Development in progress!
API might change without further notice until first major release 1.x.x.
The HexGrid
library provides an easy and intuitive way of working with hexagonal grids. Under the hood it handles all the math so you can focus on more important stuff.
- Support for grids of any shape, including irregular shapes, or grids with holes in them.
The library is meant for generic backend use. Therefore it doesn't perform any UI or rendering. However, it provides the calculations that will be needed for rendering.
- Create or generate a grid of hexagonal cells.
- Various coordinate systems (cube, axial, offset), and conversion between them.
- Rotation, Manhattan distance, linear interpolation.
- Get Neighbors or diagonal neighbors.
- Get Line (get all hexes making a line from A to B).
- Get Ring (get all hexes making a ring from an origin coordinates in specified radius).
- Get Filled Ring (get all hexes making a filled ring from an origin coordinates in specified radius).
- Find reachable hexes within
n
steps (Breath First Search). - Find the shortest path from A to B (optimized A* search algorithm).
- FieldOfView algorithm (
ShadowCasting
designed for hexagonal grids). - Hexagon rendering related functions (e.g. get polygon corners).
- Code inline documentation (quick help).
- Solid unit tests coverage.
- Automated documentation generator (SwiftDoc + GitHub Actions -> hosted on repo GitHub Pages).
- Demo with visualization.
- We are done for the moment. Any feature requests or ideas are welcome.
HexGrid demo app using SpriteKit. (Also available in the App Store.) HexGrid demo app using SwiftUI.
Add HexGrid as a dependency to your Package.swift
file.
import PackageDescription
let package = Package(
name: "MyApp",
dependencies: [
...
// Add HexGrid package here
.package(url: "https://github.com/fananek/hex-grid.git", from: "0.4.11")
],
...
targets: [
.target(name: "App", dependencies: [
.product(name: "HexGrid", package: "hex-grid"),
...
Import HexGrid package to your code.
import HexGrid
...
// your code goes here
Grids can be initialized either with a set of cell coordinates, or HexGrid can generate some standard shaped grids for you.
For example:
...
// create grid of hexagonal shape
var grid = HexGrid(shape: GridShape.hexagon(10))
// or rectangular shape
var grid = HexGrid(shape: GridShape.rectangle(8, 12))
// or triangular shape
var grid = HexGrid(shape: GridShape.triangle(6))
See the section on GridShape
below for more details, and a full list of the available grid shapes.
Example:
...
// create new HexGrid
let gridCells: Set<Cell> = try [
Cell(CubeCoordinates(x: 2, y: -2, z: 0)),
Cell(CubeCoordinates(x: 0, y: -1, z: 1)),
Cell(CubeCoordinates(x: -1, y: 1, z: 0)),
Cell(CubeCoordinates(x: 0, y: 2, z: -2))
]
var grid = HexGrid(cells: gridCells)
...
Note that, assuming you want to draw your grid, you'll want to think about whether to pass a size for each cell (hexSize
) or a size for the entire Grid (pixelSize
) to the initializer. (See "Drawing the Grid" below.)
HexGrid conforms to swift Codable
protocol so it can be easily encoded to or decoded from JSON.
Example:
// encode (grid to JSON)
let grid = HexGrid(shape: GridShape.hexagon(5) )
let encoder = JSONEncoder()
let data = try encoder.encode(grid)
// decode (JSON to grid)
let decoder = JSONDecoder()
let grid = try decoder.decode(HexGrid.self, from: data)
Almost all functions have two variants. One that works with Cell
and the other one works with CubeCoordinates
. Use those which better fulfill your needs.
let cell = grid.cellAt(try CubeCoordinates(x: 1, y: 0, z: -1))
Check whether a coordinate is valid (meaning it has a corresponding Cell
in the grid's cells
array).
// returns Bool
isValidCoordinates(try CubeCoordinates(x: 2, y: 4, z: -6))
let blockedCells = grid.blockedCells()
// or
let nonBlockedCells = grid.nonBlockedCells()
// get neighbor for a specific Cell
let neighbor = try grid.neighbor(
for: someCell,
at: Direction.Pointy.northEast.rawValue)
// get just neighbor coordinates
let neighborCoordinates = try grid.neighborCoordinates(
for: someCoordinates,
at: Direction.Pointy.northEast.rawValue)
// get all neighbors for a specific Cell
let neighbors = try grid.neighbors(for: someCell)
// get only coordinates of all neighbors
let neighborsCoords = try grid.neighbors(for: someCoordinates)
// returns nil in case line doesn't exist
let line = try grid.line(from: originCell, to: targetCell)
// returns all cells making a ring from origin cell in radius
let ring = try grid.ring(from: originCell, in: 2)
// returns all cells making a filled ring from origin cell in radius
let ring = try grid.filledRing(from: originCell, in: 2)
// find all reachable cells (max. 4 steps away from origin)
let reachableCells = try grid.findReachable(from: origin, in: 4)
// returns nil in case path doesn't exist at all
let path = try grid.findPath(from: originCell, to: targetCell)
Cell
has an attribute called isOpaque
. Its value can be true
or false
. Based on this information it's possible to calculate so called field of view. It means all cells visible from specific position on grid, considering all opaque obstacles.
// set cell as opaque
obstacleCell.isOpaque = true
In order to get field of view, simply call following function.
// find all hexes visible in radius 4 from origin cell
let visibleHexes = try grid.fieldOfView(from: originCell, in: 4)
By default cell is considered visible as soon as its center is visible from the origin cell. If you want to include partially visible cells as well, use optional paramter includePartiallyVisible
.
