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232 lines
6.0 KiB
232 lines
6.0 KiB
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----- [[ GENERALLY USEFUL FUNCTIONS ]] -----------------------------------------
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-- rounds numbers. would've been cool to have math.round in lua.
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local 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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----- [[ HEX CONSTANTS & UTILITY FUNCTIONS ]] ----------------------------------
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-- all possible vector directions from a given hex by edge
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local CUBE_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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-- return hex vector direction via integer index |direction|.
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function cube_direction(direction)
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return CUBE_DIRECTIONS[(6 + (direction % 6)) % 6 + 1]
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end
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-- return hexagon adjacent to |hex| in integer index |direction|.
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function cube_neighbour(hex, direction)
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return hex + HEX_DIRECTIONS[(6 + (direction % 6)) % 6 + 1]
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end
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-- TODO rotations are different depending on the coordinate system you use.
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-- implement this for cube/axial, and doubled.
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function cube_rotate_left(hex)
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end
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function cube_rotate_right(hex)
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end
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-- rounds a float coordinate trio |x, y, z| to its nearest integer coordinate trio.
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-- TODO make work with a table {x, y, z} and vec3(x, y, z)
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function cube_round(x, y, z)
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local rx = round(x)
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local ry = round(y)
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local rz = round(z)
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local xdelta = math.abs(rx - x)
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local ydelta = math.abs(ry - y)
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local zdelta = math.abs(rz - z)
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if xdelta > ydelta and xdelta > zdelta then
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rx = -ry - rz
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elseif ydelta > zdelta then
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rx = -ry - rz
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else
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rz = -rx - ry
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end
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return vec3(rx, ry, rz)
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end
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----- [[ LAYOUT, ORIENTATION & COORDINATE CONVERSION ]] -----------------------
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-- forward & inverse matrices used for the flat orientation.
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local FLAT = {M = mat2(3.0/2.0, 0.0, 3.0^0.5/2.0, 3.0^0.5 ),
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W = mat2(2.0/3.0, 0.0, -1.0/3.0 , 3.0^0.5/3.0),
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start_angle = 0.0}
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-- forward & inverse matrices used for the pointy orientation.
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local POINTY = {M = mat2(3.0^0.5, 3.0^0.5/2.0, 0.0, 3.0/2.0),
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W = mat2(3.0^0.5/3.0, -1.0/3.0, 0.0, 2.0/3.0),
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start_angle = 0.5}
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-- stores layout: information that does not pertain to map shape
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function layout(origin, size, orientation)
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return {origin = origin or vec2(0),
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size = size or vec2(11),
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orientation = orientation or FLAT}
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end
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-- hex to screen
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function cube_to_pixel(cube, layout)
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local M = layout.orientation.M
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local x = (M[1][1] * cube.x + M[1][2] * cube.y) * layout.size.x
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local y = (M[2][1] * cube.x + M[2][2] * cube.y) * layout.size.y
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return vec2(x + layout.origin.x, y + layout.origin.y)
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end
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-- screen to hex
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function pixel_to_cube(pix, layout)
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local W = layout.orientation.W
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local pix = (pix - layout.origin) / layout.size
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local s = W[1][1] * pix.x + W[1][2] * pix.y
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local t = W[2][1] * pix.x + W[2][2] * pix.y
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return cube_round(s, t, -s - t)
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end
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function hex_corner_offset(corner, layout)
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local angle = 2.0 * math.pi * layout.orientation.start_angle + corner / 6
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return vec2(layout.size.x * math.cos(angle), layout.size.y * math.sin(angle))
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end
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function hex_corners(hex, layout)
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local corners = {}
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end
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function cube_to_offset(cube)
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end
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function offset_to_cube(off)
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end
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function cube_to_doubled(cube)
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return vec2(cube.x, 2 * (-cube.x - cube.y) + cube.x)
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end
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function doubled_to_cube(dbl)
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return vec2(dbl.x, (dbl.y - dbl.x) / 2)
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end
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----- [[ MAP STORAGE & RETRIEVAL ]] --------------------------------------------
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--[[
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TODO make all functions work regardless of layout. as it stands, they kind
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of do, just not always nicely.
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]]
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-- returns ordered ring-shaped map of |radius| from |center|.
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function ring_map(center, radius)
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local map = {}
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local mt = {__index={center=center, radius=radius}}
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setmetatable(map, mt)
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local walk = center + HEX_DIRECTIONS[6] * radius
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for i = 1, 6 do
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for j = 1, radius do
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table.insert(map, walk)
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walk = hex_neighbour(walk, i)
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end
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end
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return map
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end
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--[[ returns ordered hexagonal map of |radius| rings from |center|.
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the only difference between hex_spiral_map and hex_hexagonal_map is that
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hex_spiral_map is ordered, in a spiral path from the |center|.
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]]
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function spiral_map(center, radius)
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local map = {center}
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local mt = {__index={center=center, radius=radius}}
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setmetatable(map, mt)
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for i = 1, radius do
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table.append(map, hex_ring_map(center, i))
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end
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return map
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end
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-- returns unordered parallelogram-shaped map of |width| and |height|.
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function parallelogram_map(width, height)
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local map = {}
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local mt = {__index={width=width, height=height}}
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setmetatable(map, mt)
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for s = 0, width do
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for t = 0, height do
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map[vec2(s, t)] = true
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end
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end
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return map
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end
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-- returns unordered triangular map of |size|.
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function triangular_map(size)
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local map = {}
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local mt = {__index={size=size}}
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setmetatable(map, mt)
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for s = 0, size do
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for t = size - s, size do
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map[vec2(s, t)] = true
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end
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end
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return map
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end
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-- returns unordered hexagonal map of |radius|.
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function hexagonal_map(radius)
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local map = {}
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local mt = {__index={radius=radius}}
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setmetatable(map, mt)
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for s = -radius, radius do
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local t1 = math.max(-radius, -s - radius)
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local t2 = math.min(radius, -s + radius)
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for t = t1, t2 do
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map[vec2(s, t)] = true
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end
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end
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return map
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end
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-- returns unordered rectangular map of |width| and |height|.
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function rectangular_map(width, height)
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local map = {}
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local mt = {__index={width=width, height=height}}
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setmetatable(map, mt)
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for s = 0, width do
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for t = 0, height do
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map[vec2(s, t - math.floor(s/2))] = true
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end
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end
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return map
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end
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----- [[ TESTS ]] --------------------------------------------------------------
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