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Support hexagonal cells in GridMap
#85890
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Fixed argument prefix issues and added some out of range checks for properties. I had, apparently, forgotten to force push the changes to the function names to change |
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Fixed a case of a function modifying the argument in draw_plane, instead storing calculated axis' in a new local. |
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You have more whitespace issues, you can run clang locally to fix these, see here |
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Some minor documentation suggestions, you also need to add the new MAX
values
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I was looking for the clang-format doc! Saw it once and then couldn't find it again, thanks @AThousandShips. Ran clang-format on the four files and added documentation. |
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@berkeleynerd Please don't bump without contributing significant new information. Use the 👍 reaction button on the first post instead. |
I'm really looking forward to this feature. Any chance of getting it merged? |
I think we're just waiting for a review (perhaps another rebase) and then enough people to show that this is a use-case they want to use in their shipping game! I plan to release my game on a custom build of the engine because I need this feature. Would love to join back up with a major version on trunk if it gets merged! |
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The code looks good otherwise AFAICT, I'm neither for or against adding this feature though
I am waiting for this, for my board game project! Currently developing logic in 2d tilemap, but want it to be in 3D. Great Work! I have build it, but I have noticed a small issue, that hex tiles are not scaled properly It can be fixed, by setting z size to 1.1 in editor. edit: |
Interesting. I'll have to recheck the original math here from octetdev. Hopefully something simple.
Isn't that what the Offset Axis is? You can choose between Horizontal and Vertical. |
Looks great! Would love it to be merged in not too distant future. But I have found 1 possible bug. When changing cell size in gridmap from 1:1:1, placing the tiles with the mouse has issues. It's like there is an offset and the place where the tile is placed is in another tile. I have checked this on 4.2.1 stable and everything works correctly there when changing size to 2:1:2 or 3:1:3. This issue also happens on this branch no matter if shape is hexagon or square, so it would cause the issue to happen to the old grid maps as well. |
This adds support for hexagonal grids in the `GridMap` node with the same offset and layout semantics as `TileMap`.
`GridMap` for square tiles needed to support 24 different orientations. When hexagonal tile support was added, the hex tiles were being rotated as they were cubes, 90 degrees on whichever axis. This does not work for hexagonal tiles. Hex cell rotation is 60 degrees around the y-axis for 6 possible orientations, then 180 degrees around the x-axis or z-axis (flipping the tile over). Any other rotation around x/z would cause a hex tile to clip any neighboring cells. This results in 12 possible orientations for hex cells in a GridMap. In this commit, I added the hex-specific orientations to the GridMap, along with the 60/180 degree rotations in the GridMap editor plugin. In addition, I added `Math_SQRT3` as it is used within the hex orientation. GridMap: use axial coordinate system for hex cells The offset-based indexing approach offered many options for mapping points into map indexes, but the current code had problems correctly mapping various regions of a cell consistently (godotengine#85890 (comment)). Looking at the layout code, there were a lot of options with various mathematical transforms for each one; verifying where the issue was, and if it affected the other layouts was challenging. There is also a comment at the top of the PR (godotengine#85890), and in the discussion for the previous PR (godotengine#59842) about reducing the complexity of this PR by removing the mixture of cell layout and orientation options. That seemed like the best approach. In this commit, I remove the existing layout & orientation options and replace them with a single coordinate system (axial coordinates described in https://www.redblobgames.com/grids/hexagons/#coordinates-axial), and a single cell orientation (pointy, previously the vertical orientation). In addition I added tests for `GridMap::local_to_map()` and `GridMap::map_to_local()` to verify we can correctly identify the edges of the cell. With this change we loose the ability to have irregularly shaped hexagon cells where not all sides are the same length. This is a side effect of the current implementation of the algorithm to map between axial and 3d coordinates. I don't think this will be a big problem as most hex-based 3d games are using regular hexagons. GridMap: support Center-y for hex cells GridMapEditor: fix floorgrid offset issue Currently