├── .gitignore ├── Cube.cs ├── CubeList.cs ├── Editor └── UpdateWhenChangedPropertyDrawer.cs ├── HexField.cs ├── HexGrid.cs ├── HexMap.cs ├── HexTile.cs ├── IInitialize.cs ├── LICENSE ├── README.md ├── ScreenCoordinate.cs └── UpdateWhenChangedAttribute.cs /.gitignore: -------------------------------------------------------------------------------- 1 | *.meta -------------------------------------------------------------------------------- /Cube.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System; 4 | 5 | [Serializable] 6 | public class Cube { 7 | private static int[,] _directions = { {1, -1, 0}, {1, 0, -1}, {0, 1, -1}, {-1, 1, 0}, {-1, 0, 1}, {0, -1, 1} }; 8 | 9 | public Vector3 position; 10 | 11 | public Cube(Vector3 position) { 12 | this.position = position; 13 | } 14 | 15 | public Cube(float x, float y, float z) { 16 | position = new Vector3(x, y, z); 17 | } 18 | 19 | public override String ToString() { 20 | return String.Format("{0}, {1}, {2}", position.x, position.y, position.z); 21 | } 22 | 23 | public override bool Equals(object obj) { 24 | Cube c = obj as Cube; 25 | return position.Equals(c.position); 26 | } 27 | 28 | public override int GetHashCode() { 29 | return position.GetHashCode(); 30 | } 31 | 32 | public static Cube operator +(Cube c1, Cube c2) { 33 | return new Cube(c1.position + c2.position); 34 | } 35 | 36 | public static Cube operator -(Cube c1, Cube c2) { 37 | return new Cube(c1.position - c2.position); 38 | } 39 | 40 | public Cube RotateLeft() { 41 | return new Cube(-position[1], -position[2], -position[0]); 42 | } 43 | 44 | public Cube RotateRight() { 45 | return new Cube(-position[2], -position[0], -position[1]); 46 | } 47 | 48 | public float Length() { 49 | float len = 0.0f; 50 | for (int i = 0; i < 3; i++) { 51 | if (Math.Abs(position[i]) > len) { 52 | len = Math.Abs(position[i]); 53 | } 54 | } 55 | return len; 56 | } 57 | 58 | public Cube Round() { 59 | int[] r = new int[3]; 60 | var sum = 0; 61 | 62 | r[0] = (int)Math.Round(position.x); 63 | r[1] = (int)Math.Round(position.y); 64 | r[2] = (int)Math.Round(position.z); 65 | 66 | for (int i=0; i < 3; i++) { 67 | sum += r[i]; 68 | } 69 | 70 | if (sum != 0) { 71 | float[] e = new float[3]; 72 | var worst_i = 0; 73 | 74 | for (int i = 0; i < 3; i++ ) { 75 | e[i] = Math.Abs(r[i] - position[i]); 76 | if (e[i] > e[worst_i]) { 77 | worst_i = i; 78 | } 79 | } 80 | 81 | r[worst_i] = -sum + r[worst_i]; 82 | } 83 | 84 | return new Cube(r[0], r[1], r[2]); 85 | } 86 | 87 | public static Cube direction(int dir) { 88 | return new Cube(_directions[dir, 0], _directions[dir, 1], _directions[dir, 2]); 89 | } 90 | } 91 | -------------------------------------------------------------------------------- /CubeList.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | 6 | [Serializable] 7 | public class CubeList : List { 8 | } 9 | 10 | -------------------------------------------------------------------------------- /Editor/UpdateWhenChangedPropertyDrawer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | using System.Collections; 4 | 5 | [CustomPropertyDrawer(typeof(UpdateWhenChangedAttribute))] 6 | public class UpdateWhenChangedPropertyDrawer : PropertyDrawer { 7 | public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { 8 | EditorGUI.BeginChangeCheck(); 9 | EditorGUI.PropertyField(position, property, label, true); 10 | property.serializedObject.ApplyModifiedProperties(); 11 | if (EditorGUI.EndChangeCheck()) { 12 | (property.serializedObject.targetObject as IInitialize).Init(); 13 | } 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /HexField.