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Hexx

CI License unsafe forbidden Crates.io Downloads Docs.rs dependency status

Hexagonal tools lib in rust.

Inspired by this RedBlobGames article and Sander Evers work

This lib allows you to:

  • Manipulate hexagon coordinates
  • Generate hexagonal maps with custom layouts and orientation
  • Generate hexagon meshes (planes or columns)

I made the choice to use Axial Coordinates for performance and utility reasons, but the Hex type has conversion utilities with cubic, doubled, hexmod and offset coordinates.

See the hexagonal coordinate systems

Installation

Run cargo add hexx in your project or add the following line to your Cargo.toml:

  • hexx = "0.20"

Cargo features

hexx provides the following cargo features:

  • serde: Enables serde support for most types
  • packed: Makes Hex repr(C), useful to use it accross the FII
  • bevy_reflect: Enables Bevy Reflection for most types. Useful for integration with Bevy
  • grid: Enables support for Face/Vertex/Edge grid handling using Hex as Face, GridVertex as vertex and GridEdge as edge.
  • algorithms: Enables the algorithms module with:
    • Field of Movement
    • A Star Pathfinding
    • Field of view
  • mesh: Enables procedural mesh generation

Some features are enabled by default, it is recommended to enable only what is needed for your usage

Features

hexx provides the Hex coordinates with:

  • Distances
  • Neighbors and directions
  • Lines
  • Ranges
  • Rings
  • Edges
  • Wedges
  • Spirals
  • Rotation
  • Symmetry
  • Vector operations
  • Conversions to other coordinate systems:
    • Cubic coordinates
    • Offset coordinates
    • Doubled coordinates
    • Hexmod coordinates
  • Multiple hex resolution

Basic usage

 use hexx::*;

 // Declare points in hexagonal spaces
 let point_a = hex(10, -5); // Equivalent of `Hex::new(10, -5)`
 let point_b = hex(-8, 15);
 // Find distance between them
 let dist = point_a.unsigned_distance_to(point_b);
 // Compute a line between points
 let line: Vec<Hex> = point_a.line_to(point_b).collect();
 // Compute a ring from `point_a` containing `point_b`
 let ring: Vec<Hex> = point_a.ring(dist).collect();
 // Rotate `point_b` around `point_a` by 2 times 60 degrees clockwise
 let rotated = point_b.rotate_cw_around(point_a, 2);
 // Find the direction between the two points
 let dir_a = point_a.main_direction_to(point_b);
 let dir_b = point_b.main_direction_to(point_a);
 assert!(dir_a == -dir_b);
 // Compute a wedge from `point_a` to `point_b`
 let wedge = point_a.wedge_to(point_b);
 // Get the average value of the wedge
 let avg = wedge.average();

Layout usage

HexLayout is the bridge between your world/screen/pixel coordinate system and the hexagonal coordinates system.

 use hexx::*;

 // Define your layout
 let layout = HexLayout {
     scale: Vec2::new(1.0, 1.0),
     orientation: HexOrientation::Flat,
     ..Default::default()
 };
 // Get the hex coordinate at the world position `world_pos`.
 let world_pos = Vec2::new(53.52, 189.28);
 let point = layout.world_pos_to_hex(world_pos);
 // Get the world position of `point`
 let point = hex(123, 45);
 let world_pos = layout.hex_to_world_pos(point);

Wrapping

HexBounds defines a bounding hexagon around a center coordinate. It can be used for boundary and interesection checks but also for wrapping coordinates. Coordinate wrapping transform a point outside of the bounds to a point inside. This allows for seamless or repeating wraparound maps.

use hexx::*;

let center = hex(23, -45);
let radius = 5;
let bounds = HexBounds::new(center, radius);
let outside_coord = hex(12345, 98765);
assert!(!bounds.is_in_bounds(outside_coord));
let wrapped_coord = bounds.wrap(outside_coord);
assert!(bounds.is_in_bounds(wrapped_coord));

Resolutions and chunks

Hex support multi-resolution coordinates. In practice this means that you may convert a coordinate to a different resolution:

  • To a lower resolution, meaning retrieving a parent coordinate
  • to a higher resolution, meaning retrieving the center child coordinate

Resolutions are abstract, the only useful information is the resolution radius.