if you exit editing a GridMap on floor != 0, when you return to the GridMap the floor grid will be redrawn offset from the cusor. So the cursor is at floor 0, but the grid is drawn for floor -1. The cause of this is `_draw_floor_grid()` takes into account the current floor level when creating the floor grid. The problem is that the grid should be created at floor = 0, as it is offset by the floor number when displayed. This commit I removed the floor number argument from `_draw_floor_grid()`. As a result the floor grid is generated with coordinates for floor == 0, and is correctly offset now. HexGridEditor: fix for x-plane editing hex cells With the conversion to axial coordinates for hex cells, editing cells along the x-plane caused cells to be drawn in the wrong place. It turned out this was because `GridMapEditor::do_input_action()` assumed it could modify the floor value directly after calling `GridMap::local_to_map()`. This looks like it was a workaround for floating point errors that occur when raycasting against the picking plane. This causes a problem with hex cells as the axial coordinate system means more math is required to set the x value. In this commit I remove the code that modifies the floor/plane value for the cell, and instead move the raypicking plane into the middle of the cell plane. This will eliminate the majority of raypicking errors that result from being directly on the edge of the cell. GridMapEditor: cell selection for hex shaped cells * GridMap: Add `local_region_to_map()` to get cell indices within a bounding box * GridMap: Added `cell_shape_changed` signal to GridMap * GridMapEditor: Update grid floor when cell shape changes * GridMapEditor: Add cell shape mesh for hex tiles * GridMapEditor: Update tile selection mesh when cell shape changes * GridMapEditor: Fill selection for hex shaped cells * GridMapEditor: Clear selection for hex shaped cells * GridMapEditor: Paste for hex shaped cells GridMapEditor: Hex cell Q/R/S Axis editing support Editing along the Z-axis with hex cells results in unexpected behavior for users as cells will be placed in a zig-zag pattern. This is because with pointy orientation, the cell centers are offset every other row as you move along the Z-axis. In this commit, I added support for editing cells along the Q-axis (northwest to southeast), and S-axis (southwest to northeast). The terms come from the axial coordinate system used in GridMap, and derrived from: https://www.redblobgames.com/grids/hexagons/#coordinates-axial The Z and C hotkeys were repurposed to rotate around the various non-Y axis options when using hex-shaped cells, using X, Q, Z, then R axis when rotating clockwise (hotkey C), and the reverse for counter-clockwise (hotkey Z). For square-shaped cells, these hotkeys still map to the X-axis and Z-axis. This commit does not include required changes to the `GridMap` editor menu to show/hide the hex-specific axis. Note, also this commit in particular removes code for functionality that has been broken for some time. PR godotengine#25406 Added support for using Shift-Q and Shift-E to expand selection regions to other planes/floors without changing the actual floor. This does not function in 4.2.2. It looks like at some point the keybindings for change level were changed from an accelerator to a shortcut, and the code for checking for the key combination was not updated. As the functionality does not currently work, and it's non-trivial to reimplement with hex cells, I'm leaving it out for the time being. A dedicated PR should be opened to expand selection capabilities within the GridMapEditor later to re-introduce the functonality. GridMapEditor: Menu updates for Q/R/S axis editing GridMap: Fix get_meshes() for NavMesh generation Needed to update GridMap::get_meshes() to use map_to_local() instead of manually calculating transforms. GridMap: Add get_cell_neighbors() With the transition to axial coordinates for hex shaped cells in GridMap, it became more difficult to navigate grid map cells to their neighbors. This is because the Q/R axial coordinates do not directly map to x/y equivalents. In this commit I add GridMap::get_cell_neighbors() which is the minimum implementation required to map from a GridMap to an AStar3d without duplicating the axial coordinate math. This commit should be expanded on to add direction-based neighbor functions, but I'd rather do that work in a dedicated PR to abstract navigating cell indexes into a dedicated class for each cell type. GridMapEditor: Use multimesh for cell highlighting Minor perf improvement to switch selection to use a multimesh for highlighting selected cells. GridMapEditor: Add lines around selection tiles HexGridEditor: Fix editing grid for Q/R/S axis GridMapEditor: selection on Q/S planes fixed Selection along the Q & S planes was selecting a cube volume due to `GridMap::local_region_to_map()` using the two points as the corners of an AABB. This isn't a problem when editing on X/Y/Z planes as the begin and end points share one common value for at least one of their indices. The Q & S planes on the other hand, run diagonal across the X/Z coordinates, so every selection is a cube traversing X/Z. In this commit I add support for selecting along the Q/S plane. To do this, GridMapEditor will now prune the selection region returned from `GridMap::local_region_to_map()` based on which axis is being edited. In addition, I trimmed out a lot of extranous values & logic that weren't being used in the selection code. GridMapEditor: Update X-Axis grid for hex cells
