churchianity
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--[[ AXIAL/CUBE COORDINATE SYSTEM FOR AMULET/LUA]] |
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--[[ |
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all hexes in functions are assumed to be amulet vectors. |
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in amulet, vector arithmetic works already with [ + - * / ] |
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things like equality and distance are implemented here. |
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some algorithms use axial coordinates for hexes: vec2(s, t) |
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others use cube coordinates: vec3(s, t, z) where s + t + z = 0 |
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this is for simplicity - many algorithms don't care about the |
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third coordinate, and if they do, the missing coordinate can |
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be calculated from the other two. |
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-- note on orientation: |
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because of the way amulet draws hexagons, it's much easier to assume |
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the user wants to use the flat map. rotation after the fact to |
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achieve other orienations is probably possible, but might have some |
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aliasing issues. TODO work on this. |
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consequently, I have not implemented stretching. all hexagons are |
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assumed to be regular. you could implement this yourself by making |
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layout.size a vec2(sizex, sizey), but you would have to play with |
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transforms in the amulet library if you wanted to use amulet. |
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some of the primary resources used to develop this library: |
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- https://redblobgames.com/grid/hexagons - simply amazing. |
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- http://amulet.xyz/doc - amulet documentation |
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- TODO that place that had the inner circle/outer circle ratio?? |
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]] |
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-- GENERALLY USEFUL CONSTANTS ------------------------------------------------- |
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-- GENERALLY USEFUL FUNCTIONS -------------------------------------------------- |
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function round(n) |
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return n % 1 >= 0.5 and math.ceil(n) or math.floor(n) |
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end |
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function draw_axes(window, node) |
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xaxis = am.line(vec2(-window.width / 2, 0) , vec2(window.width / 2, 0)) |
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yaxis = am.line(vec2(0, -window.height / 2), vec2(0, window.height / 2)) |
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node:append(xaxis) |
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node:append(yaxis) |
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end |
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-- HEX CONSTANTS --------------------------------------------------------------- |
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-- all possible vector directions from a given hex by edge |
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HEX_DIRECTIONS = {vec2( 1 , 0), |
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vec2( 1 , -1), |
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vec2( 0 , -1), |
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vec2(-1 , 0), |
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vec2(-1 , 1), |
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vec2( 0 , 1)} |
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-- HEX UTILITY FUNCTIONS ------------------------------------------------------- |
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function hex_equals(a, b) |
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return a.s == a.t and b.s == b.t |
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end |
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function hex_nequals(a, b) |
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return not hex_equals(a, b) |
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end |
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function hex_length(hex) |
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return ((math.abs(hex.s) + math.abs(hex.t) + math.abs(-hex.s - hex.t)) / 2) |
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end |
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function hex_distance(a, b) |
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return hex_length(a - b) |
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end |
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function hex_direction(direction) |
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return HEX_DIRECTIONS[direction] |
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end |
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function hex_neighbour(hex, direction) |
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return hex + HEX_DIRECTIONS[direction] |
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end |
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function hex_round(hex) |
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rs = round(hex.s) |
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rt = round(hex.t) |
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rz = round(-hex.s + -hex.t) |
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sdelta = math.abs(rs - hex.s) |
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tdelta = math.abs(rt - hex.t) |
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zdelta = math.abs(rz + hex.s + hex.t) |
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if sdelta > tdelta and sdelta > zdelta then |
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rs = -rt - rz |
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elseif tdelta > zdelta then |
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rt = -rs - rz |
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else |
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rz = -rs - rt |
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end |
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return vec2(rs, rt) |
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end |
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-- COORDINATE CONVERSION FUNCTIONS --------------------------------------------- |
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-- forward & inverse matrices used for coordinate conversion |
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local M = mat2(3.0/2.0, 0.0, 3.0^0.5/2.0, 3.0^0.5 ) |
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local W = mat2(2.0/3.0, 0.0, -1.0/3.0 , 3.0^0.5/3.0) |
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-- hex to screen |
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function hex_to_pixel(hex, origin) |
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x = (M[1][1] * hex.s + M[1][2] * hex.t) * SIZE |
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y = (M[2][1] * hex.s + M[2][2] * hex.t) * SIZE |
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return vec2(x + origin.x, y + origin.y) |
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end |
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-- screen to hex |
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function pixel_to_hex(pix, origin) |
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pix = vec2(pix.x - origin.x) / SIZE, |
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(pix.y - origin.y) / SIZE |
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s = W[1][1] * pix.x + W[1][2] * pix.y |
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t = W[2][1] * pix.x + W[2][2] * pix.y |
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return hex_round(vec2(s, t)) |
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end |
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-- MAP FUNCTIONS --------------------------------------------------------------- |
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function hexagonal_map(radius, origin) |
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for s = -radius, radius do |
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t1 = math.max(-radius, -s - radius) |
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t2 = math.min(radius, -s + radius) |
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for t = t1, t2 do |
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color = vec4(math.random(20, 80) / 100, |
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math.random(20, 80) / 100, |
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math.random(20, 80) / 100, |
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1) |
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map:append(am.circle(hex_to_pixel(vec2(s, t)), 24, color, 6)) |
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end |
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end |
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end |
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function rectangular_map(width, height, origin) |
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for s = 0, height do |
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soffset = math.floor(s / 2) |
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for t = -soffset, width - soffset do |
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center = hex_to_pixel(vec2(s, t)) |
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end |
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end |
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end |
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--]] |
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