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C# 垂直六边形网格:获得围绕特定坐标的x个瓷砖环_C#_Algorithm_Hexagonal Tiles - Fatal编程技术网

C# 垂直六边形网格:获得围绕特定坐标的x个瓷砖环

C# 垂直六边形网格:获得围绕特定坐标的x个瓷砖环,c#,algorithm,hexagonal-tiles,C#,Algorithm,Hexagonal Tiles,问题 我想做的是从一个指定点得到x个环,并将这些环存储在列表中,其中内部列表是该环中所有六角的列表,六角坐标是下面定义的结构 理想情况下,我希望能够指定坐标,以及我希望搜索多少个环,并让算法为我抓取瓷砖 图像和尝试 我有一个垂直(平顶)六边形网格,看起来像这样 在代码中,每个磁贴都由一个简单的六边形坐标结构表示 有谁能帮我找到正确的方向,或者给我一个算法,让我得到六角环?我个人在这个问题上已经有一天半的时间了,我似乎无法解决这个问题。好吧,所以我想我可能已经找到了解决问题的办法。我已经测试了它

问题

我想做的是从一个指定点得到x个环,并将这些环存储在
列表中,其中内部列表是该环中所有六角的列表,六角坐标是下面定义的结构

理想情况下,我希望能够指定坐标,以及我希望搜索多少个环,并让算法为我抓取瓷砖

图像和尝试

我有一个垂直(平顶)六边形网格,看起来像这样

在代码中,每个磁贴都由一个简单的六边形坐标结构表示


有谁能帮我找到正确的方向,或者给我一个算法,让我得到六角环?我个人在这个问题上已经有一天半的时间了,我似乎无法解决这个问题。

好吧,所以我想我可能已经找到了解决问题的办法。我已经测试了它多达4个环,它给了我相应环中所有正确的六边形

public List<List<HexCoordinate>> GetsRingsSurroundingHex(HexCoordinate coordinate, int maxRings)
    {
        // idea reference: http://gamedev.stackexchange.com/questions/51264/get-ring-of-tiles-in-hexagon-grid
        // int ring = 1
        //   Travel around the ring by traversing N,SE,S,SW,NW,N,NE multiplied by the ring number
        //   ring++
        //      Travel Around ring again
        //      cont until desired ring...

        var hexRings = new List<List<HexCoordinate>>();

        // Add in the current hex to the list
        var currentHex = new List<HexCoordinate>();
        currentHex.Add(coordinate);
        hexRings.Add(currentHex);

        // Now go through and add the other rings
        while (hexRings.Count <= maxRings)
        {
            var ring = new List<HexCoordinate>();
            HexCoordinate tempCoordinate = coordinate;
            int currentRingNumber = hexRings.Count;

            // We start off by going north to the correct ring, and then adding it to our list
            for (int i = 0; i < currentRingNumber; i++)
            {
                tempCoordinate = tempCoordinate.North();
            }
            ring.Add(tempCoordinate);

            // After that, we proceed to go clockwise around the ring until we come back to the start
            for (int i = 0; i < currentRingNumber; i++)
            {
                tempCoordinate = tempCoordinate.SouthEast();

                // If the ring is an odd number, you need to re-align the coordinates back to where whey should be
                if (IntExtensions.IsOdd(i)) tempCoordinate = tempCoordinate.North();

                ring.Add(tempCoordinate);
            }

            // The rightmost segment is east because we can go straight down the required number of times
            for (int i = 0; i < currentRingNumber; i++)
            {
                tempCoordinate = tempCoordinate.South();
                ring.Add(tempCoordinate);
            }

            // We utilize Current Ring - 1 because we only want this to run on rings that are greater than 1
            for (int i = 0; i < currentRingNumber - 1; i++)
            {
                if (currentRingNumber.IsEven())
                {
                    if (i.IsEven())
                        tempCoordinate = tempCoordinate.SouthWest();
                    else
                        tempCoordinate = tempCoordinate.West();
                }
                else
                {
                    if (i.IsEven())
                        tempCoordinate = tempCoordinate.West();
                    else
                        tempCoordinate = tempCoordinate.SouthWest();
                }

                ring.Add(tempCoordinate);
            }

            // Coming into this statement, we are now at the bottom 3 coordinates.
            // Since our grid is laid out vertically, we can assume that these three hexes will be directly west of each other
            // So we only have to go west twice to make our way to the next north segment 
            for (int i = 0; i < 2; i++)
            {
                tempCoordinate = tempCoordinate.West();
                ring.Add(tempCoordinate);
            }