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System; 4 | 5 | [Serializable] 6 | public class HexField { 7 | public Vector2 position; 8 | 9 | public HexField(int q, int r) { 10 | position = new Vector2(q, r); 11 | } 12 | 13 | public HexField(float q, float r) { 14 | position = new Vector2(q, r); 15 | } 16 | 17 | public int q { 18 | get { 19 | return (int)position.x; 20 | } 21 | } 22 | 23 | public int r { 24 | get { 25 | return (int)position.y; 26 | } 27 | } 28 | 29 | public override string ToString() { 30 | return String.Format("{0}:{1}", q, r); 31 | } 32 | } 33 | -------------------------------------------------------------------------------- /HexGrid.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System; 3 | using System.Collections; 4 | using System.Collections.Generic; 5 | using System.Linq; 6 | 7 | [Serializable] 8 | public class HexGrid { 9 | private static double SQRT_3_2 = Math.Sqrt(3) / 2; 10 | 11 | [SerializeField] 12 | private CubeList hexes; 13 | 14 | public Orientation orientation = Orientation.Horizontal; 15 | public float scale = 1.0f; 16 | 17 | public HexGrid(CubeList hexes) { 18 | this.hexes = hexes; 19 | } 20 | 21 | public IList Hexes { 22 | get { 23 | return hexes; 24 | } 25 | } 26 | 27 | public ScreenCoordinate HexToCenter(Cube cube) { 28 | // NOTE: this is really a matrix multiply turning a 3-vector 29 | // into a 2-vector, and there's one matrix for each 30 | // orientation 31 | if (orientation == Orientation.Horizontal) { 32 | return new ScreenCoordinate(scale * (SQRT_3_2 * (cube.position.x + 0.5 * cube.position.z)), 33 | scale * (0.75 * cube.position.z)); 34 | } 35 | else { 36 | return new ScreenCoordinate(scale * (0.75 * cube.position.x), 37 | scale * (SQRT_3_2 * (cube.position.z + 0.5 * cube.position.x))); 38 | } 39 | } 40 | 41 | public Bounds Bounds { 42 | get { 43 | IEnumerable centers = hexes.Select(hex => HexToCenter(hex)); 44 | 45 | Bounds b1 = BoundsOfPoints(PolygonVertices()); 46 | Bounds b2 = BoundsOfPoints(new List(centers)); 47 | 48 | Bounds b = new Bounds(); 49 | b.SetMinMax(new Vector3(b1.min.x + b2.min.x, b1.min.y + b2.min.y), new Vector3(b1.max.x + b2.max.x, b1.max.y + b2.max.y)); 50 | return b; 51 | } 52 | } 53 | 54 | public IList PolygonVertices() { 55 | List points = new List(); 56 | 57 | foreach (int i in Enumerable.Range(0, 6)) { 58 | var angle = 2 * Math.PI * (2 * i - (orientation == Orientation.Horizontal ? 1 : 0)) / 12; 59 | points.Add(new ScreenCoordinate(0.5 * scale * Math.Cos(angle), 60 | 0.5 * scale * Math.Sin(angle))); 61 | } 62 | return points; 63 | } 64 | 65 | public static Bounds BoundsOfPoints(IList points) { 66 | float minX = 0.0f, minY = 0.0f, maxX = 0.0f, maxY = 0.0f; 67 | 68 | foreach (ScreenCoordinate p in points) { 69 | if (p.position.x < minX) { minX = p.position.x; } 70 | if (p.position.x > maxX) { maxX = p.position.x; } 71 | if (p.position.y < minY) { minY = p.position.y; } 72 | if (p.position.y > maxY) { maxY = p.position.y; } 73 | } 74 | Bounds b = new Bounds(); 75 | b.SetMinMax(new Vector3(minX, minY), new Vector3(maxX, maxY)); 76 | return b; 77 | } 78 | 79 | public static Cube HexToCube(HexField hex) { 80 | return new Cube(hex.q, -hex.r - hex.q, hex.r); 81 | } 82 | 83 | public static HexField CubeToHex(Cube cube) { 84 | return new HexField(cube.position.x, cube.position.z); 