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Support hexagon tiles in GridMap
#59842
Support hexagon tiles in GridMap
#59842
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I tested it and it works really well. Just a few things need to be changed/fixed:
- The editor grid drawing should be changed to respect
cell_shape
andcell_offset_axis
settings like the TileMap editor grid does. cell_offset_axis
only works in hexagon mode, so you can't use offset squares like you can in TileMaps.- The placement position in the editor is off by about half of a cell. This is more apparent when you go into the Top Orthogonal camera mode when drawing on the GridMap. Disabling
cell_center_x/y/z
makes it off by half of a cell in the opposite direction.
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Appreciate the review @fire-forge
Was going to split this out into a follow up pull request, but I've squashed it into this one and force pushed.
Yes, there is no half offset square shape yet (out of scope for this pull request). But the inspector should disable the options when not applicable.
My bad, had some staged changes remaining 🙃 |
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Nevermind, glad to hear it's fixed. |
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Oops, multiplying this twice would be the cause of that extra offset (which was only observable depending on cell size).
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I'm just going to post this here for anyone else looking for a hexagon grid system for a sphere as well. https://stackoverflow.com/questions/46777626/mathematically-producing-sphere-shaped-hexagonal-grid |
I would love to see this feature merged, any chance this will make it in during the Godot 4 beta? |
Also, this pull request needs to be rebased before it can be merged. |
Would love to see this in 4.1. I was looking for different ways to extend gridmap but this does exactly that! Very useful feature for 4x style games or turn based RPGs like Expeditions Rome. Hexes are everywhere in today's games, they should be in Godot! |
@octetdev2 seems to have disappared from the internet (I hope he's ok) so, uh, can someone please take over development of this feature? |
Since the original maintainer seems to have vanished, I took a shot at updating this branch with the latest master. I've never actually contributed before. https://github.com/BSChad/godot/tree/feat-grid-map-hexagonal-cells Would I just open a new PR? |
Yes, I suggest opening a new PR. That said, consider godotengine/godot-proposals#4337 (comment) as well. The idea of hexagon tiles seems to be well-accepted by now, but some of the advanced options introduced in this PR may be too complex to initially implement. |
Salvaged in: #85890 |
The offset-based indexing approach offered many options for mapping points into map indexes, but the current code had problems correctly mapping various regions of a cell consistently (godotengine#85890 (comment)). Looking at the layout code, there were a lot of options with various mathematical transforms for each one; verifying where the issue was, and if it affected the other layouts was challenging. There is also a comment at the top of the PR (godotengine#85890), and in the discussion for the previous PR (godotengine#59842) about reducing the complexity of this PR by removing the mixture of cell layout and orientation options. That seemed like the best approach. In this commit, I remove the existing layout & orientation options and replace them with a single coordinate system (axial coordinates described in https://www.redblobgames.com/grids/hexagons/#coordinates-axial), and a single cell orientation (pointy, previously the vertical orientation). In addition I added tests for `GridMap::local_to_map()` and `GridMap::map_to_local()` to verify we can correctly identify the edges of the cell. With this change we loose the ability to have irregularly shaped hexagon cells where not all sides are the same length. This is a side effect of the current implementation of the algorithm to map between axial and 3d coordinates. I don't think this will be a big problem as most hex-based 3d games are using regular hexagons.
