Converting a point to a hexagon coordinate












0














Here is a link to a graphing calculator to help you visualize what I'm talking about (I made it): https://www.desmos.com/calculator/ccxnopqqkr



Slide Hq and Hr to change the coordinates of the Red Hexagon (Axial coordinates, not Cartesian).



My question is, what formula would convert that black point (or any point in space) to the axial coordinates of the hexagon it falls into? Note, these are not for regular hexagons. If it falls directly on the border between two hexagons, I need it to consistently push (round) in the same direction every time, so that it I can be sure which hex a point will convert to.



The reason I need this is for a game I'm making (A simple board game). It's in an isometric view with a hexagon game grid. The reason the hexagon on that link is scaled down vertically is to match the hexagons in the game. It has the exact same coordinates (including the origin of the hexagon tile being the top-left).










share|cite|improve this question






















  • Scale to make the hexagons regular and then apply your favorite Cartesian-to-hex-coordinate mapping from the many written up on the Internet.
    – amd
    Jan 2 at 5:05
















0














Here is a link to a graphing calculator to help you visualize what I'm talking about (I made it): https://www.desmos.com/calculator/ccxnopqqkr



Slide Hq and Hr to change the coordinates of the Red Hexagon (Axial coordinates, not Cartesian).



My question is, what formula would convert that black point (or any point in space) to the axial coordinates of the hexagon it falls into? Note, these are not for regular hexagons. If it falls directly on the border between two hexagons, I need it to consistently push (round) in the same direction every time, so that it I can be sure which hex a point will convert to.



The reason I need this is for a game I'm making (A simple board game). It's in an isometric view with a hexagon game grid. The reason the hexagon on that link is scaled down vertically is to match the hexagons in the game. It has the exact same coordinates (including the origin of the hexagon tile being the top-left).










share|cite|improve this question






















  • Scale to make the hexagons regular and then apply your favorite Cartesian-to-hex-coordinate mapping from the many written up on the Internet.
    – amd
    Jan 2 at 5:05














0












0








0


1





Here is a link to a graphing calculator to help you visualize what I'm talking about (I made it): https://www.desmos.com/calculator/ccxnopqqkr



Slide Hq and Hr to change the coordinates of the Red Hexagon (Axial coordinates, not Cartesian).



My question is, what formula would convert that black point (or any point in space) to the axial coordinates of the hexagon it falls into? Note, these are not for regular hexagons. If it falls directly on the border between two hexagons, I need it to consistently push (round) in the same direction every time, so that it I can be sure which hex a point will convert to.



The reason I need this is for a game I'm making (A simple board game). It's in an isometric view with a hexagon game grid. The reason the hexagon on that link is scaled down vertically is to match the hexagons in the game. It has the exact same coordinates (including the origin of the hexagon tile being the top-left).










share|cite|improve this question













Here is a link to a graphing calculator to help you visualize what I'm talking about (I made it): https://www.desmos.com/calculator/ccxnopqqkr



Slide Hq and Hr to change the coordinates of the Red Hexagon (Axial coordinates, not Cartesian).



My question is, what formula would convert that black point (or any point in space) to the axial coordinates of the hexagon it falls into? Note, these are not for regular hexagons. If it falls directly on the border between two hexagons, I need it to consistently push (round) in the same direction every time, so that it I can be sure which hex a point will convert to.



The reason I need this is for a game I'm making (A simple board game). It's in an isometric view with a hexagon game grid. The reason the hexagon on that link is scaled down vertically is to match the hexagons in the game. It has the exact same coordinates (including the origin of the hexagon tile being the top-left).







geometry






share|cite|improve this question













share|cite|improve this question











share|cite|improve this question




share|cite|improve this question










asked Jan 1 at 17:00









user91670

83




83












  • Scale to make the hexagons regular and then apply your favorite Cartesian-to-hex-coordinate mapping from the many written up on the Internet.
    – amd
    Jan 2 at 5:05


















  • Scale to make the hexagons regular and then apply your favorite Cartesian-to-hex-coordinate mapping from the many written up on the Internet.
    – amd
    Jan 2 at 5:05
















Scale to make the hexagons regular and then apply your favorite Cartesian-to-hex-coordinate mapping from the many written up on the Internet.
– amd
Jan 2 at 5:05




Scale to make the hexagons regular and then apply your favorite Cartesian-to-hex-coordinate mapping from the many written up on the Internet.
– amd
Jan 2 at 5:05










1 Answer
1






active

oldest

votes


















1














A formula will not be able to deal directly with the edge cases. To convert from $(X,Y)$ to $(H_q,H_r)$ you will need an algorithm. To begin with, imagine vertical lines draw through the top left points of the hexagons. This divides the grid into columns, and you need to know which column the point is in. This is simply $lfloorfrac{x}{18}rfloor$. We'll call this value $a$. We then divide that column into cells using the horizontal lines of the hexagons in that column so that each cell is an $18times14$ rectangle with its top left corner concurrent with that of a hexagon, then find a value $b$ for the cell containing the given point.