85 | } 86 | 87 | public static Cube OddQToCube(HexField hex) { 88 | int x = hex.q, z = hex.r - ((hex.q - (hex.q & 1)) >> 1); 89 | return new Cube(x, -x - z, z); 90 | } 91 | 92 | public static HexField CubeToOddQ(Cube cube) { 93 | int x = (int)cube.position.x, z = (int)cube.position.z; 94 | return new HexField(x, z + ((x - (x & 1)) >> 1)); 95 | } 96 | 97 | public static Cube EvenQToCube(HexField hex) { 98 | int x = hex.q, z = hex.r - ((hex.q + (hex.q & 1)) >> 1); 99 | return new Cube(x, -x - z, z); 100 | } 101 | 102 | public static HexField CubeToEvenQ(Cube cube) { 103 | int x = (int)cube.position.x, z = (int)cube.position.z; 104 | return new HexField(x, z + ((x + (x & 1)) >> 1)); 105 | } 106 | 107 | public static Cube OddRToCube(HexField hex) { 108 | int z = hex.r, x = hex.q - ((hex.r - (hex.r & 1)) >> 1); 109 | return new Cube(x, -x - z, z); 110 | } 111 | 112 | public static HexField CubeToOddR(Cube cube) { 113 | int x = (int)cube.position.x, z = (int)cube.position.z; 114 | return new HexField(x + ((z - (z & 1)) >> 1), z); 115 | } 116 | 117 | public static Cube EvenRToCube(HexField hex) { 118 | int z = hex.r, x = hex.q - ((hex.r + (hex.r & 1)) >> 1); 119 | return new Cube(x, -x - z, z); 120 | } 121 | 122 | public static HexField cubeToEvenR(Cube cube) { 123 | int x = (int)cube.position.x, z = (int)cube.position.z; 124 | return new HexField(x + ((z + (z & 1)) >> 1), z); 125 | } 126 | 127 | public delegate Cube ToCube(HexField hex); 128 | 129 | // These functions generate various shapes of hex maps 130 | 131 | public static CubeList TrapezoidalShape(int minQ, int maxQ, int minR, int maxR, ToCube toCube) { 132 | var hexes = new CubeList(); 133 | foreach (int q in Enumerable.Range(minQ, minQ + maxQ + 1)) { 134 | foreach (int r in Enumerable.Range(minR, minR + maxR + 1)) { 135 | hexes.Add(toCube(new HexField(q, r))); 136 | } 137 | } 138 | return hexes; 139 | } 140 | 141 | 142 | public static CubeList TriangularShape(int size) { 143 | var hexes = new CubeList(); 144 | foreach (int k in Enumerable.Range(0, size + 1)) { 145 | foreach (int i in Enumerable.Range(0, k + 1)) { 146 | hexes.Add(new Cube(i, -k, k - i)); 147 | } 148 | } 149 | return hexes; 150 | } 151 | 152 | 153 | public static CubeList HexagonalShape(int size) { 154 | var hexes = new CubeList(); 155 | foreach (int x in Enumerable.Range(-size, 2 * size + 1)) { 156 | foreach (int y in Enumerable.Range(-size, 2 * size + 1)) { 157 | var z = -x - y; 158 | if (Math.Abs(x) <= size && Math.Abs(y) <= size && Math.Abs(z) <= size) { 159 | hexes.Add(new Cube(x, y, z)); 160 | } 161 | } 162 | } 163 | return hexes; 164 | } 165 | } 166 | 167 | public enum Orientation { 168 | Horizontal, Vertical 169 | } 170 | 171 | public enum GridShape { 172 | Trapeze, Triangle, Hexagonal 173 | } -------------------------------------------------------------------------------- /HexMap.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | [ExecuteInEditMode] 5 | public class HexMap : MonoBehaviour, IInitialize { 6 | public HexGrid grid; 7 | 8 | [UpdateWhenChanged] 9 | public int size = 10; 10 | 11 | [UpdateWhenChanged] 12 | public GridShape shape = GridShape.Hexagonal; 13 | 14 | // Use this for initialization 15 | void Start () { 16 | Init(); 17 | } 18 | 19 | // Update is called once per frame 20 | void Update () { 21 | 22 | } 23 | 24 | public void Init() { 25 | var oldgrid = grid; 26 | switch (shape) { 27 | case GridShape.Hexagonal: 28 | grid = new