`GridMap` for square tiles needed to support 24 different orientations. When hexagonal tile support was added, the hex tiles were being rotated as they were cubes, 90 degrees on whichever axis. This does not work for hexagonal tiles. Hex cell rotation is 60 degrees around the y-axis for 6 possible orientations, then 180 degrees around the x-axis or z-axis (flipping the tile over). Any other rotation around x/z would cause a hex tile to clip any neighboring cells. This results in 12 possible orientations for hex cells in a GridMap. In this commit, I added the hex-specific orientations to the GridMap, along with the 60/180 degree rotations in the GridMap editor plugin. In addition, I added `Math_SQRT3` as it is used within the hex orientation. GridMap: use axial coordinate system for hex cells The offset-based indexing approach offered many options for mapping points into map indexes, but the current code had problems correctly mapping various regions of a cell consistently (godotengine#85890 (comment)). Looking at the layout code, there were a lot of options with various mathematical transforms for each one; verifying where the issue was, and if it affected the other layouts was challenging. There is also a comment at the top of the PR (godotengine#85890), and in the discussion for the previous PR (godotengine#59842) about reducing the complexity of this PR by removing the mixture of cell layout and orientation options. That seemed like the best approach. In this commit, I remove the existing layout & orientation options and replace them with a single coordinate system (axial coordinates described in https://www.redblobgames.com/grids/hexagons/#coordinates-axial), and a single cell orientation (pointy, previously the vertical orientation). In addition I added tests for `GridMap::local_to_map()` and `GridMap::map_to_local()` to verify we can correctly identify the edges of the cell. With this change we loose the ability to have irregularly shaped hexagon cells where not all sides are the same length. This is a side effect of the current implementation of the algorithm to map between axial and 3d coordinates. I don't think this will be a big problem as most hex-based 3d games are using regular hexagons. GridMap: support Center-y for hex cells GridMapEditor: fix floorgrid offset issue Currently if you exit editing a GridMap on floor != 0, when you return to the GridMap the floor grid will be redrawn offset from the cusor. So the cursor is at floor 0, but the grid is drawn for floor -1. The cause of this is `_draw_floor_grid()` takes into account the current floor level when creating the floor grid. The problem is that the grid should be created at floor = 0, as it is offset by the floor number when displayed. This commit I removed the floor number argument from `_draw_floor_grid()`. As a result the floor grid is generated with coordinates for floor == 0, and is correctly offset now. HexGridEditor: fix for x-plane editing hex cells With the conversion to axial coordinates for hex cells, editing cells along the x-plane caused cells to be drawn in the wrong place. It turned out this was because `GridMapEditor::do_input_action()` assumed it could modify the floor value directly after calling `GridMap::local_to_map()`. This looks like it was a workaround for floating point errors that occur when raycasting against the picking plane. This causes a problem with hex cells as the axial coordinate system means more math is required to set the x value. In this commit I remove the code that modifies the floor/plane value for the cell, and instead move the raypicking plane into the middle of the cell plane. This will eliminate the majority of raypicking errors that result from being directly on the edge of the cell. GridMapEditor: cell selection for hex shaped cells * GridMap: Add `local_region_to_map()` to get cell indices within a bounding box * GridMap: Added `cell_shape_changed` signal to GridMap * GridMapEditor: Update grid floor when cell shape changes * GridMapEditor: Add cell shape mesh for hex tiles * GridMapEditor: Update tile selection mesh when cell shape changes * GridMapEditor: Fill selection for hex shaped cells * GridMapEditor: Clear selection for hex shaped cells * GridMapEditor: Paste for hex shaped cells GridMapEditor: Hex cell Q/R/S Axis editing support Editing along the Z-axis with hex cells results in unexpected behavior for users as cells will be placed in a zig-zag pattern. This is because with pointy orientation, the cell centers are offset every other row as you move along the Z-axis. In this commit, I added support for editing cells along the Q-axis (northwest to southeast), and S-axis (southwest to northeast). The terms come from the axial coordinate system used in GridMap, and derrived from: https://www.redblobgames.com/grids/hexagons/#coordinates-axial The Z and C hotkeys were repurposed to rotate around the various non-Y axis options when using hex-shaped cells, using X, Q, Z, then R axis when rotating clockwise (hotkey C), and the reverse for counter-clockwise (hotkey Z). For square-shaped cells, these hotkeys still map to the X-axis and Z-axis. This commit does not include required changes to the `GridMap` editor menu to show/hide the hex-specific axis. Note, also this commit in particular removes code for functionality that has been broken for some time. PR godotengine#25406 Added support for using Shift-Q and Shift-E to expand selection regions to other planes/floors without changing the actual floor. This does not function in 4.2.2. It looks like at some point the keybindings for change level were changed from an