mhh here's the solution I found - I wonder if I could cleanup the code a bit and make just 1 loop instead of 2 without the j%2 statement...
The two blocks of code for j%2 change only for Vector c and f respectively the other stayed unchanged - so it it possible to improve it?
xpos = side; and ypos=0.866*side; in this manner I force the grid to be of regular hexagons.
I execute outside the for loops a purgeLines() function to delete lines that share equal start and end points coordinates - so get rid of duplicates.
As Philfrei mentioned the other approach would be to the create a hexagon object itself and then replicate over a grid, and then purge duplicates points at joining hexagons and not at the edge of grid. Never used hashmaps but is something I would really like to harness when Ill get sometime.
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| float side = w / (numCols); particles = new Particle[numCols][numRows][2]; for (int i=0; i<numCols; ++i){ for(int j=0; j<numRows; ++j) { float xpos,ypos; if (j%2!=0 ){ xpos = side*(i-0.5f); ypos = (0.866f*side) * j; } else{ xpos = side*(i); ypos = (0.866f*side) *j; } vertices[i][j][0] = new Vector(xpos, ypos, 1.0f); } } for (int j =0; j<numRows-2; ++j){ if (j%2 ==0){ for (int i=j%2*2; i<numCols-2; i+=3){ Vector a = vertices[i][j][0]; Vector b = vertices[i+1][j][0]; Vector c = vertices[i+2][j+1][0]; Vector d = vertices[i+1][j+2][0]; Vector e = vertices[i][j+2][0]; Vector f = vertices[i][j+1][0]; draw.line(a,b); draw.line(b,c); draw.line(c,d); draw.line(d,e); draw.line(e,f); draw.line(f,a); } } else{ for(int i=j%2*2; i<numCols-2; i+=3){
Vector a = vertices[i][j][0]; Vector b = vertices[i+1][j][0]; Vector c = vertices[i+1][j+1][0]; Vector d = vertices[i+1][j+2][0]; Vector e = vertices[i][j+2][0]; Vector f = vertices[i-1][j+1][0]; draw.line(a,b); draw.line(b,c); draw.line(c,d); draw.line(d,e); draw.line(e,f); draw.line(f,a); } } } |