HexGrid(HexGrid.HexagonalShape(size)); 29 | break; 30 | case GridShape.Triangle: 31 | grid = new HexGrid(HexGrid.TriangularShape(size)); 32 | break; 33 | case GridShape.Trapeze: 34 | grid = new HexGrid(HexGrid.TrapezoidalShape(0, size, 0, size, HexGrid.OddQToCube)); 35 | break; 36 | } 37 | 38 | if (oldgrid != null) { 39 | grid.orientation = oldgrid.orientation; 40 | grid.scale = oldgrid.scale; 41 | } 42 | } 43 | 44 | void Reset() { 45 | Init(); 46 | } 47 | 48 | void OnDrawGizmos() { 49 | var poly = grid.PolygonVertices(); 50 | foreach (Cube cube in grid.Hexes) { 51 | ScreenCoordinate pos = grid.HexToCenter(cube); 52 | ScreenCoordinate first = null; 53 | ScreenCoordinate last = null; 54 | foreach (ScreenCoordinate coord in poly) { 55 | if (last == null) { 56 | first = coord + pos; 57 | last = coord + pos; 58 | continue; 59 | } 60 | ScreenCoordinate next = coord + pos; 61 | Gizmos.DrawLine(new Vector3(last.position.x, last.position.y), new Vector3(next.position.x, next.position.y)); 62 | last = next; 63 | } 64 | 65 | Gizmos.DrawLine(new Vector3(last.position.x, last.position.y), new Vector3(first.position.x, first.position.y)); 66 | } 67 | } 68 | } 69 | -------------------------------------------------------------------------------- /HexTile.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | [ExecuteInEditMode] 5 | public class HexTile : MonoBehaviour { 6 | public HexMap map; 7 | public Vector2 position; 8 | 9 | // Use this for initialization 10 | void Start () { 11 | 12 | } 13 | 14 | // Update is called once per frame 15 | void Update () { 16 | if (map != null) { 17 | transform.position = map.grid.HexToCenter(HexGrid.HexToCube(new HexField(position.x, position.y))).position; 18 | } 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /IInitialize.cs: -------------------------------------------------------------------------------- 1 | public interface IInitialize { 2 | void Init(); 3 | } 4 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | Apache License 2 | Version 2.0, January 2004 3 | http://www.apache.org/licenses/ 4 | 5 | TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION 6 | 7 | 1. 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We also recommend that a 185 | file or class name and description of purpose be included on the 186 | same "printed page" as the copyright notice for easier 187 | identification within third-party archives. 188 | 189 | Copyright {yyyy} {name of copyright owner} 190 | 191 | Licensed under the Apache License, Version 2.0 (the "License"); 192 | you may not use this file except in compliance with the License. 193 | You may obtain a copy of the License at 194 | 195 | http://www.apache.org/licenses/LICENSE-2.0 196 | 197 | Unless required by applicable law or agreed to in writing, software 198 | distributed under the License is distributed on an "AS IS" BASIS, 199 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 200 | See the License for the specific language governing permissions and 201 | limitations under the License. 202 | 203 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | UnityHexGrid 2 | ============ 3 | 4 | Components and utilities for Unity3D for working with hexagonal maps. 5 | 6 | UnityHexGrid is heavily based on Amit Patel’s code found at http://www.redblobgames.com/grids/hexagons/. 7 | 8 | For now there are two Unity components: 9 | 10 | ### HexMap 11 | 12 | HexMap provides the actual hexagonal grid. Just add the component to an empty GameObject and you see a hex map drawn as a gizmo. 