accelerator to a shortcut, and the code for checking for the key combination was not updated. As the functionality does not currently work, and it's non-trivial to reimplement with hex cells, I'm leaving it out for the time being. A dedicated PR should be opened to expand selection capabilities within the GridMapEditor later to re-introduce the functonality. GridMapEditor: Menu updates for Q/R/S axis editing GridMap: Fix get_meshes() for NavMesh generation Needed to update GridMap::get_meshes() to use map_to_local() instead of manually calculating transforms. GridMap: Add get_cell_neighbors() With the transition to axial coordinates for hex shaped cells in GridMap, it became more difficult to navigate grid map cells to their neighbors. This is because the Q/R axial coordinates do not directly map to x/y equivalents. In this commit I add GridMap::get_cell_neighbors() which is the minimum implementation required to map from a GridMap to an AStar3d without duplicating the axial coordinate math. This commit should be expanded on to add direction-based neighbor functions, but I'd rather do that work in a dedicated PR to abstract navigating cell indexes into a dedicated class for each cell type. GridMapEditor: Use multimesh for cell highlighting Minor perf improvement to switch selection to use a multimesh for highlighting selected cells. GridMapEditor: Add lines around selection tiles HexGridEditor: Fix editing grid for Q/R/S axis GridMapEditor: selection on Q/S planes fixed Selection along the Q & S planes was selecting a cube volume due to `GridMap::local_region_to_map()` using the two points as the corners of an AABB. This isn't a problem when editing on X/Y/Z planes as the begin and end points share one common value for at least one of their indices. The Q & S planes on the other hand, run diagonal across the X/Z coordinates, so every selection is a cube traversing X/Z. In this commit I add support for selecting along the Q/S plane. To do this, GridMapEditor will now prune the selection region returned from `GridMap::local_region_to_map()` based on which axis is being edited. In addition, I trimmed out a lot of extranous values & logic that weren't being used in the selection code. GridMapEditor: Update X-Axis grid for hex cells
* `GridMap` * Added hex cell orientations (they differ from square orientations) * 60 degree steps about Y axis * 180 degree step about X axis to flip tile over * Use axial coordinate system for hex cells * https://www.redblobgames.com/grids/hexagons/#coordinates-axial * Q/R coordinates stored in X/Z fields of Vector3i * Preserve Y for level * See note below about internal coordinate systems leaking * Simplifies many hex-based algorithms (pathfinding, distance, etc) * comments on PRs godotengine#85890 & godotengine#59842 suggested simplifying layout & orientation options * Support only normal hex cells * All side lengths are equal * Size of hexagon is defined by the radius; distance from center to corners of cell * Supporting only normal hexes simplifies all calculations * Hex cell radius stored in cell_size.x * Add `GridMap::local_region_to_map()` to get cell indices within an axis-aligned bounding box * Add `GridMap::get_cell_neighbors()` to get cell neighbor indices * Add tests for `GridMap::map_to_local()` & `GridMap::local_to_map()` * necessary to confirm they were correctly detecting cell bounds * Add `cell_shape_changed` signal * `GridMapEditor` * Rotate hex tiles * Hex tile rotation is significantly different from square tile rotation * 60 degree rotation about Y axis * 180 degree rotation about X/Z axis (flip tile over) * Support additional axes when editing hex cells * Q/S axis run northwest and southwest with evenly spaced cells * Update X-axis grid to show different cell sizes * Z/C shortcuts rotate through non-Y axes when using hex cells * Cell selection indicator changed from a bounding box to per-cell mesh in a multimesh * This was needed to make selection bounds clear when working with hex-shaped cells * Update fill/clear/duplicate for hex cells * Simplified cursor positioning code * Simplified selection & paste indicator code * Fixed issue where floor grid was drawn offset from the editing level * Removed dead code for expanding selection regions to additional planes/floors * Added in PR godotengine#25406 to expand using Shift-Q & Shift-E * Does not function in 4.2.2 * Broken when keybindings for change level were changed from an accelesator to a shortcut * Non-trivial to reimplement * Added `Math_SQRT3` as it is used extensively for hex cells The internal coordinate system used within `GridMap` should not be considered to be public or stable. This has been the assumption up to this point, and the result has been `GridMapEditor` deeply dependent on the internal coordinate system. This commit is so large because much of `GridMapEditor` assumed it knew how `GridMap` was addressing individual cells. Many of those assumptions broke with the addition of hex cells. Another side effect of leaking the internal coordinate system is the extensive code duplication that is happening in users' code bases as they all have to implement common functions for navigating the coordinate system. Functions such as calculating area of affect, distance, etc. In this commit large steps have been made to isolate the coordinate system to `GridMap`, and helpers added to navigate the coordinate system. `GridMapEditor` has been updated to rely on `GridMap` to provide the appropriate mapping from local space to `GridMap` coordinates. There is more work to be done in this area, but is being held back to limit the scope of this PR.
