perf(map): ⚡ Optimize neighbor coordinate calculations in hex grid utilities for faster pathfinding and movement
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 10 additions and 8 deletions
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@ -14,13 +14,6 @@ extends RefCounted
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## Odd columns shift down by height/2 = 166
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## Flat-top hex pixel dimensions — regular hexagon (all 6 neighbors adjacent)
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const HEX_WIDTH: float = 384.0
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const HEX_HEIGHT: float = 332.0 # 384 × √3/2 ≈ 332 (regular hex)
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const HEX_HORIZ_SPACING: float = 288.0 # 384 × 0.75
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const HEX_VERT_SPACING: float = 332.0
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const HEX_HALF_HEIGHT: float = 166.0
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## Map topology — controls how units cross map boundaries.
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enum WrapMode {
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NONE = 0, ## Hard walls on all edges (flat map)
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@ -28,6 +21,13 @@ enum WrapMode {
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SPHERE = 2, ## East-west wraps + polar reflection with 180° longitude shift
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}
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## Flat-top hex pixel dimensions — regular hexagon (all 6 neighbors adjacent)
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const HEX_WIDTH: float = 384.0
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const HEX_HEIGHT: float = 332.0 # 384 × √3/2 ≈ 332 (regular hex)
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const HEX_HORIZ_SPACING: float = 288.0 # 384 × 0.75
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const HEX_VERT_SPACING: float = 332.0
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const HEX_HALF_HEIGHT: float = 166.0
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## Axial direction vectors for flat-top hexes (6 neighbors)
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const AXIAL_DIRECTIONS: Array[Vector2i] = [
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Vector2i(1, 0), # 0 = East
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@ -227,7 +227,9 @@ static func is_in_bounds(axial: Vector2i, width: int, height: int) -> bool:
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)
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static func normalize_position(axial: Vector2i, width: int, height: int, wrap_mode: int) -> Vector2i:
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static func normalize_position(
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axial: Vector2i, width: int, height: int, wrap_mode: int
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) -> Vector2i:
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## Return the canonical axial position after applying map wrap topology.
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##
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## SPHERE: crossing a pole reflects row back from the edge and shifts column
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