lygia
/v1.1.4
/space
/hexTile
)make some hexagonal tiles. XY provide coordenates of the tile. While Z provides the distance to the center of the tile
Dependencies:
Use:
<vec3> hexTile(<vec2> st [, <float> scale])
#ifndef FNC_HEXTILE
#define FNC_HEXTILE
vec3 hexTile(in vec2 st, in float scl) {
// this is hack to scale the hexagon to be more squared
st = scale(st, vec2(1.24,1.)*scl) + vec2(.5,0.);
vec3 q = vec3(st, .0);
q.z = -.5 * q.x - q.y;
float z = -.5 * q.x - q.y;
q.y -= .5 * q.x;
vec3 i = floor(q+.5);
float s = floor(i.x + i.y + i.z);
vec3 d = abs(i-q);
// TODO: all this ifs should be avoided
if( d.x >= d.y && d.x >= d.z ) i.x -= s;
else if( d.y >= d.x && d.y >= d.z ) i.y -= s;
else i.z -= s;
vec2 coord = vec2(i.x, (i.y - i.z + (1.-mod(i.x, 2.)))/2.);
float dist = length(st - vec2(coord.x, coord.y - .5*mod(i.x-1., 2.)));
return vec3(coord, dist);
}
vec4 hexTile(vec2 st) {
vec2 s = vec2(1., 1.7320508);
vec2 o = vec2(.5, 1.);
st = st.yx;
vec4 i = floor(vec4(st,st-o)/s.xyxy)+.5;
vec4 f = vec4(st-i.xy*s, st-(i.zw+.5)*s);
return dot(f.xy,f.xy) < dot(f.zw,f.zw) ?
vec4(f.yx+.5, i.xy):
vec4(f.wz+.5, i.zw+o);
}
#endif
Dependencies:
Use:
<float3> hexTile(<float2> st [, <float> scale])
#ifndef FNC_HEXTILE
#define FNC_HEXTILE
float3 hexTile(in float2 st, in float scl) {
// this is hack to scale the hexagon to be more squared
st = scale(st, float2(1.24,1.)*scl) + float2(.5,0.);
float3 q = float3(st, .0);
q.z = -.5 * q.x - q.y;
float z = -.5 * q.x - q.y;
q.y -= .5 * q.x;
float3 i = floor(q+.5);
float s = floor(i.x + i.y + i.z);
float3 d = abs(i-q);
// TODO: all this ifs should be avoided
if( d.x >= d.y && d.x >= d.z ) i.x -= s;
else if( d.y >= d.x && d.y >= d.z ) i.y -= s;
else i.z -= s;
float2 coord = float2(i.x, (i.y - i.z + (1.-mod(i.x, 2.)))/2.);
float dist = length(st - float2(coord.x, coord.y - .5*mod(i.x-1., 2.)));
return float3(coord, dist);
}
float4 hexTile(float2 st) {
float2 s = float2(1., 1.7320508);
float2 o = float2(.5, 1.);
st = st.yx;
float4 i = floor(float4(st,st-o)/s.xyxy)+.5;
float4 f = float4(st-i.xy*s, st-(i.zw+.5)*s);
return dot(f.xy,f.xy) < dot(f.zw,f.zw) ?
float4(f.yx+.5, i.xy):
float4(f.wz+.5, i.zw+o);
}
#endif
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