* `GridMap` * Added hex cell orientations (they differ from square orientations) * 60 degree steps about Y axis * 180 degree step about X axis to flip tile over * Use axial coordinate system for hex cells * https://www.redblobgames.com/grids/hexagons/#coordinates-axial * Q/R coordinates stored in X/Z fields of Vector3i * Preserve Y for level * See note below about internal coordinate systems leaking * Simplifies many hex-based algorithms (pathfinding, distance, etc) * comments on PRs godotengine#85890 & godotengine#59842 suggested simplifying layout & orientation options * Support only normal hex cells * All side lengths are equal * Size of hexagon is defined by the radius; distance from center to corners of cell * Supporting only normal hexes simplifies all calculations * Hex cell radius stored in cell_size.x * Add `GridMap::local_region_to_map()` to get cell indices within an axis-aligned bounding box * Add `GridMap::get_cell_neighbors()` to get cell neighbor indices * Add tests for `GridMap::map_to_local()` & `GridMap::local_to_map()` * necessary to confirm they were correctly detecting cell bounds * Add `cell_shape_changed` signal * `GridMapEditor` * Rotate hex tiles * Hex tile rotation is significantly different from square tile rotation * 60 degree rotation about Y axis * 180 degree rotation about X/Z axis (flip tile over) * Support additional axes when editing hex cells * Q/S axis run northwest and southwest with evenly spaced cells * Update X-axis grid to show different cell sizes * Z/C shortcuts rotate through non-Y axes when using hex cells * Cell selection indicator changed from a bounding box to per-cell mesh in a multimesh * This was needed to make selection bounds clear when working with hex-shaped cells * Update fill/clear/duplicate for hex cells * Simplified cursor positioning code * Simplified selection & paste indicator code * Fixed issue where floor grid was drawn offset from the editing level * Removed dead code for expanding selection regions to additional planes/floors * Added in PR godotengine#25406 to expand using Shift-Q & Shift-E * Does not function in 4.2.2 * Broken when keybindings for change level were changed from an accelesator to a shortcut * Non-trivial to reimplement * Added `Math_SQRT3` as it is used extensively for hex cells The internal coordinate system used within `GridMap` should not be considered to be public or stable. This has been the assumption up to this point, and the result has been `GridMapEditor` deeply dependent on the internal coordinate system. This commit is so large because much of `GridMapEditor` assumed it knew how `GridMap` was addressing individual cells. Many of those assumptions broke with the addition of hex cells. Another side effect of leaking the internal coordinate system is the extensive code duplication that is happening in users' code bases as they all have to implement common functions for navigating the coordinate system. Functions such as calculating area of affect, distance, etc. In this commit large steps have been made to isolate the coordinate system to `GridMap`, and helpers added to navigate the coordinate system. `GridMapEditor` has been updated to rely on `GridMap` to provide the appropriate mapping from local space to `GridMap` coordinates. There is more work to be done in this area, but is being held back to limit the scope of this PR.
