├── .gitattributes ├── .gitignore ├── Hexasphere ├── Assets │ ├── Hexasphere material.mat │ ├── Hexasphere material.mat.meta │ ├── Hexasphere.cs │ ├── Hexasphere.cs.meta │ ├── Scenes.meta │ ├── Scenes │ │ ├── SampleScene.unity │ │ └── SampleScene.unity.meta │ ├── dirt.mat │ └── dirt.mat.meta ├── Logs │ └── Packages-Update.log ├── Packages │ └── manifest.json └── ProjectSettings │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── UnityConnectSettings.asset │ └── VFXManager.asset ├── LICENSE ├── README.md ├── cover.png ├── cover1.png └── cover2.png /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | *.VC.db 27 | 28 | # Unity3D generated meta files 29 | *.pidb.meta 30 | *.pdb.meta 31 | 32 | # Unity3D Generated File On Crash Reports 33 | sysinfo.txt 34 | 35 | # Builds 36 | *.apk 37 | *.unitypackage 38 | -------------------------------------------------------------------------------- /Hexasphere/Assets/Hexasphere material.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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UnityEngine.Rendering.IndexFormat.UInt32 : UnityEngine.Rendering.IndexFormat.UInt16; 45 | HexagonSphere hex = new HexagonSphere((size - offset) / 2, subdivisions, offset); 46 | 47 | FinalStorage storage = new FinalStorage(); 48 | Vector3[] vertices = hex.getNewVertices(storage); 49 | int[] triangles = hex.getNewTriangles(vertices.ToList(), storage); // other performance hog! 50 | mesh.vertices = vertices; 51 | mesh.triangles = triangles; 52 | mesh.normals = hex.getNormals(); 53 | return mesh; 54 | } 55 | } 56 | public class HexagonSphere 57 | { 58 | float size; 59 | int subdivisions; 60 | List finalFaces; 61 | Face[] faces; 62 | Vector3[] centroidPoints; 63 | public Vector3[] getNormals() 64 | { 65 | List normals = new List(); 66 | foreach(FinalFace face in finalFaces) 67 | { 68 | for(int i = 0; i < face.getFaces().Length; i++) 69 | { 70 | normals.Add(face.getNormal()); 71 | } 72 | } 73 | return normals.ToArray(); 74 | } 75 | public HexagonSphere(float size, int subdivisions, float offset) 76 | { 77 | 78 | this.size = size; 79 | this.subdivisions = subdivisions; 80 | finalFaces = new List(); 81 | 82 | Storage storage = new Storage(); 83 | 84 | FillFaces(); 85 | 86 | subdivideFaces(subdivisions); 87 | 88 | foreach (Face face in faces) 89 | { 90 | face.fixRadius(size); 91 | face.storePoints(storage); 92 | face.setOffset(offset); 93 | } 94 | finalFaces = storage.findShapeFaces(); 95 | 96 | } 97 | public Vector3[] getNewVertices(FinalStorage storage) 98 | { 99 | List array = new List(); 100 | int i = 0; 101 | foreach (FinalFace face in finalFaces) 102 | { 103 | foreach (Face f in face.getFaces()) 104 | { 105 | Vector3 vert = f.offsetCentroid(face); 106 | array.Add(vert); 107 | storage.addData(vert, i++); 108 | } 109 | } 110 | return array.ToArray(); 111 | } 112 | public int[] getNewTriangles(List vertices, FinalStorage storage) 113 | { 114 | List array = new List(); 115 | foreach (FinalFace face in finalFaces) 116 | { 117 | foreach (Vector3 t in face.getTriangles()) 118 | { 119 | array.Add(storage.getData(t)); 120 | } 121 | } 122 | return array.ToArray(); 123 | } 124 | void subdivideFaces(int subdivisionAmt) 125 | { 126 | for (int i = 0; i < subdivisionAmt; i++) 127 | { 128 | Face[] newFaces = new Face[(faces.Length * 4)]; 129 | for (int f = 0; f < faces.Length; f++) 130 | { 131 | Face face = faces[f]; 132 | Face[] subdivided = face.subdivide(); 133 | for (int l = 0; l < subdivided.Length; l++) 134 | { 135 | newFaces[(f * 4) + l] = subdivided[l]; 136 | } 137 | } 138 | faces = newFaces; 139 | } 140 | centroidPoints = new Vector3[faces.Length]; 141 | for (int i = 0; i < faces.Length; i++) 142 | { 143 | centroidPoints[i] = faces[i].getCentroidPoint(); 144 | } 145 | } 146 | 147 | public