When $a$ is even we calculate $b=lfloorfrac{-y}{14}rfloor$, and when $a$ is odd $b=lfloorfrac{-y-7}{14}rfloor$.



Using these values we find $H_r=b-lfloorfrac{a}{2}rfloor$ and $H_q=H_r+a$. Also use these values to find the $(x,y)$ values for the top left corner $P$ of the cell.



When $a$ is even $P_{x,y}=(18a,-14b)$, when $a$ is odd $P_{x,y}=(18a,-14b-7)$.



Now check the location of the given point within the cell to see if it falls in one of the corner regions.



First let $T_x=X-P_x-11$. If this value $T_xle0$ then the point is in the main region and our values for $H_q$ and $H_r$ are correct. Otherwise, let $T_y=P_y-Y$.



Finally, if $T_y<7$ and $T_x>T_y$ we need subtract $1$ from $H_r$, or if $T_y>7$ and $T_x>14-T_y$ we need to add $1$ to $H_q$.



C code reference (tested and confirmed):



a=floor(x/18);
if(((int)a%2)==0){
b=floor(-y/14);
px=18*a;
py=-14*b;
}else{
b=floor((-y-7)/14);
px=18*a;
py=-14*b-7;
}
hr=b-floor(a/2);
hq=hr+a;
tx=x-px-11;
if(tx>0){
ty=py-y;
if((ty<7)&&(tx>ty))hr-=1;
if((ty>7)&&(tx>14-ty))hq+=1;
}





share|cite|improve this answer























  • Hi, I tried implementing that as an algorithm but it seems to return the wrong result. I set my mouse coordinates to (-16,-41) (My map is offset to position (64,64) so this is correctly on-screen, but that shouldn't matter as I subtract 64 from the mouse's x and y positions). At (-16,-41) for X,Y, it returns an Hq of 1 and an Hr of 2, when the expected values should be Hq = 2 and Hr = 3.
    – user91670
    2 days ago










  • @user91670 After further inspection, I have edited the answer to correct two errors. For odd $a$, $b=lfloorfrac{-y-7}{14}rfloor$ and for all $a$, $H_r=b-lfloorfrac{a}{2}rfloor$.
    – Daniel Mathias
    2 days ago










  • Similar correction for $P_y$ when $a$ is odd: $P_y=-14b-7$
    – Daniel Mathias
    2 days ago










  • @user91670 My apologies for not writing and testing code in the first place. The previously mentioned changes have been made, as well as the condition $T_x>T_y$ when $T_y<7$. See changes in post.
    – Daniel Mathias
    2 days ago










  • The edit fixed all of the issues. Thank you very much!
    – user91670
    2 days ago











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1 Answer
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1 Answer
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active

oldest

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active

oldest

votes









1














A formula will not be able to deal directly with the edge cases. To convert from $(X,Y)$ to $(H_q,H_r)$ you will need an algorithm. To begin with, imagine vertical lines draw through the top left points of the hexagons. This divides the grid into columns, and you need to know which column the point is in. This is simply $lfloorfrac{x}{18}rfloor$. We'll call this value $a$. We then divide that column into cells using the horizontal lines of the hexagons in that column so that each cell is an $18times14$ rectangle with its top left corner concurrent with that of a hexagon, then find a value $b$ for the cell containing the given point.



When $a$ is even we calculate $b=lfloorfrac{-y}{14}rfloor$, and when $a$ is odd $b=lfloorfrac{-y-7}{14}rfloor$.



Using these values we find $H_r=b-lfloorfrac{a}{2}rfloor$ and $H_q=H_r+a$. Also use these values to find the $(x,y)$ values for the top left corner $P$ of the cell.



When $a$ is even $P_{x,y}=(18a,-14b)$, when $a$ is odd $P_{x,y}=(18a,-14b-7)$.



Now check the location of the given point within the cell to see if it falls in one of the corner regions.



First let $T_x=X-P_x-11$. If this value $T_xle0$ then the point is in the main region and our values for $H_q$ and $H_r$ are correct. Otherwise, let $T_y=P_y-Y$.