            // We utilize Current Ring - 1 because we only want this to run on rings that are greater than 1
            for (int i = 0; i < currentRingNumber - 1; i++)
            {
                if (i.IsEven())
                    tempCoordinate = tempCoordinate.NorthWest();
                else
                    tempCoordinate = tempCoordinate.West();

                ring.Add(tempCoordinate);
            }

            // The left most segment is easy because we can just go straight up
            for (int i = 0; i < currentRingNumber; i++)
            {
                tempCoordinate = tempCoordinate.North();
                ring.Add(tempCoordinate);
            }

            // We utilize Current Ring - 1 because we only want this to run on rings that are greater than 1
            for (int i = 0; i < currentRingNumber - 1; i++)
            {
                if (currentRingNumber.IsEven())
                {
                    if (i.IsEven())
                        tempCoordinate = tempCoordinate.East();
                    else
                        tempCoordinate = tempCoordinate.NorthEast();
                }
                else
                {
                    if (i.IsEven())
                        tempCoordinate = tempCoordinate.NorthEast();
                    else
                        tempCoordinate = tempCoordinate.East();
                }

                ring.Add(tempCoordinate);
            }

            // Finally, we add the ring to our system rings and loop until we no longer fit the criteria
            hexRings.Add(ring);
        }

        return hexRings;
    }
public List GetsRingsSurroundingHex(十六进制坐标,int-maxRings)
{
//想法参考:http://gamedev.stackexchange.com/questions/51264/get-ring-of-tiles-in-hexagon-grid
//整数环=1
//通过穿过N、SE、S、SW、NW、N、NE乘以环编号,绕环移动
//戒指++
//再绕着环走一圈
//继续,直到所需的环。。。
var hexRings=新列表();
//将当前十六进制添加到列表中
var currentHex=新列表();
当前十六进制添加(坐标);
六角环。添加(当前六角);
//现在通过并添加其他环

虽然(hexRings.Count我想到的第一个想法是:为什么不为网格使用不同的编号方案?双分辨率。第一列的Hexes以2步中的0开始,第二列的Hexes以2步中的1开始。因此,您的Hexes位于具有双分辨率的规则方形网格上。然后,您可以使用bresenham circ快速确定一个六边形是否与半径为2*的圆相交的le算法。我的维基百科bresenham C例程的F#port看起来不太好:)但从我目前的探索来看,我很想认为我上面描述的方法基本上是可行的。这里,你预期的ring3导致了我的“双分辨率”方法。未渲染六边形,而是渲染圆;)您需要考虑
x
y
坐标的LSB,并相应地更正位置。您不需要圆而是六边形,因此Bresenham不可用。相反,您正在搜索距离原点1,2,3,4…个单元格的所有六边形,因此
A*
会更好。请特别查看
cell2scr
SCR2单元格
用于我所指的
x,y
坐标校正的LSB(它是方形网格,但问题是相同的).顺便说一句,很好sketch@BitTickler我得到的印象是OP需要所有六边形层,直到距离
N
而不仅仅是一层。因此,从起点到N值的简单填充将简单快速地获得所需的所有内容。我的意思是基于网格的A*而不是图形方法!!!@killerrin您只需要填充…参见
public const int MAX_RINGS = 3;
public List<List<HexCoordinate> GetsRingsWithinHex(HexCoordinate coordinate, int maxRings = MAX_RINGS)
{
    // Attempt One Pseudocode
    // reference: http://gamedev.stackexchange.com/questions/51264/get-ring-of-tiles-in-hexagon-grid
    // int ring = 1
    //   Travel around the ring by traversing N,SE,S,SW,NW,N,NE multiplied by the ring number
    //   ring++
    //      Travel Around ring again
    //      cont until desired ring...

    var hexRings = new List<List<HexCoordinate>>();

    // Add in the current hex to the list
    var currentHex = new List<HexCoordinate>(); 
    currentHex.add(coordinate);
    hexRings.Add(currentHex);

