using UnityEngine;
using System.Collections;
public class HexGridSnap : MonoBehaviour {
static float size,h,r,b,a;
static void Init (float size) {
HexGridSnap.size = size;
h = Mathf.Sin(30*Mathf.Deg2Rad) * size;
r = Mathf.Cos(30*Mathf.Deg2Rad) * size;
b = size + 2 * h;
a = 2 * r;
}
static Vector3 Snap(Vector3 p) {
var u = p.x;
var v = p.z;
var x = u  u % a + r;
var y = v  v % b + ((x  r) / a % 1) * b / 2;
return new Vector3(x, p.y, y);
}
}
Friday, December 17, 2010
Unity3D Hex Grid.
How to snap world points to the closest hexagonal grid point, where a hexagonal grid point is the center of the hexagon. The Init(size) parameter is the length of one edge of the hexagon.
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2 comments:
using UnityEngine;
using System.Collections;
/*
* HexGridSnap by Simon Wittber from entitycrisis.blogspot.com
*
* adapted to C# by Jonas Widmer, frinx.ch (I had to change the modulo for the indentTrigger, line 30, to 2 instead of 1 ... )
*
* for hexagon standing on a point not an edge
*/
public class HexGridSnap : MonoBehaviour
{
static float size,h,r,b,a;
public static void Init (float size)
{
HexGridSnap.size = size;
HexGridSnap.h = Mathf.Sin(30f*Mathf.Deg2Rad) * size;
HexGridSnap.r = Mathf.Cos(30f*Mathf.Deg2Rad) * size;
HexGridSnap.b = size * 2f;
HexGridSnap.a = 2f * r;
}
public static Vector3 SnapCenter(Vector3 p)
{
float u = p.x;
float v = p.z;
float x = u  u % HexGridSnap.a + HexGridSnap.r;
float indentTrigger = ((x  HexGridSnap.r) / HexGridSnap.a % 2);
//print("indent Trigger is "+indentTrigger);
float y = v  v % HexGridSnap.b + indentTrigger * (HexGridSnap.b / 2f);
return new Vector3(x, p.y, y);
}
public static Vector3 SnapEdge(Vector3 p)
{
Vector3 c = SnapCenter(p);
Vector3[] g = new Vector3[6];
//
g[0] = new Vector3(HexGridSnap.r, 0, HexGridSnap.h) + c; //right top
g[1] = new Vector3(HexGridSnap.r, 0, HexGridSnap.h) + c; //right lower
g[2] = new Vector3(0, 0, HexGridSnap.size) + c; //bottom point
g[3] = new Vector3(HexGridSnap.r,0, HexGridSnap.h) + c; //left lower
g[4] = new Vector3(HexGridSnap.r,0, HexGridSnap.h) + c; //left upper
g[5] = new Vector3(0, 0, HexGridSnap.size) + c; //top point
int closest = 0;
float closestDist = Vector3.SqrMagnitude(g[0]  p);
for(int i = 1; i < g.Length; i++)
{
if(Vector3.SqrMagnitude(g[i]  p) < closestDist)
{
closestDist = Vector3.SqrMagnitude(g[i]  p);
closest = i;
}
}
//print("snapping to point "+closest);
return g[closest];
}
}
okay that was hasty. I wanted to add some flexibility but it doesn't work like this.
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