void FillFaces() 148 | { 149 | Vector3[] vertices = new Vector3[12]; 150 | float tau = 1.61803399f; 151 | vertices[0] = new Vector3(size, tau * size, 0); 152 | vertices[1] = new Vector3(-size, tau * size, 0); 153 | vertices[2] = new Vector3(size, -tau * size, 0); 154 | vertices[3] = new Vector3(-size, -tau * size, 0); 155 | vertices[4] = new Vector3(0, size, tau * size); 156 | vertices[5] = new Vector3(0, -size, tau * size); 157 | vertices[6] = new Vector3(0, size, -tau * size); 158 | vertices[7] = new Vector3(0, -size, -tau * size); 159 | vertices[8] = new Vector3(tau * size, 0, size); 160 | vertices[9] = new Vector3(-tau * size, 0, size); 161 | vertices[10] = new Vector3(tau * size, 0, -size); 162 | vertices[11] = new Vector3(-tau * size, 0, -size); 163 | 164 | faces = new Face[20]; 165 | faces[0] = new Face(vertices[0], vertices[1], vertices[4]); 166 | faces[1] = new Face(vertices[1], vertices[9], vertices[4]); 167 | faces[2] = new Face(vertices[4], vertices[9], vertices[5]); 168 | faces[3] = new Face(vertices[5], vertices[9], vertices[3]); 169 | faces[4] = new Face(vertices[2], vertices[3], vertices[7]); 170 | faces[5] = new Face(vertices[3], vertices[2], vertices[5]); 171 | faces[6] = new Face(vertices[7], vertices[10], vertices[2]); 172 | faces[7] = new Face(vertices[0], vertices[8], vertices[10]); 173 | faces[8] = new Face(vertices[0], vertices[4], vertices[8]); 174 | faces[9] = new Face(vertices[8], vertices[2], vertices[10]); 175 | faces[10] = new Face(vertices[8], vertices[4], vertices[5]); 176 | faces[11] = new Face(vertices[8], vertices[5], vertices[2]); 177 | faces[12] = new Face(vertices[1], vertices[0], vertices[6]); 178 | faces[13] = new Face(vertices[11], vertices[1], vertices[6]); 179 | faces[14] = new Face(vertices[3], vertices[9], vertices[11]); 180 | faces[15] = new Face(vertices[6], vertices[10], vertices[7]); 181 | faces[16] = new Face(vertices[3], vertices[11], vertices[7]); 182 | faces[17] = new Face(vertices[11], vertices[6], vertices[7]); 183 | faces[18] = new Face(vertices[6], vertices[0], vertices[10]); 184 | faces[19] = new Face(vertices[9], vertices[1], vertices[11]); 185 | } 186 | } 187 | public class Storage 188 | { 189 | private Dictionary> data = new Dictionary>(); 190 | 191 | 192 | public void addPoint(Vector3 point, Face face) 193 | { 194 | if (data.ContainsKey(point)) 195 | { 196 | data[point].Add(face); 197 | } 198 | else 199 | { 200 | List al = new List(); 201 | al.Add(face); 202 | data.Add(point, al); 203 | } 204 | } 205 | 206 | public List findShapeFaces() 207 | { 208 | List finalFaces = new List(); 209 | foreach (KeyValuePair> pair in data) 210 | { 211 | List list = data[pair.Key]; 212 | int size = list.Count; 213 | if (size >= 5) 214 | { 215 | FinalFace finalFace = new FinalFace(list, pair.Key); 216 | finalFaces.Add(finalFace); 217 | } 218 | 219 | } 220 | return finalFaces; 221 | 222 | } 223 | } 224 | public class FinalFace 225 | { 226 | List faces = new List(); 227 | 228 | Vector3 normal; 229 | public FinalFace(List faces, Vector3 centerPoint) 230 | { 231 | this.faces = faces; 232 | rearangeFaces(); 233 | normal = new Vector3(centerPoint.x, centerPoint.y, centerPoint.z).normalized; // probably buggy 234 | } 235 | public Vector3 getNormal() 236 | { 237 | return normal; 238 | } 239 | public Face[] getFaces() 240 | { 241 | return faces.ToArray(); 242 | } 243 | public Vector3[] getTriangles() 244 | { 245 | List array = new List(); 246 | 247 | bool frontFace = false; 248 | // find squared triangle area 249 | 250 | Vector3 P = faces[2].offsetCentroid(this); 251 | Vector3 Q = faces[1].offsetCentroid(this); 252 | Vector3 R = faces[4].offsetCentroid(this); 253 | 254 | Vector3 PR = R - P; 255 | Vector3 PQ = Q - P; 256 | 257 | Vector3 cross = Vector3.Cross(PR, PQ); 