hex coords

This commit is contained in:
2024-03-27 22:02:15 -04:00
parent 5c9b5efbf8
commit c4da9ab87a
7 changed files with 191 additions and 37 deletions

View File

@@ -6,30 +6,24 @@ pub fn generate_heightmap(height: usize, width: usize, cfg: &GenerationConfig, s
let mut chunks: Vec<Chunk> = Vec::with_capacity(height * width);
for z in 0..height {
for x in 0..width {
chunks.push(generate_chunk(x as f64, z as f64, 32, cfg, seed));
chunks.push(generate_chunk(x as f64, z as f64, cfg, seed));
}
}
return Map {
chunks: chunks,
height: height,
width: width,
chunks,
height,
width,
};
}
pub fn generate_chunk(
chunk_x: f64,
chunk_z: f64,
size: usize,
cfg: &GenerationConfig,
seed: u32,
) -> Chunk {
let mut result: Vec<f32> = Vec::with_capacity(size * size);
pub fn generate_chunk(chunk_x: f64, chunk_z: f64, cfg: &GenerationConfig, seed: u32) -> Chunk {
let mut result: Vec<f32> = Vec::with_capacity(Chunk::SIZE * Chunk::SIZE);
let noise = SuperSimplex::new(seed);
for z in 0..size {
for x in 0..size {
for z in 0..Chunk::SIZE {
for x in 0..Chunk::SIZE {
result.push(sample_point(
x as f64 + chunk_x * size as f64,
z as f64 + chunk_z * size as f64,
x as f64 + chunk_x * Chunk::SIZE as f64,
z as f64 + chunk_z * Chunk::SIZE as f64,
&cfg,
&noise,
));
@@ -37,7 +31,6 @@ pub fn generate_chunk(
}
return Chunk {
points: result,
size: size,
chunk_offset: IVec2::new(chunk_x as i32, chunk_z as i32),
};
}