    // Now go through and add the other rings
    while (hexRings.Count <= maxRings)
    {
        var ring = new List<HexCoordinate>();
        HexCoordinate tempCoordinate = coordinate;
        int currentRingNumber = hexRings.Count;

        // We start off by going north to the correct ring, and then adding it to our list
        for (int i = 0; i < currentRingNumber; i++)
        {
            tempCoordinate = tempCoordinate.North();
        }
        ring.add(tempCoordinate);

        // After that, we proceed to go clockwise around the ring until we come back to the start
        for (int i = 0; i < currentRingNumber; i++)
        {
            tempCoordinate = tempCoordinate.SouthEast();

            // If the ring is an odd number, you need to re-align the coordinates back to where whey should be
            if (IntExtensions.IsOdd(i)) tempCoordinate = tempCoordinate.North();

            ring.add(tempCoordinate);
        }

        // The rightmost segment is east because we can go straight down the required number of times
        for (int i = 0; i < currentRingNumber; i++)
        {
            tempCoordinate = tempCoordinate.South();
            ring.add(tempCoordinate);
        }

        // We utilize Current Ring - 1 because we only want this to run on rings that are greater than 1
        for (int i = 0; i < currentRingNumber - 1; i++)
        {
            tempCoordinate = tempCoordinate.SouthWest();
            ring.add(tempCoordinate);
        }

        // Coming into this statement, we are now at the bottom 3 coordinates.
        // Since our grid is laid out vertically, we can assume that these three hexes will be directly west of eachother
        // So we only have to go west twice to make our way to the next north segment 
        for (int i = 0; i < 2; i++)
        {
            tempCoordinate = tempCoordinate.West();
            ring.add(tempCoordinate);
        }

        // We utilize Current Ring - 1 because we only want this to run on rings that are greater than 1
        for (int i = 0; i < currentRingNumber - 1; i++)
        {
            tempCoordinate = tempCoordinate.NorthWest();
            ring.add(tempCoordinate);
        }

        // The left most segment is easy because we can just go straight up
        for (int i = 0; i < currentRingNumber; i++)
        {
            tempCoordinate = tempCoordinate.North();
            ring.add(tempCoordinate);
        }

        // We utilize Current Ring - 1 because we only want this to run on rings that are greater than 1
        for (int i = 0; i < currentRingNumber - 1; i++)
        {
            tempCoordinate = tempCoordinate.NorthEast();

            // If the ring is an even number, you need to re-align the coordinates back to where whey should be
            if (IntExtensions.IsEven(i)) tempCoordinate = tempCoordinate.South();

            ring.add(tempCoordinate);
        }

        // Finally, we add the ring to our system rings and loop until we no longer fit the criteria
        hexRings.Add(ring);
    }

    return hexRings;
}
public static class IntExtensions
{
    public static bool IsBetween(this int num, int low, int high)
    {
        return num >= low && num <= high;
    }

    public static bool IsOdd(this int value)
    {
        return value % 2 != 0;
    }

    public static bool IsEven(this int value)
    {
        return value % 2 == 0;
    }
}
Ring 0 - System 5, 5

Ring 1 - System 5, 4
Ring 1 - System 6, 5
Ring 1 - System 6, 6
Ring 1 - System 5, 6
Ring 1 - System 4, 6
Ring 1 - System 4, 5

Ring 2 - System 5, 3
Ring 2 - System 6, 4
Ring 2 - System 7, 4
Ring 2 - System 7, 5
Ring 2 - System 7, 6
Ring 2 - System 6, 7
Ring 2 - System 5, 7
Ring 2 - System 4, 7
Ring 2 - System 3, 6
Ring 2 - System 3, 5
Ring 2 - System 3, 4
Ring 2 - System 4, 4