For example, if you use a big grid, with a radius of a 100, you might want to split that grid evenly in larger hexagons containing a 10 radius of coordinates and maybe do operations locally inside of these chunks.

So instead of using a big range directly:

use hexx::*;

const MAP_RADIUS: u32 = 100;

// Our big grid with hundreds of hexagons
let big_grid = Hex::ZERO.range(MAP_RADIUS);

You may define a smaller grid you will then divide to a higher resolution

use hexx::*;

const CHUNK_RADIUS: u32 = 10;
const MAP_RADIUS: u32 = 20;

let chunks = Hex::ZERO.range(MAP_RADIUS);
for chunk in chunks {
    // We can retrieve the center of that chunk by increasing the resolution
    let center = chunk.to_higher_res(CHUNK_RADIUS);
    // And retrieve the other coordinates in the chunk
    let children = center.range(CHUNK_RADIUS);
    // We can retrieve the chunk coordinates from any coordinate..
    for coord in children {
        // .. by reducing the resolution
        assert_eq!(coord.to_lower_res(CHUNK_RADIUS), chunk);
    }
}

An other usage could be to draw an infinite hex grid, with different resolutions displayed, dynamically changing according to user zoom level.

Dense map storage

Hex implements Hash, and most users store hexagonal maps in a HashMap. But for some cases hexx provides dense storage collections with more performant accessors:

Procedural meshes

Requires the mesh feature

hexx provides 3 built-in procedural mesh construction utilies:

All those builders have a lot of customization options and will output a MeshInfo struct containing vertex positions, normals and uvs

Usage in Bevy

If you want to integrate the procedural meshes in bevy you may do it this way:

 use bevy::{
     prelude::Mesh,
     render::{
         mesh::Indices, render_asset::RenderAssetUsages, render_resource::PrimitiveTopology,
     },
 };
 use hexx::MeshInfo;

 pub fn hexagonal_mesh(mesh_info: MeshInfo) -> Mesh {
     Mesh::new(
         PrimitiveTopology::TriangleList,
         // Means you won't interact with the mesh on the CPU afterwards
         // Check bevy docs for more information
         RenderAssetUsages::RENDER_WORLD,
     )
     .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, mesh_info.vertices)
     .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, mesh_info.normals)
     .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, mesh_info.uvs)
     .with_inserted_indices(Indices::U16(mesh_info.indices))
 }

See the examples for bevy usage

Q&A

Why not derive PartialOrd, Ord on Hex ?

Adding these traits to Hex would mean to define an absolute rule on how to solve this:

let a = hex(-10, 20);
let b = hex(1, 2);
a > b

Depending on how you consider this there are at least 3 possible rules:

  • a.y is greater than b.y so it's true
  • a.x is lower than b.x so it's false
  • a's length is greater than b's so it's true

What if I want to use it in a BtreeMap, BTreeSet or BinaryHeap ?

Use a wrapper with the Ord and PartialOrd trait. You can copy and paste this code snippet into your project:

/// [`Ordering`] wrapper around [`Hex`], comparing [`Hex::y`] then [`Hex::x`].
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct OrdByYX(pub Hex);

impl Ord for OrdByYX {
    fn cmp(&self, other: &Self) -> Ordering {
        self.0.y.cmp(&other.0.y).then(self.0.x.cmp(&other.0.x))
    }
}

impl PartialOrd for OrdByYX {
    fn partial_cmp(&self, other: &Self) -> Option<Ordering> {
        Some(self.cmp(other))
    }
}

Examples