258 | 259 | 260 | frontFace = Vector3.Dot(cross, normal) <= 0.15f ? false : true; 261 | 262 | 263 | if (faces.Count == 5) 264 | { 265 | if (frontFace) 266 | { 267 | array.Add(faces[0].offsetCentroid(this)); 268 | array.Add(faces[1].offsetCentroid(this)); 269 | array.Add(faces[2].offsetCentroid(this)); // first triangle 270 | 271 | array.Add(faces[2].offsetCentroid(this)); 272 | array.Add(faces[3].offsetCentroid(this)); 273 | array.Add(faces[4].offsetCentroid(this)); // second triangle 274 | 275 | array.Add(faces[4].offsetCentroid(this)); 276 | array.Add(faces[0].offsetCentroid(this)); 277 | array.Add(faces[2].offsetCentroid(this)); // third triangle 278 | } else 279 | { 280 | array.Add(faces[0].offsetCentroid(this)); 281 | array.Add(faces[4].offsetCentroid(this)); 282 | array.Add(faces[1].offsetCentroid(this)); // first triangle 283 | 284 | array.Add(faces[4].offsetCentroid(this)); 285 | array.Add(faces[3].offsetCentroid(this)); 286 | array.Add(faces[2].offsetCentroid(this)); // second triangle 287 | 288 | array.Add(faces[2].offsetCentroid(this)); 289 | array.Add(faces[1].offsetCentroid(this)); 290 | array.Add(faces[4].offsetCentroid(this)); // third triangle 291 | } 292 | 293 | 294 | } else if (faces.Count == 6) 295 | { 296 | if (frontFace) 297 | { 298 | array.Add(faces[0].offsetCentroid(this)); 299 | array.Add(faces[1].offsetCentroid(this)); 300 | array.Add(faces[2].offsetCentroid(this)); // first triangle 301 | 302 | array.Add(faces[2].offsetCentroid(this)); 303 | array.Add(faces[3].offsetCentroid(this)); 304 | array.Add(faces[0].offsetCentroid(this)); // I really don't think these comments 305 | 306 | array.Add(faces[3].offsetCentroid(this)); 307 | array.Add(faces[4].offsetCentroid(this)); 308 | array.Add(faces[5].offsetCentroid(this)); // are necessary anymore 309 | 310 | array.Add(faces[5].offsetCentroid(this)); 311 | array.Add(faces[0].offsetCentroid(this)); 312 | array.Add(faces[3].offsetCentroid(this)); // fourth triangle 313 | } 314 | else 315 | { 316 | // second side 317 | array.Add(faces[0].offsetCentroid(this)); 318 | array.Add(faces[5].offsetCentroid(this)); 319 | array.Add(faces[1].offsetCentroid(this)); // first triangle 320 | 321 | array.Add(faces[5].offsetCentroid(this)); 322 | array.Add(faces[4].offsetCentroid(this)); 323 | array.Add(faces[3].offsetCentroid(this)); // second triangle 324 | 325 | array.Add(faces[3].offsetCentroid(this)); 326 | array.Add(faces[2].offsetCentroid(this)); 327 | array.Add(faces[1].offsetCentroid(this)); // third triangle 328 | 329 | array.Add(faces[1].offsetCentroid(this)); 330 | array.Add(faces[5].offsetCentroid(this)); 331 | array.Add(faces[3].offsetCentroid(this)); // fourth triangle 332 | } 333 | } 334 | 335 | return array.ToArray(); 336 | 337 | } 338 | public void rearangeFaces() 339 | { 340 | List rearanged = new List(); 341 | rearanged.Add(faces[0]); 342 | Face lastFace = faces[0]; 343 | Face firstFace = lastFace; 344 | faces.Remove(lastFace); 345 | while(faces.Count > 0) // probably replace with a for loop that uses the initial size of faces 346 | { 347 | foreach(Face face in faces) 348 | { 349 | Vector3[] lastFacePoints = {lastFace.p1, lastFace.p2, lastFace.p3}; 350 | int sharedPoints = 0; 351 | if (lastFacePoints.Contains(face.p1)) 352 | ++sharedPoints; 353 | if (lastFacePoints.Contains(face.p2)) 354 | ++sharedPoints; 355 | if (lastFacePoints.Contains(face.p3)) 356 | ++sharedPoints; 357 | if(sharedPoints == 2) 358 | { 359 | rearanged.Add(face); 360 | faces.Remove(face); // might cause c# to flip out. 361 | lastFace = face; 362 | break; 363 | } 364 | } 365 | } 366 | faces = rearanged; 367 | } 368 | public Vector3 offsetToRadius(Vector3 p, float sphereRadius) 369 | { 370 | float currentDistance = (p.x * p.x) + (p.y * p.y) + (p.z * p.z); 371 | float