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Extracted `GridMap` code from godot hex-shaped cells PR: godotengine/godot#85890 In process of converting it into a GDExtension for just hex-shaped cells. This commit has just enough functionality to show the edit grid when selecting `HexMap` in the editor. Lots of things disconnected and just not working; look for XXX
Adding the Godot license because HexMap & HexMapEditorPlugin come from GridMap and GridMapEditorPlugin in the Godot Engine. This project is a fork of the currently stalled hex-shaped cells PR[^1]. Breaking this into a GDExtension has allowed a 90% rewrite of the EditorPlugin to improve maintainability. Also added the HexMapCellId interface to simplify navigating the hexagonal coordinate space. The license for all changes made in this repo will also be MIT licsensed. [^1]: godotengine/godot#85890
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I GodotsUpcomingHexGrid.mp4compiled and tested this out today and have to say it's amazing! |
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I'm not super familiar with GridMap and hexagonal layouts, but I did some testing and read the discussion and this looks fine overall. One thing I noticed is that Center X and Center Z seem to have no effect with Hexagon shape. If this is intended, they should be disabled. |
Should we aim for 4.4 with this? |
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There's a lot of lowercase comments, and that doesn't conform to the codestyle. However discussing about the implementation feels more important right now.
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Tested locally (rebased on top of master
0debc73), it mostly works as expected. This is a great start 🙂
Tip
For prototyping without needing external meshes, use CylinderMesh with 6 sides in the MeshLibrary resource.
Testing project: test-hexagonal-gridmap.zip
I noticed a few issues though:
- After you bake lightmaps, the shape gets changed back to Square, which messes up the GridMap's appearance. Reloading the scene or restarting the editor/project doesn't fix the issue. The only thing that restores the intended layout is to edit the GridMap, which causes the lightmap data to be invalidated (this persists across reloads if you save the scene). This happens with all rendering methods.
- The collision data is not affected; it keeps its hexagonal layout regardless.
- This seems to already have been reported, even without this PR: #95436
- You can change the X cell size (which automatically changes the Z cell size), but not the Z cell size. Nothing happens when you try to drag it in the inspector. I'd expect to be able to change the Z cell size and have it change the X cell size automatically, for consistency with the X cell size.
- The default height appears different when you switch between the square and hexagon modes (i.e. floor 0 is at a different height). Is that intended?
Notice how the hexagon's lines appear much closer to the grid which is at Y = 0:
Square | Hexagon |
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Given that this is currently an issue for the existing Square Gridmap, should this be fixed and investigated separately?
Will fix!
This was not intended, AFAIK. octetdev's original version has some centering code that I think was off and there were definitely a few issues around the drawing of these lines. Does it feel off when placing to you? Wondering if an adjustment like that might be viable in a follow-up change. (Only because I'm currently in slammed by client work mode and would love to not miss the 4.4 boat if the feature has a ticket to ride. 🤣) |
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This is a difference in how the hex grid is placed based on the That said, based on @AThousandShips very valid concerns about |
Would find this very useful for a project I'm working on, any updates on this getting merged? |
It was discussed in the chat: https://chat.godotengine.org/channel/editor?msg=79mr5SfmnF8rRQ5uj For now you can use the GDExtension shared above. |
This would be really super useful for the game I'm developing, is there any update on this PR? |
This adds support for hexagonal grids in the
GridMap
node with the same offset and layout semantics asTileMap
.This is a rebase of the latest master for #59842. There was minimal editing outside of updating to the proper 4.2+ API, and using the new naming convention introduced in master. (IE:
world_to_map
andmap_to_world
tolocal_to_map
andmap_to_local
).Performed functional testing with a hex MeshLibrary.
Closes godotengine/godot-proposals#4337. Based on discussion, it wouldn't be too hard to remove the Layout and Offset Axis options, though they seem to work just fine.