Finally, if $T_y<7$ and $T_x>T_y$ we need subtract $1$ from $H_r$, or if $T_y>7$ and $T_x>14-T_y$ we need to add $1$ to $H_q$.



C code reference (tested and confirmed):



a=floor(x/18);
if(((int)a%2)==0){
b=floor(-y/14);
px=18*a;
py=-14*b;
}else{
b=floor((-y-7)/14);
px=18*a;
py=-14*b-7;
}
hr=b-floor(a/2);
hq=hr+a;
tx=x-px-11;
if(tx>0){
ty=py-y;
if((ty<7)&&(tx>ty))hr-=1;
if((ty>7)&&(tx>14-ty))hq+=1;
}





share|cite|improve this answer























  • Hi, I tried implementing that as an algorithm but it seems to return the wrong result. I set my mouse coordinates to (-16,-41) (My map is offset to position (64,64) so this is correctly on-screen, but that shouldn't matter as I subtract 64 from the mouse's x and y positions). At (-16,-41) for X,Y, it returns an Hq of 1 and an Hr of 2, when the expected values should be Hq = 2 and Hr = 3.
    – user91670
    2 days ago










  • @user91670 After further inspection, I have edited the answer to correct two errors. For odd $a$, $b=lfloorfrac{-y-7}{14}rfloor$ and for all $a$, $H_r=b-lfloorfrac{a}{2}rfloor$.
    – Daniel Mathias
    2 days ago










  • Similar correction for $P_y$ when $a$ is odd: $P_y=-14b-7$
    – Daniel Mathias
    2 days ago










  • @user91670 My apologies for not writing and testing code in the first place. The previously mentioned changes have been made, as well as the condition $T_x>T_y$ when $T_y<7$. See changes in post.
    – Daniel Mathias
    2 days ago










  • The edit fixed all of the issues. Thank you very much!
    – user91670
    2 days ago
















1














A formula will not be able to deal directly with the edge cases. To convert from $(X,Y)$ to $(H_q,H_r)$ you will need an algorithm. To begin with, imagine vertical lines draw through the top left points of the hexagons. This divides the grid into columns, and you need to know which column the point is in. This is simply $lfloorfrac{x}{18}rfloor$. We'll call this value $a$. We then divide that column into cells using the horizontal lines of the hexagons in that column so that each cell is an $18times14$ rectangle with its top left corner concurrent with that of a hexagon, then find a value $b$ for the cell containing the given point.



When $a$ is even we calculate $b=lfloorfrac{-y}{14}rfloor$, and when $a$ is odd $b=lfloorfrac{-y-7}{14}rfloor$.



Using these values we find $H_r=b-lfloorfrac{a}{2}rfloor$ and $H_q=H_r+a$. Also use these values to find the $(x,y)$ values for the top left corner $P$ of the cell.



When $a$ is even $P_{x,y}=(18a,-14b)$, when $a$ is odd $P_{x,y}=(18a,-14b-7)$.



Now check the location of the given point within the cell to see if it falls in one of the corner regions.



First let $T_x=X-P_x-11$. If this value $T_xle0$ then the point is in the main region and our values for $H_q$ and $H_r$ are correct. Otherwise, let $T_y=P_y-Y$.



Finally, if $T_y<7$ and $T_x>T_y$ we need subtract $1$ from $H_r$, or if $T_y>7$ and $T_x>14-T_y$ we need to add $1$ to $H_q$.



C code reference (tested and confirmed):



a=floor(x/18);
if(((int)a%2)==0){
b=floor(-y/14);
px=18*a;
py=-14*b;
}else{
b=floor((-y-7)/14);
px=18*a;
py=-14*b-7;
}
hr=b-floor(a/2);
hq=hr+a;
tx=x-px-11;
if(tx>0){
ty=py-y;
if((ty<7)&&(tx>ty))hr-=1;
if((ty>7)&&(tx>14-ty))hq+=1;
}





share|cite|improve this answer























  • Hi, I tried implementing that as an algorithm but it seems to return the wrong result. I set my mouse coordinates to (-16,-41) (My map is offset to position (64,64) so this is correctly on-screen, but that shouldn't matter as I subtract 64 from the mouse's x and y positions). At (-16,-41) for X,Y, it returns an Hq of 1 and an Hr of 2, when the expected values should be Hq = 2 and Hr = 3.
    – user91670
    2 days ago










  • @user91670 After further inspection, I have edited the answer to correct two errors. For odd $a$, $b=lfloorfrac{-y-7}{14}rfloor$ and for all $a$, $H_r=b-lfloorfrac{a}{2}rfloor$.
    – Daniel Mathias
    2 days ago