adjustment = (sphereRadius * sphereRadius) / currentDistance; 372 | return new Vector3(p.x * adjustment, p.y * adjustment, p.z * adjustment); 373 | } 374 | } 375 | public class Face 376 | { 377 | float offset = 5; 378 | public Vector3 p1; 379 | public Vector3 p2; 380 | public Vector3 p3; 381 | public Face[] neighbours = new Face[3]; 382 | public void setOffset(float offset) 383 | { 384 | this.offset = offset; 385 | } 386 | public Face(Vector3 point1, Vector3 point2, Vector3 point3) 387 | { 388 | this.p1 = point1; 389 | this.p2 = point2; 390 | this.p3 = point3; 391 | } 392 | 393 | public Face[] subdivide() 394 | { 395 | Vector3 m1 = new Vector3((p1.x + p2.x) / 2, (p1.y + p2.y) / 2, (p1.z + p2.z) / 2); 396 | Vector3 m2 = new Vector3((p2.x + p3.x) / 2, (p2.y + p3.y) / 2, (p2.z + p3.z) / 2); 397 | Vector3 m3 = new Vector3((p3.x + p1.x) / 2, (p3.y + p1.y) / 2, (p3.z + p1.z) / 2); 398 | 399 | Face[] array = new Face[4]; 400 | array[0] = new Face(m1, p1, m3); 401 | array[1] = new Face(m3, p3, m2); 402 | array[2] = new Face(m2, m1, m3); 403 | array[3] = new Face(p2, m1, m2); 404 | 405 | return array; 406 | } 407 | 408 | public Vector3 getCentroidPoint() 409 | { 410 | return multiplyVector(new Vector3((p1.x + p2.x + p3.x) / 3, (p1.y + p2.y + p3.y) / 3, (p1.z + p2.z + p3.z) / 3), 1.07f); 411 | } 412 | 413 | public Vector3 offsetCentroid(FinalFace f) 414 | { 415 | return getCentroidPoint() + (f.getNormal()* offset); 416 | } 417 | public float correctToRadius(float sphereRadius, Vector3 p) 418 | { 419 | float currentDistance = Mathf.Sqrt((p.x * p.x) + (p.y * p.y) + (p.z * p.z)); 420 | float adjustment = sphereRadius / currentDistance; 421 | return adjustment; 422 | } 423 | public void fixRadius(float radius) 424 | { 425 | p1 = multiplyVector(p1, correctToRadius(radius, p1)); 426 | p2 = multiplyVector(p2, correctToRadius(radius, p2)); 427 | p3 = multiplyVector(p3, correctToRadius(radius, p3)); 428 | } 429 | public Vector3 multiplyVector(Vector3 point, float multiplication) 430 | { 431 | return new Vector3(point.x * multiplication, point.y * multiplication, point.z * multiplication); 432 | } 433 | public void storePoints(Storage storage) 434 | { 435 | storage.addPoint(p1, this); 436 | storage.addPoint(p2, this); 437 | storage.addPoint(p3, this); 438 | } 439 | } 440 | public class FinalStorage 441 | { 442 | Dictionary data = new Dictionary(); 443 | public void addData(Vector3 vec, int position) 444 | { 445 | data.Add(vec, position); 446 | } 447 | public int getData(Vector3 vec) 448 | { 449 | return data[vec]; 450 | } 451 | public int dataKeys() 452 | { 453 | return data.Count; 454 | } 455 | } 456 | 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Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | **ARCHIVED** 2 | # Hexasphere-unity 3 | Generate a sphere covered mostly in hexagons in unity at runtime 4 | 5 | ![cover](cover1.png) 6 | ![cover](cover2.png) 7 | Recommended to keep subdivisions under 4, for better performance 8 | 9 | Original project: https://github.com/arscan/hexasphere.js 10 | -------------------------------------------------------------------------------- /cover.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Yoris1/Hexasphere-unity/019a44117d170747586bcb645265371f9ac682e2/cover.png -------------------------------------------------------------------------------- /cover1.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Yoris1/Hexasphere-unity/019a44117d170747586bcb645265371f9ac682e2/cover1.png -------------------------------------------------------------------------------- /cover2.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Yoris1/Hexasphere-unity/019a44117d170747586bcb645265371f9ac682e2/cover2.png --------------------------------------------------------------------------------