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Tesselated hex grid routine
#1
Back on the old forum I did a program for overlaying square and hex grids over maps & images. The square grid was easy peasy, the hex grid posed a somewhat greater challenge. In revisiting that program, I felt the need to make the hex grid more versatile and modular. Here's a demo of what I came up with.

Code: (Select All)
'Tesselated Hex Grid Demo- OldMoses
SCREEN _NEWIMAGE(1024, 512, 32)
test& = _NEWIMAGE(512, 256, 32)
_DEST test&
CLS , &HFFFF0000
_DEST 0

in% = -1
hsiz = 50
xoff = 0
yoff = 0
DO
    DO
        k$ = INKEY$
        IF k$ <> "" THEN
            SELECT CASE LCASE$(k$)
                CASE IS = "t" '                                 "t" tilt grid 90 degrees
                    t = NOT t
                CASE IS = "+" '                                 "+" increase grid size
                    hsiz = hsiz + 1
                CASE IS = "-" '                                 "-" decrease grid size
                    hsiz = hsiz - 1: IF hsiz < 6 THEN hsiz = 6
                CASE IS = "e" '                                 "e" bias grid up
                    yoff = yoff - 1
                CASE IS = "x" '                                 "x" bias grid down
                    yoff = yoff + 1
                CASE IS = "s" '                                 "s" bias grid to left
                    xoff = xoff - 1
                CASE IS = "d" '                                 "d" bias grid to right
                    xoff = xoff + 1
                CASE IS = "q" '                                 "q" return to system
                    SYSTEM
            END SELECT
            in% = -1
        END IF
        _LIMIT 30
    LOOP UNTIL in%
    in% = 0
    CLS , &HFFB0B0B0
    _DEST test&
    CLS , &HFFFF0000
    _DEST 0
    Hex_Grid hsiz * 2, 0, xoff, yoff, t, &HFF000000 '           draw double sized grid on screen
    Hex_Grid hsiz, test&, xoff, yoff, NOT t, &HFF000000 '       draw base sized, rotated grid on test insert image
    _PUTIMAGE (256, 64), test&, 0
    _DISPLAY
LOOP


'Tessellated hex grid drawing subroutine
'siz = distance in pixels between opposite sides
'img = destination image for grid
'h = horizontal offset
'v = vertical offset
'vert = {0} opposite vertices horizontal  {-1} opposite vertices vertical
SUB Hex_Grid (siz AS INTEGER, img AS LONG, h AS INTEGER, v AS INTEGER, vert AS _BYTE, cl AS _UNSIGNED LONG)

    old& = _DEST
    grd& = _NEWIMAGE(_WIDTH(img), _HEIGHT(img), 32) '           temporary grid image
    _DEST grd&

    'Base geometric algorithm
    side_len = siz / SQR(3) '                                   length of side
    side_hlf = _SHR(side_len, 1) '                              1/2 length of side (for slope line offsets)
    siz_hlf = _SHR(siz, 1) '                                    length from center to orthogonal side
    a = side_len: b = 0 '                                       orthogonal line offsets
    c = side_hlf: d = -siz_hlf '                                left angled line offsets
    e = side_hlf: f = siz_hlf '                                 right angled line offsets
    IF vert THEN
        offA = side_len + side_hlf + _SHR(side_hlf, 1) '        column spacing (x) when vertical opposite vertices
        offB = siz - _SHR(side_hlf, 1) '                        row spacing (y) when vertical
        SWAP a, b: SWAP c, d: SWAP e, f '                       rotate figure end points 90 degrees around (x, y)
    ELSE
        offA = _SHL(side_len + side_hlf, 1) '                   column spacing (x) when horizontal
        offB = _SHR(siz, 1) '                                   row spacing (y) when horizontal
    END IF
    row = -1
    DO
        column = -1
        y = row * offB + v '                                    set origin point y
        of = -(_SHR(offA, 1)) * (row MOD 2 = 0) '               bias alternating rows by half
        DO
            x = column * offA + h + of '                        set origin point x
            LINE (x, y)-(x - a, y - b), cl '                    display orthogonal line
            LINE (x, y)-(x + c, y + d), cl '                    draw angled right/up
            LINE (x, y)-(x + e, y + f), cl '                    draw angled left/down
            column = column + 1 '                               move to next column position
        LOOP UNTIL (column - 1) * offA > _WIDTH(grd&)
        row = row + 1
    LOOP UNTIL (row - 1) * offB > _HEIGHT(grd&)
    'end base geometric algorithm

    _PUTIMAGE , grd&, img '                                     overlay grid to img
    _FREEIMAGE grd&
    _DEST old&

END SUB 'Hex_Grid
DO: LOOP: DO: LOOP
sha_na_na_na_na_na_na_na_na_na:
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#2
vroom
Code: (Select All)
'Moving hex grid
SCREEN _NEWIMAGE(480, 480, 32)
s = 35
sb = s / 2
ho = s + (s * COS(_D2R(60)))
vo = 2 * (s * SIN(_D2R(60)))

ymax = 20
DO
    CLS
    k = k - 1
    IF k MOD vo = 0 THEN k = 0
    FOR x = -10 TO 10
        FOR y = 0 TO ymax
            IF x MOD 2 = 0 THEN b = vo / 2 ELSE b = 0
            x11 = x * ho - sb
            y11 = y * vo + b + k
            x12 = x * ho + s - sb
            y12 = y * vo + b + k
            p1 = 240 + x11 * 700 / (y11 + 250)
            q1 = 200 * 700 / (y11 + 250)
            p2 = 240 + x12 * 700 / (y12 + 250)
            q2 = 200 * 700 / (y12 + 250)
            'LINE (x11, y11)-(x12, y12)
            LINE (p1, q1)-(p2, q2)

            x21 = x * ho + s - sb
            y21 = y * vo + b + k
            x22 = x * ho + s + ho - s - sb
            y22 = y * vo + b - (vo / 2) + k
            p1 = 240 + x21 * 700 / (y21 + 250)
            q1 = 200 * 700 / (y21 + 250)
            p2 = 240 + x22 * 700 / (y22 + 250)
            q2 = 200 * 700 / (y22 + 250)
            'LINE (x21, y21)-(x22, y22)
            LINE (p1, q1)-(p2, q2)

            x31 = x * ho + s - sb
            y31 = y * vo + b + k
            x32 = x * ho + s + ho - s - sb
            y32 = y * vo + b + (vo / 2) + k
            p1 = 240 + x31 * 700 / (y31 + 250)
            q1 = 200 * 700 / (y31 + 250)
            p2 = 240 + x32 * 700 / (y32 + 250)
            q2 = 200 * 700 / (y32 + 250)
            'LINE (x31, y31)-(x32, y32)
            LINE (p1, q1)-(p2, q2)
        NEXT y
    NEXT x

    LINE (0, 0)-(480, 100), _RGB(0, 0, 0), BF
    LINE (0, 101)-(480, 101)
    _LIMIT 50
    _DISPLAY
LOOP UNTIL _KEYDOWN(27)
SYSTEM
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#3
Wow that's pretty cool, the land of chicken wire!
b = b + ...
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#4
nice effect
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#5
That is simply amazing to me Vince, perhaps one day I can begin to wrap my poor tender head around it.
DO: LOOP: DO: LOOP
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