
What is a hexagonal grid?
What you can see above are the two grids. It's all in the way you number your tiles and the way you understand what a hexagonal grid is. The way I see it, a hexagonal grid is nothing more than a deformed orthogonal one.
The two hex tiles I've circled in purple are theoretically still adjacent to 0,0
. However, due to the deformation we've gone through to obtain the hex-tile grid from the orthogonal one, the two are no longer visually adjacent.
Deformation
What we need to understand is the deformation happened in a certain direction, along a [(-1,1) (1,-1)]
imaginary line in my example. To be more precise, it is as if the grid has been elongated along that line, and squashed along a line perpendicular to that. So naturally, the two tiles on that line got spread out and are no longer visually adjacent. Conversely, the tiles (1, 1)
and (-1, -1)
which were diagonal to (0, 0)
are now unusually close to (0, 0)
, so close in fact that they are now visually adjacent to (0, 0)
. Mathematically however, they are still diagonals and it helps to treat them that way in your code.
Selection
The image I show illustrates a radius of 1. For a radius of two, you'll notice (2, -2)
and (-2, 2)
are the tiles that should not be included in the selection. And so on. So, for any selection of radius r, the points (r, -r)
and (-r, r)
should not be selected. Other than that, your selection algorithm should be the same as a square-tiled grid.
Just make sure you have your axis set up properly on the hexagonal grid, and that you are numbering your tiles accordingly.
Implementation
Let's expand on this for a bit. We now know that movement along any direction in the grid costs us 1. And movement along the stretched direction costs us 2. See (0, 0)
to (-1, 1)
for example.
Knowing this, we can compute the shortest distance between any two tiles on such a grid, by decomposing the distance into two components: a diagonal movement and a straight movement along one of the axis.
For example, for the distance between (1, 1)
and (-2, 5)
on a normal grid we have:
Normal distance = (1, 1) - (-2, 5) = (3, -4)
That would be the distance vector between the two tiles were they on a square grid. However we need to compensate for the grid deformation so we decompose like this:
(3, -4) = (3, -3) + (0, -1)
As you can see, we've decomposed the vector into one diagonal one (3, -3)
and one straight along an axis (0, -1)
.
We now check to see if the diagonal one is along the deformation axis which is any point (n, -n)
where n
is an integer that can be either positive or negative.
(3, -3)
does indeed satisfy that condition, so this diagonal vector is along the deformation. This means that the length (or cost) of this vector instead of being 3
, it will be double, that is 6
.
So to recap. The distance between (1, 1)
and (-2, 5)
is the length of (3, -3)
plus the length of (0, -1)
. That is distance = 3 * 2 + 1 = 7
.
Implementation in C++
Below is the implementation in C++ of the algorithm I have explained above:
int ComputeDistanceHexGrid(const Point & A, const Point & B)
{
// compute distance as we would on a normal grid
Point distance;
distance.x = A.x - B.x;
distance.y = A.y - B.y;
// compensate for grid deformation
// grid is stretched along (-n, n) line so points along that line have
// a distance of 2 between them instead of 1
// to calculate the shortest path, we decompose it into one diagonal movement(shortcut)
// and one straight movement along an axis
Point diagonalMovement;
int lesserCoord = abs(distance.x) < abs(distance.y) ? abs(distance.x) : abs(distance.y);
diagonalMovement.x = (distance.x < 0) ? -lesserCoord : lesserCoord; // keep the sign
diagonalMovement.y = (distance.y < 0) ? -lesserCoord : lesserCoord; // keep the sign
Point straightMovement;
// one of x or y should always be 0 because we are calculating a straight
// line along one of the axis
straightMovement.x = distance.x - diagonalMovement.x;
straightMovement.y = distance.y - diagonalMovement.y;
// calculate distance
size_t straightDistance = abs(straightMovement.x) + abs(straightMovement.y);
size_t diagonalDistance = abs(diagonalMovement.x);
// if we are traveling diagonally along the stretch deformation we double
// the diagonal distance
if ( (diagonalMovement.x < 0 && diagonalMovement.y > 0) ||
(diagonalMovement.x > 0 && diagonalMovement.y < 0) )
{
diagonalDistance *= 2;
}
return straightDistance + diagonalDistance;
}
Now, given the above implemented ComputeDistanceHexGrid
function, you can now have a naive, unoptimized implementation of a selection algorithm that will ignore any tiles further than the specified selection range:
int _tmain(int argc, _TCHAR* argv[])
{
// your radius selection now becomes your usual orthogonal algorithm
// except you eliminate hex tiles too far away from your selection center
// for(x-range;x+range;x++); for(y-range;y+range;y++);
Point selectionCenter = {1, 1};
int range = 1;
for ( int x = selectionCenter.x - range;
x <= selectionCenter.x + range;
++x )
{
for ( int y = selectionCenter.y - range;
y <= selectionCenter.y + range;
++y )
{
Point p = {x, y};
if ( ComputeDistanceHexGrid(selectionCenter, p) <= range )
cout << "(" << x << ", " << y << ")" << endl;
else
{
// do nothing, skip this tile since it is out of selection range
}
}
}
return 0;
}
For a selection point (1, 1)
and a range of 1
, the above code will display the expected result:
(0, 0)
(0, 1)
(1, 0)
(1, 1)
(1, 2)
(2, 1)
(2, 2)
Possible optimization
For optimizing this, you can include the logic of knowing how far a tile is from the selection point (logic found in ComputeDistanceHexGrid
) directly into your selection loop, so you can iterate the grid in a way that avoids out of range tiles altogether.