Ring 3 - System 5, 2
Ring 3 - System 6, 3
Ring 3 - System 7, 3
Ring 3 - System 8, 4
Ring 3 - System 8, 5
Ring 3 - System 8, 6
Ring 3 - System 8, 7
Ring 3 - System 7, 8 //(Should be 7, 7)
Ring 3 - System 6, 9 //(Should be 6, 8)
Ring 3 - System 5, 9 //(Should be 5, 8)
Ring 3 - System 4, 9 //(Should be 4, 8)
Ring 3 - System 3, 8 //(Should be 3, 7)
Ring 3 - System 2, 7 
Ring 3 - System 2, 6
Ring 3 - System 2, 5
Ring 3 - System 2, 4
Ring 3 - System 3, 4 //(Should be 3, 3)
Ring 3 - System 4, 3
public List<List<HexCoordinate>> GetsRingsSurroundingHex(HexCoordinate coordinate, int maxRings)
    {
        // idea reference: http://gamedev.stackexchange.com/questions/51264/get-ring-of-tiles-in-hexagon-grid
        // int ring = 1
        //   Travel around the ring by traversing N,SE,S,SW,NW,N,NE multiplied by the ring number
        //   ring++
        //      Travel Around ring again
        //      cont until desired ring...

        var hexRings = new List<List<HexCoordinate>>();

        // Add in the current hex to the list
        var currentHex = new List<HexCoordinate>();
        currentHex.Add(coordinate);
        hexRings.Add(currentHex);

        // Now go through and add the other rings
        while (hexRings.Count <= maxRings)
        {
            var ring = new List<HexCoordinate>();
            HexCoordinate tempCoordinate = coordinate;
            int currentRingNumber = hexRings.Count;

            // We start off by going north to the correct ring, and then adding it to our list
            for (int i = 0; i < currentRingNumber; i++)
            {
                tempCoordinate = tempCoordinate.North();
            }
            ring.Add(tempCoordinate);

            // After that, we proceed to go clockwise around the ring until we come back to the start
            for (int i = 0; i < currentRingNumber; i++)
            {
                tempCoordinate = tempCoordinate.SouthEast();

                // If the ring is an odd number, you need to re-align the coordinates back to where whey should be
                if (IntExtensions.IsOdd(i)) tempCoordinate = tempCoordinate.North();

                ring.Add(tempCoordinate);
            }

            // The rightmost segment is east because we can go straight down the required number of times
            for (int i = 0; i < currentRingNumber; i++)
            {
                tempCoordinate = tempCoordinate.South();
                ring.Add(tempCoordinate);
            }

            // We utilize Current Ring - 1 because we only want this to run on rings that are greater than 1
            for (int i = 0; i < currentRingNumber - 1; i++)
            {
                if (currentRingNumber.IsEven())
                {
                    if (i.IsEven())
                        tempCoordinate = tempCoordinate.SouthWest();
                    else
                        tempCoordinate = tempCoordinate.West();
                }
                else
                {
                    if (i.IsEven())
                        tempCoordinate = tempCoordinate.West();
                    else
                        tempCoordinate = tempCoordinate.SouthWest();
                }

                ring.Add(tempCoordinate);
            }

            // Coming into this statement, we are now at the bottom 3 coordinates.
            // Since our grid is laid out vertically, we can assume that these three hexes will be directly west of each other
            // So we only have to go west twice to make our way to the next north segment 
            for (int i = 0; i < 2; i++)
            {
                tempCoordinate = tempCoordinate.West();
                ring.Add(tempCoordinate);
            }

            // We utilize Current Ring - 1 because we only want this to run on rings that are greater than 1
            for (int i = 0; i < currentRingNumber - 1; i++)
            {
                if (i.IsEven())
                    tempCoordinate = tempCoordinate.NorthWest();
                else
                    tempCoordinate = tempCoordinate.West();

                ring.Add(tempCoordinate);
            }

            // The left most segment is easy because we can just go straight up
            for (int i = 0; i < currentRingNumber; i++)
            {
                tempCoordinate = tempCoordinate.North();
                ring.Add(tempCoordinate);
            }

            // We utilize Current Ring - 1 because we only want this to run on rings that are greater than 1
            for (int i = 0; i < currentRingNumber - 1; i++)
            {
                if (currentRingNumber.IsEven())
                {
                    if (i.IsEven())
                        tempCoordinate = tempCoordinate.East();
                    else
                        tempCoordinate = tempCoordinate.NorthEast();
                }
                else
                {
                    if (i.IsEven())
                        tempCoordinate = tempCoordinate.NorthEast();
                    else
                        tempCoordinate = tempCoordinate.East();
                }

                ring.Add(tempCoordinate);
            }

            // Finally, we add the ring to our system rings and loop until we no longer fit the criteria
            hexRings.Add(ring);
        }

        return hexRings;
    }