Creating 10.000 Connected Hexagon Page?
I am trying to create 10.000 hexagon connected each other like bee combs.I want to create all of this as a element that after I can import some thing to inside them.But for connec
Solution 1:
Creating a rectangular grid is fairly obvious - just skew a rectangular grid ( either skew it all and get a parallelogram, then use modulo to wrap it, or skew alternate rows/columns to create a rectangular grid ).
Creating a hexagon filled with hexagons is fairly easy too
- in the n th rank, there are 6 bars of n hexes
- the centres of adjacent hexes are displaced twice the distance of the midpoint of one of the faces to the centre
So if you have the x & y co-ordinates of your hexes in two arrays, polyX
and polyY
, you get a nested loop:
drawHex ( g, cx, cy, 0 );
for ( int rank = 1; rank < count; ++rank ) {
for ( int bar = 0; bar < 6; ++bar ) {
// x and y are twice midpoint of the previous face * the rank away // from centreint x = cx + ( polyX [ ( bar + 4 ) % 6 ] + polyX [ ( bar + 5 ) % 6 ] ) * rank;
int y = cy + ( polyY [ ( bar + 4 ) % 6 ] + polyY [ ( bar + 5 ) % 6 ] ) * rank;
// move by twice the distance of the midpoint of the next face each time int dx = polyX [ bar ] + polyX [ ( bar + 1 ) % 6 ];
int dy = polyY [ bar ] + polyY [ ( bar + 1 ) % 6 ];
for ( int hex = 0; hex < rank; ++hex ) {
drawHex ( g, x, y, rank );
x += dx;
y += dy;
}
}
}
Full example:
import javax.swing.*;
import java.awt.*;
publicclassHexagons
{
publicstaticvoidmain( String...args )throws Exception
{
SwingUtilities.invokeAndWait ( newRunnable () {
@Overridepublicvoidrun() {
newHexagons().run();
}
} );
}
Hexagons ()
{
finalJFrameframe=newJFrame();
frame.setDefaultCloseOperation ( JFrame.EXIT_ON_CLOSE );
finalJPanelpanel=newJPanel () {
@OverridepublicvoidpaintComponent( Graphics g ) {
Graphics2Dg2D= ( Graphics2D ) g;
g2D.setRenderingHint ( RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON );
drawHexes ( g2D, getWidth() / 2, getHeight() / 2 );
}
};
count = 5;
frame.add ( panel );
frame.setSize ( 400, 400 );
frame.setVisible ( true );
}
voidrun() { }
int count;
voiddrawHexes( Graphics2D g, int cx, int cy )
{
intcount= Math.min ( 20, Math.min ( cx, cy ) / 34 );
drawHex ( g, cx, cy, 0 );
for ( intrank=1; rank < count; ++rank ) {
for ( intbar=0; bar < 6; ++bar ) {
intx= ( polyX [ ( bar + 4 ) % 6 ] + polyX [ ( bar + 5 ) % 6 ] ) * rank;
inty= ( polyY [ ( bar + 4 ) % 6 ] + polyY [ ( bar + 5 ) % 6 ] ) * rank;
intdx= polyX [ bar ] + polyX [ ( bar + 1 ) % 6 ];
intdy= polyY [ bar ] + polyY [ ( bar + 1 ) % 6 ];
for ( inthex=0; hex < rank; ++hex ) {
drawHex ( g, cx + x, cy + y, rank );
x += dx;
y += dy;
}
}
}
}
staticint polyX[] = { 20, 10, -10, -20, -10, 10 };
staticint polyY[] = { 0, 17, 17, 0, -17, -17 };
static Color fill[] = newColor[20];
static Color line[] = newColor[20];
staticBasicStrokestroke=newBasicStroke ( 1.5f );
// make it prettystatic {
for ( intrank=0; rank < 20; ++rank ) {
doubletheta0= rank * 2 * Math.PI / 20;
doubletheta1= theta0 + Math.PI * 2.0/3.0;
doubletheta2= theta1 + Math.PI * 2.0/3.0;
fill [ rank ] = newColor (
( int ) ( 128 + 64 * Math.sin ( theta0 ) ),
( int ) ( 128 + 64 * Math.sin ( theta1 ) ),
( int ) ( 128 + 64 * Math.sin ( theta2 ) ) );
line [ rank ] = newColor (
( int ) ( 64+ 32 * Math.sin ( theta0 ) ),
( int ) ( 64 + 32 * Math.sin ( theta1 ) ),
( int ) ( 64+ 32 * Math.sin ( theta2 ) ) );
}
}
voiddrawHex( Graphics2D g, int cx, int cy, int rank ) {
g.translate ( cx, cy );
g.setPaint ( fill [ rank ] );
g.fillPolygon ( polyX, polyY, 6 );
g.setColor ( line [ rank ] );
g.setStroke ( stroke );
g.drawPolygon ( polyX, polyY, 6 );
g.translate ( -cx, -cy );
}
}
Solution 2:
You may get an inspiration from Sergey Malenkov's Hexagonal Tile Map applet.
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