Manhattan Distance between tiles in a hexagonal grid

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北海茫月
北海茫月 2020-12-08 07:57

For a square grid the euclidean distance between tile A and B is:

distance = sqrt(sqr(x1-x2)) + sqr(y1-y2))

For an actor constrained to mo

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  • 2020-12-08 08:37

    I once set up a hexagonal coordinate system in a game so that the y-axis was at a 60-degree angle to the x-axis. This avoids the odd-even row distinction.


    (source: althenia.net)

    The distance in this coordinate system is:

    dx = x1 - x0
    dy = y1 - y0
    
    if sign(dx) == sign(dy)
        abs(dx + dy)
    else
        max(abs(dx), abs(dy))
    

    You can convert (x', y) from your coordinate system to (x, y) in this one using:

    x = x' - floor(y/2)
    

    So dx becomes:

    dx = x1' - x0' - floor(y1/2) + floor(y0/2)
    

    Careful with rounding when implementing this using integer division. In C for int y floor(y/2) is (y%2 ? y-1 : y)/2.

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  • 2020-12-08 08:40

    If you want the straight-line distance:

    double dy = y2 - y1;
    double dx = x2 - x1;
    // if the height is odd
    if ((int)dy & 1){
        // whether the upper x coord is displaced left or right
        // depends on whether the y1 coordinate is odd
        dx += ((y1 & 1) ? -0.5 : 0.5);
    }
    double dis = sqrt(dx*dx + dy*dy);
    

    What I'm trying to say is, if dy is even, it's just a rectangular space. If dy is odd, the position of the upper right corner is 1/2 unit to the left or to the right.

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  • 2020-12-08 08:42

    If you define the different hexagons as a graph, you can get the shortest path from node A to node B. Since the distance from the hexagon centers is constant, set that as the edge weight.

    This will probably be inefficient for large fields though.

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  • 2020-12-08 08:48

    This sounds like a job for the Bresenham line algorithm. You can use that to count the number of segments to get from A to B, and that will tell you the path distance.

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  • 2020-12-08 08:56

    A straight forward answer for this question is not possible. The answer of this question is very much related to how you organize your tiles in the memory. I use odd-q vertical layout and with the following matlab code gives me the right answer always.

    function f = offset_distance(x1,y1,x2,y2)
        ac = offset_to_cube(x1,y1);
        bc = offset_to_cube(x2,y2);
        f = cube_distance(ac, bc);
    end
    
    function f = offset_to_cube(row,col)
        %x = col - (row - (row&1)) / 2;
        x = col - (row - mod(row,2)) / 2;
        z = row;
        y = -x-z;
        f = [x,z,y];
    end
    
    function f= cube_distance(p1,p2)
        a = abs( p1(1,1) - p2(1,1));
        b = abs( p1(1,2) - p2(1,2));
        c = abs( p1(1,3) - p2(1,3));
        f =  max([a,b,c]);
    end
    

    Here is a matlab testing code

    sx = 6;
    sy = 1;
    for i = 0:7
        for j = 0:5
            k = offset_distance(sx,sy,i,j);
            disp(['(',num2str(sx),',',num2str(sy),')->(',num2str(i),',',num2str(j),')=',num2str(k)])
        end
    end
    

    For mathematical details of this solution visit: http://www.redblobgames.com/grids/hexagons/ . You can get a full hextile library at: http://www.redblobgames.com/grids/hexagons/implementation.html

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  • I assume that you want the Euclidean distance in the plane between the centers of two tiles that are identified as you showed in the figure. I think this can be derived from the figure. For any x and y, the vector from the center of tile (x, y) to the center of tile (x + dx, y) is (dx, 0). The vector from the center of tile (x, y) and (x, y + dy) is (-dy / 2, dy*sqrt(3) / 2). A simple vector addition gives a vector of (dx - (dy / 2), dy * sqrt(3) / 2) between (x, y) and (x + dx, y + dy) for any x, y, dx, and dy. The total distance is then the norm of the vector: sqrt((dx - (dy / 2)) ^ 2 + 3 * dy * dy / 4)

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