View File

@@ -1,9 +1,162 @@
use crate::prelude::Chunk;
use bevy::prelude::*;
pub const OUTER_RADIUS: f32 = 1.;
pub const INNER_RADIUS: f32 = OUTER_RADIUS * 0.866025404;
pub fn to_hex_pos(pos: Vec3) -> Vec3 {
let x = (pos.x + pos.z * 0.5 - (pos.z / 2.).floor()) * (INNER_RADIUS * 2.);
return Vec3::new(x, pos.y, pos.z * OUTER_RADIUS * 1.5);
pub fn offset3d_to_world(offset: Vec3) -> Vec3 {
let x = (offset.x + offset.z * 0.5 - (offset.z / 2.).floor()) * (INNER_RADIUS * 2.);
return Vec3::new(x, offset.y, offset.z * OUTER_RADIUS * 1.5);
}
pub fn offset_to_world(offset: IVec2) -> Vec3 {
let x = (offset.x as f32 + offset.y as f32 * 0.5 - (offset.y as f32 / 2.).floor())
* (INNER_RADIUS * 2.);
return Vec3::new(x, 0., offset.y as f32 * OUTER_RADIUS * 1.5);
}
pub fn offset_to_hex(offset: IVec2) -> IVec3 {
return IVec3 {
x: offset.x,
y: offset.y,
z: -offset.x - offset.y,
};
}
pub fn snap_to_hex_grid(world_pos: Vec3) -> Vec3 {
return offset_to_world(world_to_offset_pos(world_pos));
}
pub fn world_to_offset_pos(world_pos: Vec3) -> IVec2 {
let offset = world_pos.z / (OUTER_RADIUS * 3.);
let x = (world_pos.x / (INNER_RADIUS * 2.)) - offset;
let z = -world_pos.x - offset;
let ix = x.round() as i32;
let iz = z.round() as i32;
let ox = ix + iz / 2;
let oz = iz;
return IVec2::new(ox, oz);
}
pub fn tile_to_world_distance(dist: i32) -> f32 {
return dist as f32 * (2. * INNER_RADIUS);
}
pub fn get_tile_count(radius: i32)->i32{
return 1 + 3 * (radius + 1) * radius;
}
#[derive(Default, Clone, Copy)]
pub struct HexCoord {
pub hex: IVec3,
pub offset: IVec2,
pub world: Vec3,
}
impl PartialEq<Self> for HexCoord {
fn eq(&self, other: &Self) -> bool {
return self.offset == other.offset;
}
}
impl Eq for HexCoord {}
impl HexCoord {
pub const DIRECTIONS: [IVec3; 6] = [
IVec3::new(1, -1, 0),
IVec3::new(1, 0, -1),
IVec3::new(0, 1, -1),
IVec3::new(-1, 1, 0),
IVec3::new(-1, 0, 1),
IVec3::new(0, -1, 1),
];
pub const ZERO: HexCoord = HexCoord {
offset: IVec2::ZERO,
hex: IVec3::ZERO,
world: Vec3::ZERO,
};
pub fn new(x: i32, z: i32) -> Self {
return Self::from_offset(IVec2::new(x, z));
}
pub fn from_grid_pos(x: usize, z: usize) -> Self {
return HexCoord::new(x as i32, z as i32);
}
pub fn from_offset(offset_pos: IVec2) -> Self {
return HexCoord {
offset: offset_pos,
hex: offset_to_hex(offset_pos),
world: offset3d_to_world(offset_pos.extend(0).xzy().as_vec3()),
};
}
pub fn to_chunk_pos(&self) -> IVec2 {
return IVec2 {
x: (self.offset.x as f32 / Chunk::SIZE as f32).floor() as i32,
y: (self.offset.y as f32 / Chunk::SIZE as f32).floor() as i32,
};
}
pub fn to_chunk_index(&self, width: usize) -> usize {
let pos = self.to_chunk_pos();
return pos.x as usize + pos.y as usize * width;
}
pub fn distance(&self, other: &HexCoord) -> i32 {
return (self.hex.x - other.hex.x).abs()
+ (self.hex.y - other.hex.y).abs()
+ (self.hex.z - other.hex.z).abs();
}
pub fn rotate_around(&self, center: &HexCoord, angle: i32) -> HexCoord {
if self == center || angle == 0 {
return self.clone();
}
let mut a = angle % 6;
let mut pc = self.hex - center.hex;
if a > 0 {
for _ in 0..a {
pc = Self::slide_right(pc);
}
} else {
a = a.abs();
for _ in 0..a {
pc = Self::slide_left(pc);
}
}
return HexCoord::from_offset(pc.xy() + center.hex.xy());
}
fn slide_left(hex: IVec3) -> IVec3 {
return (hex * -1).yzx();
}
fn slide_right(hex: IVec3) -> IVec3 {
return (hex * -1).zxy();
}
pub fn scale(&self, dir: i32, radius: i32)-> HexCoord{
let s = Self::DIRECTIONS[dir % 6] * radius;
return Self::from_offset(self.hex.xy() + s.xy());
}
pub fn get_neighbor(&self, dir: i32)-> HexCoord{
let d = Self::DIRECTIONS[dir % 6];
return Self::from_offset(self.hex.xy() + d.xy());
}
pub fn get_neighbors(&self) -> [HexCoord; 6]{
return [
self.get_neighbor(0),
self.get_neighbor(1),
self.get_neighbor(2),
self.get_neighbor(3),
self.get_neighbor(4),
self.get_neighbor(5),
]
}
}

View File

@@ -20,9 +20,12 @@ pub mod prelude {
}
pub struct Chunk {
pub points: Vec<f32>,
pub size: usize,
pub chunk_offset: IVec2,
}
impl Chunk {
pub const SIZE: usize = 32;
}
pub struct Map {
pub chunks: Vec<Chunk>,
pub height: usize,

View File

@@ -1,5 +1,5 @@
use crate::{
hex_utils::{to_hex_pos, INNER_RADIUS, OUTER_RADIUS},
hex_utils::{offset3d_to_world, INNER_RADIUS, OUTER_RADIUS},
prelude::*,
};
use bevy::{
@@ -20,17 +20,17 @@ const HEX_CORNERS: [Vec3; 6] = [
];
pub fn generate_chunk_mesh(chunk: &Chunk) -> Mesh {
let vertex_count: usize = chunk.size * chunk.size;
let vertex_count: usize = Chunk::SIZE * Chunk::SIZE;
let mut verts = Vec::with_capacity(vertex_count);
let mut uvs = Vec::with_capacity(vertex_count);
let mut normals = Vec::with_capacity(vertex_count);
let mut indices = Vec::with_capacity(vertex_count);
for z in 0..chunk.size {
for x in 0..chunk.size {
let height = chunk.points[x + z * chunk.size];
for z in 0..Chunk::SIZE {
for x in 0..Chunk::SIZE {
let height = chunk.points[x + z * Chunk::SIZE];
let off_pos = Vec3::new(x as f32, height, z as f32);
let grid_pos = to_hex_pos(off_pos);
let grid_pos = offset3d_to_world(off_pos);
create_tile(grid_pos, &mut verts, &mut uvs, &mut normals, &mut indices);
}
}