13 | 14 | **Properties** 15 | * *Orientation* Decides which way the hexes are pointing. Horizontal the hexes point upwards, Vertical sideways. 16 | * *Scale* Scales the whole map by the amount given. 17 | * *Size* The size of the map in hexes. The actual size depends on the selected shape. 18 | * *Shape* The map can have three shapes: Trapeze, Triangle and Hexagonal. 19 | 20 | ### HexTile 21 | 22 | The HexTile component is added to the actual game pieces, that are placed on the map. It provides coordinates in hex space, that snap the GameObject to the corresponding hex on the map. Where the object is placed depends on the shape and orientation of the map. 23 | 24 | ### Additional classes 25 | 26 | * *Cube* has functions for working with cube coordinates. 27 | * *ScreenCoordinate* functions to work with screen coordinates. 28 | * *HexGrid* helper functions to convert between coordinate systems. 29 | 30 | See Amid Patel's page for more information. 31 | -------------------------------------------------------------------------------- /ScreenCoordinate.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System; 3 | using System.Collections; 4 | 5 | [Serializable] 6 | public class ScreenCoordinate { 7 | public Vector2 position; 8 | 9 | public ScreenCoordinate(float x, float y) { 10 | position = new Vector2(x, y); 11 | } 12 | 13 | public ScreenCoordinate(double x, double y) { 14 | position = new Vector2((float)x, (float)y); 15 | } 16 | 17 | public override bool Equals(object o) { 18 | ScreenCoordinate p = o as ScreenCoordinate; 19 | return position.Equals(p.position); 20 | } 21 | public override int GetHashCode() { 22 | return position.GetHashCode(); 23 | } 24 | public override String ToString() { return String.Format("{0},{1}", position.x, position.y); } 25 | 26 | public double LengthSquared { get { return position.x * position.x + position.y * position.y; } } 27 | public double Length { get { return Math.Sqrt(LengthSquared); } } 28 | 29 | public ScreenCoordinate Normalize() { var d = Length; return new ScreenCoordinate(position.x / d, position.y / d); } 30 | public ScreenCoordinate Scale(float d) { return new ScreenCoordinate(position.x * d, position.y * d); } 31 | 32 | public ScreenCoordinate rotateLeft() { return new ScreenCoordinate(position.y, -position.x); } 33 | public ScreenCoordinate rotateRight() { return new ScreenCoordinate(-position.y, position.x); } 34 | 35 | public static ScreenCoordinate operator +(ScreenCoordinate p1, ScreenCoordinate p2) { return new ScreenCoordinate(p1.position.x + p2.position.x, p1.position.y + p2.position.y); } 36 | public static ScreenCoordinate operator -(ScreenCoordinate p1, ScreenCoordinate p2) { return new ScreenCoordinate(p1.position.x - p2.position.x, p1.position.y - p2.position.y); } 37 | public float Dot(ScreenCoordinate p) { return position.x * p.position.x + position.y * p.position.y; } 38 | public float Cross(ScreenCoordinate p) { return position.x * p.position.y - position.y * p.position.x; } 39 | public double Distance(ScreenCoordinate p) { return (this-p).Length; }} 40 | -------------------------------------------------------------------------------- /UpdateWhenChangedAttribute.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class UpdateWhenChangedAttribute : PropertyAttribute { 5 | } 6 | --------------------------------------------------------------------------------