
////////////////////////////////////////////////////////////////////////////////
HexFractional HexFractional::Lerp(HexFractional a, HexFractional b, double t) {
return HexFractional(a.q * (1.0 - t) + b.q * t, a.r * (1.0 - t) + b.r * t);
}
////////////////////////////////////////////////////////////////////////////////
std::vector<Hex> Hex::Linedraw(Hex a, Hex b) {
int N = Distance(a, b);
HexFractional a_nudge = HexFractional(a.q + 1e-06, a.r + 1e-06);
HexFractional b_nudge = HexFractional(b.q + 1e-06, b.r + 1e-06);
std::vector<Hex> results = {};
double step = 1.0 / std::max(N, 1);
for (int i = 0; i <= N; i++)
{
results.push_back(HexFractional::Lerp(a_nudge, b_nudge, step * i).Round());
}
return results;
}
////////////////////////////////////////////////////////////////////////////////
Vec2 Hex::HexToPixel(const HexLayout& layout) const {
HexOrientation M = layout.orientation;
Vec2 size = layout.size;
Vec2 origin = layout.origin;
double x = (M.f0 * q + M.f1 * r) * size.x;
double y = (M.f2 * q + M.f3 * r) * size.y;
return Vec2(x + origin.x, y + origin.y);
}
////////////////////////////////////////////////////////////////////////////////
Vec2 HexFractional::HexToPixel(const HexLayout& layout) const {
HexOrientation M = layout.orientation;
Vec2 size = layout.size;
Vec2 origin = layout.origin;
double x = (M.f0 * q + M.f1 * r) * size.x;
double y = (M.f2 * q + M.f3 * r) * size.y;
return Vec2(x + origin.x, y + origin.y);
}
////////////////////////////////////////////////////////////////////////////////
HexFractional PixelToHex(const HexLayout& layout, Vec2 p) {
HexOrientation M = layout.orientation;
Vec2 size = layout.size;
Vec2 origin = layout.origin;
Vec2 pt = Vec2((p.x - origin.x) / size.x, (p.y - origin.y) / size.y);
double q = M.b0 * pt.x + M.b1 * pt.y;
double r = M.b2 * pt.x + M.b3 * pt.y;
return HexFractional(q, r);
}
////////////////////////////////////////////////////////////////////////////////
Vec2 CornerOffset(const HexLayout& layout, int corner) {
HexOrientation M = layout.orientation;
Vec2 size = layout.size;
double angle = 2.0 * PI * (M.start_angle - corner) / 6.0;
return Vec2(size.x * cos(angle), size.y * sin(angle));
}
////////////////////////////////////////////////////////////////////////////////
std::vector<Vec2> PolygonCorners(const HexLayout& layout, Hex h) {
std::vector<Vec2> corners = {};
Vec2 center = h.HexToPixel(layout);
for (int i = 0; i < 6; i++) {
Vec2 offset = CornerOffset(layout, i);
corners.push_back(Vec2(center.x + offset.x, center.y + offset.y));
}
return corners;
}
} // namespace Neshny