// find all hexes even partially visible in radius 4 from origin cell
let visibleHexesIncludingPartials = try grid.fieldOfView(from: originCell, in: 4, includePartiallyVisible: true)
Internally, HexGrid
calculates all "pixel coordinates" using one of two methods:
- Using a size for each
Cell
(stored in thehexSize
property).
...or...
- Using a size for the entire Grid (stored in the
pixelSize
property).
Note that both the
hexSize
andpixelSize
properties are stored internally asHexSize
structures. Try not to get confused by this!HexSize
is just a convenient way to storewidth
andheight
values.
Which flavor of HexGrid
initializer you want to use will depend on which of these methods best applies to your use case. When specifying the hexSize
, the pixelSize
is calculated for you, and when specifying the pixelSize
, the hexSize
is likewise set automatically.
While it is not possible to modify the hexSize
or pixelSize
properties directly (after initialization), you can set the grid's pixelSize
(and re-calculate hexSize
from it) at any time using the fitGrid(in size: HexSize)
function. Note that this also resets the origin
property.
You can think of the HexGrid
's' origin
property as the center point of the Cell
at CubeCoordinate
0,0,0
.
Note that you can specify the
origin
at initialization, but only when using thecellSize
method. When specifyingpixelSize
, the origin is set for you, so the grid "fits" inside the specified width & height.
It will be important to change the origin
property any time you want to change the pixel coordinates for your Grid. Changing the origin
will modify the return values of all pixel-calculating functions. You can use this to apply an offset for your grid, or "re-center" it later.
Usually, when drawing hexagons, you will want the screen coordinates of the polygon corners for each Cell
.
let corners = grid.polygonCorners(for: someCell)
This function returns a Point
struct (x: and y: values) for the center of a Cell
.
let screenCoords = grid.pixelCoordinates(for: someCell)
// return cell for specified screen coordinates (or nil if such cell doesn't exists)
let cell = try grid.cellAt(point)
For detailed information see complete documentation
Represents the grid itself as well as it's an entry point of the HexGrid library.
HexGrid
is defined by set of Cells
and few other properties. All together makes a grid setup. In other words it put grid cells into a meaningful context. Therefore most of available operations are being called directly on a grid instance because it make sense only with such context (grid setup).
Properties:
- cells:
Set<Cell>
- grid cells - orientation:
Orientation
- see Orientation enumeration - offsetLayout:
OffsetLayout
- see OffsetLayout enumeration - hexSize:
HexSize
- width and height of a hexagon - origin:
Point
- 'display coordinates' (x, y) of a grid origin - pixelSize:
HexSize
- pixel width and height of the entire grid - attributes:
[String: Attribute]
- dictionary of custom attributes (most primitive types are supported as well as nesting)
Cell is a building block of a grid.
Properties:
- coordinates:
CubeCoordinates
- cell placement on a grid coordinate system - attributes:
[String: Attribute]
- dictionary of custom attributes (most primitive types are supported as well as nesting) - isBlocked:
Bool
- used by algorithms (reachableCells, pathfinding etc.) - isOpaque:
Bool
- used by fieldOfView algorithm - cost:
Float
- used by pathfinding algorithm. For the sake of simplicity let's put graph theory aside. You can imagine cost as an amount of energy needed to pass a cell. Pathfinding algorithm then search for path requiring the less effort.
The most common coordinates used within HexGrid library is cube coordinate system. This type of coordinates has three axis x, y and z. The only condition is that sum of its all values has to be equal zero.
// valid cube coordinates
CubeCoordinates(x: 1, y: 0, z: -1) -> sum = 0
// invalid cube coordinates
CubeCoordinates(x: 1, y: 1, z: -1) -> sum = 1 -> throws error
For more details check Amit Patel's explanation.
Options:
pointyOnTop
- ⬢flatOnTop
- ⬣
OffsetLayout is used primarily for rectangular shaped grids. It has two options but their meaning can differ based on grid orientation.
Options:
odd
even
There are four offset types depending on orientation of hexagons. The “row” types are used with with pointy top hexagons and the “column” types are used with flat top.
- Pointy on top orientation
- odd-row (slide alternate rows right)
- even-row (slide alternate rows left)
- Flat on top orientation
- odd-column (slide alternate columns up)
- even-column (slide alternate columns down)
Cases from this enumeration can be passed into the HexGrid
constructor to generate grids of various shapes and sizes.
Options:
rectangle(Int, Int)
- Associated values are column width and row height of the generated grid. Sides of the grid will be essentially parallel to the edges of the screen.parallelogram(Int, Int)
- Associated values are both side-lengths.hexagon(Int)
- This generates a regular hexagon shaped grid, with all sides the length of the associated value.elongatedHexagon(Int, Int)
- This is used to generate a grid shaped like a regular hexagon that has been stretched or elongated in one dimension. The associated values are side lengths.irregularHexagon(Int, Int)
- This is used to generate a grid shaped like a hexagon where every other side is the length of the two associated values.triangle(Int)
- Generates an equilateral triangle with all sides the length of the associated value.
Options:
left
right
Direction enumeration is consistent and human recognizable direction naming. Using direction enumeration is not only much more convenient but it also help to avoid errors. It's better to say just "Hey, I'm on cell X and want to go north." than think "What the hack was that index of north direction?", isn't it?
Options:
Direction.Flat
north
northEast
southEast
south
southWest
northWest
Direction.Pointy
northEast
east
southEast
southWest
west
northWest
There is actually separate set of directions for each grid orientation. It's because of two reasons. First, some directions are valid only for one or another orientation. Second, direction raw values are shifted based on orientation.
See also the list of contributors who participated in this project.
All code contained in the HexGrid package is under the MIT license agreement.