  • Similar correction for $P_y$ when $a$ is odd: $P_y=-14b-7$
    – Daniel Mathias
    2 days ago










  • @user91670 My apologies for not writing and testing code in the first place. The previously mentioned changes have been made, as well as the condition $T_x>T_y$ when $T_y<7$. See changes in post.
    – Daniel Mathias
    2 days ago










  • The edit fixed all of the issues. Thank you very much!
    – user91670
    2 days ago














1












1








1






A formula will not be able to deal directly with the edge cases. To convert from $(X,Y)$ to $(H_q,H_r)$ you will need an algorithm. To begin with, imagine vertical lines draw through the top left points of the hexagons. This divides the grid into columns, and you need to know which column the point is in. This is simply $lfloorfrac{x}{18}rfloor$. We'll call this value $a$. We then divide that column into cells using the horizontal lines of the hexagons in that column so that each cell is an $18times14$ rectangle with its top left corner concurrent with that of a hexagon, then find a value $b$ for the cell containing the given point.



When $a$ is even we calculate $b=lfloorfrac{-y}{14}rfloor$, and when $a$ is odd $b=lfloorfrac{-y-7}{14}rfloor$.



Using these values we find $H_r=b-lfloorfrac{a}{2}rfloor$ and $H_q=H_r+a$. Also use these values to find the $(x,y)$ values for the top left corner $P$ of the cell.



When $a$ is even $P_{x,y}=(18a,-14b)$, when $a$ is odd $P_{x,y}=(18a,-14b-7)$.



Now check the location of the given point within the cell to see if it falls in one of the corner regions.



First let $T_x=X-P_x-11$. If this value $T_xle0$ then the point is in the main region and our values for $H_q$ and $H_r$ are correct. Otherwise, let $T_y=P_y-Y$.



Finally, if $T_y<7$ and $T_x>T_y$ we need subtract $1$ from $H_r$, or if $T_y>7$ and $T_x>14-T_y$ we need to add $1$ to $H_q$.



C code reference (tested and confirmed):



a=floor(x/18);
if(((int)a%2)==0){
b=floor(-y/14);
px=18*a;
py=-14*b;
}else{
b=floor((-y-7)/14);
px=18*a;
py=-14*b-7;
}
hr=b-floor(a/2);
hq=hr+a;
tx=x-px-11;
if(tx>0){
ty=py-y;
if((ty<7)&&(tx>ty))hr-=1;
if((ty>7)&&(tx>14-ty))hq+=1;
}





share|cite|improve this answer














A formula will not be able to deal directly with the edge cases. To convert from $(X,Y)$ to $(H_q,H_r)$ you will need an algorithm. To begin with, imagine vertical lines draw through the top left points of the hexagons. This divides the grid into columns, and you need to know which column the point is in. This is simply $lfloorfrac{x}{18}rfloor$. We'll call this value $a$. We then divide that column into cells using the horizontal lines of the hexagons in that column so that each cell is an $18times14$ rectangle with its top left corner concurrent with that of a hexagon, then find a value $b$ for the cell containing the given point.



When $a$ is even we calculate $b=lfloorfrac{-y}{14}rfloor$, and when $a$ is odd $b=lfloorfrac{-y-7}{14}rfloor$.



Using these values we find $H_r=b-lfloorfrac{a}{2}rfloor$ and $H_q=H_r+a$. Also use these values to find the $(x,y)$ values for the top left corner $P$ of the cell.



When $a$ is even $P_{x,y}=(18a,-14b)$, when $a$ is odd $P_{x,y}=(18a,-14b-7)$.



Now check the location of the given point within the cell to see if it falls in one of the corner regions.



First let $T_x=X-P_x-11$. If this value $T_xle0$ then the point is in the main region and our values for $H_q$ and $H_r$ are correct. Otherwise, let $T_y=P_y-Y$.



Finally, if $T_y<7$ and $T_x>T_y$ we need subtract $1$ from $H_r$, or if $T_y>7$ and $T_x>14-T_y$ we need to add $1$ to $H_q$.



