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import { ExtrudeGeometry, InstancedMesh, Material, MeshStandardMaterial, Object3D, Shape } from "three"; | ||
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export interface HexagonalTileOptions { | ||
width: number; // Total area width to fill (x-axis) | ||
depth: number; // Total area depth to fill (z-axis) | ||
height: number; // Height of each tile (y-axis) | ||
radius: number; // Radius of each hexagonal tile | ||
gap: number; // Gap spacing between tiles | ||
material?: Material; // Optional custom material | ||
} | ||
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/** | ||
* Hexagonal tile pattern factory. | ||
* | ||
* Example usage: | ||
* ```ts | ||
* const hexTile = createHexagonalTile({ | ||
* width: 10, | ||
* depth: 10, | ||
* height: 0.01, | ||
* radius: 0.1, | ||
* gap: 0.01, | ||
* material: new THREE.MeshStandardMaterial({ color: ColorPalette.White }), | ||
* }); | ||
* | ||
* scene.add(hexTile); | ||
* ``` | ||
*/ | ||
export function createHexagonalTile(options: HexagonalTileOptions): InstancedMesh { | ||
const { width, depth, height, radius, gap, material } = options; | ||
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const tileMaterial = material || new MeshStandardMaterial({ color: 0x8b4513 }); // Default earthy color | ||
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// Effective spacing between hexagon centers, including the gap | ||
const spacingX = (radius * 3) / 2 + gap; // Horizontal distance between hex centers | ||
const spacingZ = Math.sqrt(3) * radius + gap; // Vertical distance between hex centers | ||
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// Calculate the number of tiles that fit within the area | ||
const hexTileCountX = Math.floor(width / spacingX); | ||
const hexTileCountZ = Math.floor(depth / spacingZ); | ||
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const hexTileCount = hexTileCountX * hexTileCountZ; | ||
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// Create a hexagonal prism geometry | ||
const hexShape = new Shape(); | ||
for (let i = 0; i < 6; i++) { | ||
const angle = (Math.PI / 3) * i; // 60-degree increments | ||
const x = Math.cos(angle) * radius; | ||
const y = Math.sin(angle) * radius; | ||
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if (i === 0) hexShape.moveTo(x, y); | ||
else hexShape.lineTo(x, y); | ||
} | ||
hexShape.closePath(); | ||
const geometry = new ExtrudeGeometry(hexShape, { depth: height, bevelEnabled: false }); | ||
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// Rotate geometry so tiles lay flat | ||
geometry.rotateX(-Math.PI / 2); | ||
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// Create the instanced mesh | ||
const instancedMesh = new InstancedMesh(geometry, tileMaterial, hexTileCount); | ||
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const dummy = new Object3D(); | ||
let index = 0; | ||
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for (let x = 0; x < hexTileCountX; x++) { | ||
for (let z = 0; z < hexTileCountZ; z++) { | ||
// Calculate the staggered row offset | ||
const offsetX = x * spacingX; | ||
const offsetZ = z * spacingZ + (x % 2) * (spacingZ / 2); // Stagger odd rows by half a tile | ||
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// Center the grid | ||
const positionX = offsetX - (hexTileCountX * spacingX) / 2 + spacingX / 2; | ||
const positionZ = offsetZ - (hexTileCountZ * spacingZ) / 2 + spacingZ / 2; | ||
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dummy.position.set(positionX, 0, positionZ); | ||
dummy.updateMatrix(); | ||
instancedMesh.setMatrixAt(index++, dummy.matrix); | ||
} | ||
} | ||
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instancedMesh.instanceMatrix.needsUpdate = true; | ||
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return instancedMesh; | ||
} |