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.
Subscribe to:
Post Comments (Atom)
Popular Posts

So, you've created a car prefab using WheelCollider components, and now you can apply a motorTorque to make the whole thing move along. ...

Thank to Adrian Boeing I was inspired this morning to hack together a ripple shader for Unity3D. Thanks for the math Adrian. You can see t...

When you start working with threads in your Unity3D project, you will discover that many things need to be done in the main loop. For exampl...

Possibly slightly more correct lighting. The rim light is now only applied in the direction of the sun, rather than being purely based on v...

I've been investigating the possibility of hard real time software development with Python. From some brief research, I've come up w...

UniWeb now includes a tiny embedded web server which you can use to do crazy things. That is all.

Working with multiple threads is often a necessary evil. This is how I do it safely inside a Unity3D component. There are only certain time...

If you want to bake ambient occlusion into your mesh, here is one way to do it. This script modifies models on import if it has a filename ...

Update: This is another planet shader, with more physical fidelity. Shader "Planet" { Properties { _MainTex ("Di...

import csv open("output.tsv", "w").write("\n".join("\t".join(e.strip() for e in i) for i in csv.rea...
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.
Post a Comment