C code reference (tested and confirmed):



a=floor(x/18);
if(((int)a%2)==0){
b=floor(-y/14);
px=18*a;
py=-14*b;
}else{
b=floor((-y-7)/14);
px=18*a;
py=-14*b-7;
}
hr=b-floor(a/2);
hq=hr+a;
tx=x-px-11;
if(tx>0){
ty=py-y;
if((ty<7)&&(tx>ty))hr-=1;
if((ty>7)&&(tx>14-ty))hq+=1;
}






share|cite|improve this answer














share|cite|improve this answer



share|cite|improve this answer








edited 2 days ago

























answered Jan 2 at 13:13









Daniel Mathias

3186




3186












  • Hi, I tried implementing that as an algorithm but it seems to return the wrong result. I set my mouse coordinates to (-16,-41) (My map is offset to position (64,64) so this is correctly on-screen, but that shouldn't matter as I subtract 64 from the mouse's x and y positions). At (-16,-41) for X,Y, it returns an Hq of 1 and an Hr of 2, when the expected values should be Hq = 2 and Hr = 3.
    – user91670
    2 days ago










  • @user91670 After further inspection, I have edited the answer to correct two errors. For odd $a$, $b=lfloorfrac{-y-7}{14}rfloor$ and for all $a$, $H_r=b-lfloorfrac{a}{2}rfloor$.
    – Daniel Mathias
    2 days ago










  • Similar correction for $P_y$ when $a$ is odd: $P_y=-14b-7$
    – Daniel Mathias
    2 days ago










  • @user91670 My apologies for not writing and testing code in the first place. The previously mentioned changes have been made, as well as the condition $T_x>T_y$ when $T_y<7$. See changes in post.
    – Daniel Mathias
    2 days ago










  • The edit fixed all of the issues. Thank you very much!
    – user91670
    2 days ago


















  • Hi, I tried implementing that as an algorithm but it seems to return the wrong result. I set my mouse coordinates to (-16,-41) (My map is offset to position (64,64) so this is correctly on-screen, but that shouldn't matter as I subtract 64 from the mouse's x and y positions). At (-16,-41) for X,Y, it returns an Hq of 1 and an Hr of 2, when the expected values should be Hq = 2 and Hr = 3.
    – user91670
    2 days ago










  • @user91670 After further inspection, I have edited the answer to correct two errors. For odd $a$, $b=lfloorfrac{-y-7}{14}rfloor$ and for all $a$, $H_r=b-lfloorfrac{a}{2}rfloor$.
    – Daniel Mathias
    2 days ago










  • Similar correction for $P_y$ when $a$ is odd: $P_y=-14b-7$
    – Daniel Mathias
    2 days ago










  • @user91670 My apologies for not writing and testing code in the first place. The previously mentioned changes have been made, as well as the condition $T_x>T_y$ when $T_y<7$. See changes in post.
    – Daniel Mathias
    2 days ago










  • The edit fixed all of the issues. Thank you very much!
    – user91670
    2 days ago
















Hi, I tried implementing that as an algorithm but it seems to return the wrong result. I set my mouse coordinates to (-16,-41) (My map is offset to position (64,64) so this is correctly on-screen, but that shouldn't matter as I subtract 64 from the mouse's x and y positions). At (-16,-41) for X,Y, it returns an Hq of 1 and an Hr of 2, when the expected values should be Hq = 2 and Hr = 3.
– user91670
2 days ago




Hi, I tried implementing that as an algorithm but it seems to return the wrong result. I set my mouse coordinates to (-16,-41) (My map is offset to position (64,64) so this is correctly on-screen, but that shouldn't matter as I subtract 64 from the mouse's x and y positions). At (-16,-41) for X,Y, it returns an Hq of 1 and an Hr of 2, when the expected values should be Hq = 2 and Hr = 3.
– user91670
2 days ago












@user91670 After further inspection, I have edited the answer to correct two errors. For odd $a$, $b=lfloorfrac{-y-7}{14}rfloor$ and for all $a$, $H_r=b-lfloorfrac{a}{2}rfloor$.
– Daniel Mathias
2 days ago




@user91670 After further inspection, I have edited the answer to correct two errors. For odd $a$, $b=lfloorfrac{-y-7}{14}rfloor$ and for all $a$, $H_r=b-lfloorfrac{a}{2}rfloor$.
– Daniel Mathias
2 days ago












Similar correction for $P_y$ when $a$ is odd: $P_y=-14b-7$
– Daniel Mathias
2 days ago




Similar correction for $P_y$ when $a$ is odd: $P_y=-14b-7$
– Daniel Mathias
2 days ago












@user91670 My apologies for not writing and testing code in the first place. The previously mentioned changes have been made, as well as the condition $T_x>T_y$ when $T_y<7$. See changes in post.
– Daniel Mathias
2 days ago




@user91670 My apologies for not writing and testing code in the first place. The previously mentioned changes have been made, as well as the condition $T_x>T_y$ when $T_y<7$. See changes in post.
– Daniel Mathias
2 days ago












The edit fixed all of the issues. Thank you very much!
– user91670
2 days ago




The edit fixed all of the issues. Thank you very much!
– user91670
2 days ago


















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