* `GridMap` * Added hex cell orientations (they differ from square orientations) * 60 degree steps about Y axis * 180 degree step about X axis to flip tile over * Use axial coordinate system for hex cells * https://www.redblobgames.com/grids/hexagons/#coordinates-axial * Q/R coordinates stored in X/Z fields of Vector3i * Preserve Y for level * See note below about internal coordinate systems leaking * Simplifies many hex-based algorithms (pathfinding, distance, etc) * comments on PRs godotengine#85890 & godotengine#59842 suggested simplifying layout & orientation options * Support only normal hex cells * All side lengths are equal * Size of hexagon is defined by the radius; distance from center to corners of cell * Supporting only normal hexes simplifies all calculations * Hex cell radius stored in cell_size.x * Add `GridMap::local_region_to_map()` to get cell indices within an axis-aligned bounding box * Add `GridMap::get_cell_neighbors()` to get cell neighbor indices * Add tests for `GridMap::map_to_local()` & `GridMap::local_to_map()` * necessary to confirm they were correctly detecting cell bounds * Add `cell_shape_changed` signal * `GridMapEditor` * Rotate hex tiles * Hex tile rotation is significantly different from square tile rotation * 60 degree rotation about Y axis * 180 degree rotation about X/Z axis (flip tile over) * Support additional axes when editing hex cells * Q/S axis run northwest and southwest with evenly spaced cells * Update X-axis grid to show different cell sizes * Z/C shortcuts rotate through non-Y axes when using hex cells * Cell selection indicator changed from a bounding box to per-cell mesh in a multimesh * This was needed to make selection bounds clear when working with hex-shaped cells * Update fill/clear/duplicate for hex cells * Simplified cursor positioning code * Simplified selection & paste indicator code * Fixed issue where floor grid was drawn offset from the editing level * Removed dead code for expanding selection regions to additional planes/floors * Added in PR godotengine#25406 to expand using Shift-Q & Shift-E * Does not function in 4.2.2 * Broken when keybindings for change level were changed from an accelesator to a shortcut * Non-trivial to reimplement * Added `Math_SQRT3` as it is used extensively for hex cells The internal coordinate system used within `GridMap` should not be considered to be public or stable. This has been the assumption up to this point, and the result has been `GridMapEditor` deeply dependent on the internal coordinate system. This commit is so large because much of `GridMapEditor` assumed it knew how `GridMap` was addressing individual cells. Many of those assumptions broke with the addition of hex cells. Another side effect of leaking the internal coordinate system is the extensive code duplication that is happening in users' code bases as they all have to implement common functions for navigating the coordinate system. Functions such as calculating area of affect, distance, etc. In this commit large steps have been made to isolate the coordinate system to `GridMap`, and helpers added to navigate the coordinate system. `GridMapEditor` has been updated to rely on `GridMap` to provide the appropriate mapping from local space to `GridMap` coordinates. There is more work to be done in this area, but is being held back to limit the scope of this PR.
`GridMap` for square tiles needed to support 24 different orientations. When hexagonal tile support was added, the hex tiles were being rotated as they were cubes, 90 degrees on whichever axis. This does not work for hexagonal tiles. Hex cell rotation is 60 degrees around the y-axis for 6 possible orientations, then 180 degrees around the x-axis or z-axis (flipping the tile over). Any other rotation around x/z would cause a hex tile to clip any neighboring cells. This results in 12 possible orientations for hex cells in a GridMap. In this commit, I added the hex-specific orientations to the GridMap, along with the 60/180 degree rotations in the GridMap editor plugin. In addition, I added `Math_SQRT3` as it is used within the hex orientation. GridMap: use axial coordinate system for hex cells The offset-based indexing approach offered many options for mapping points into map indexes, but the current code had problems correctly mapping various regions of a cell consistently (godotengine#85890 (comment)). Looking at the layout code, there were a lot of options with various mathematical transforms for each one; verifying where the issue was, and if it affected the other layouts was challenging. There is also a comment at the top of the PR (godotengine#85890), and in the discussion for the previous PR (godotengine#59842) about reducing the complexity of this PR by removing the mixture of cell layout and orientation options. That seemed like the best approach. In this commit, I remove the existing layout & orientation options and replace them with a single coordinate system (axial coordinates described in https://www.redblobgames.com/grids/hexagons/#coordinates-axial), and a single cell orientation (pointy, previously the vertical orientation). In addition I added tests for `GridMap::local_to_map()` and `GridMap::map_to_local()` to verify we can correctly identify the edges of the cell. With this change we loose the ability to have irregularly shaped hexagon cells where not all sides are the same length. This is a side effect of the current implementation of the algorithm to map between axial and 3d coordinates. I don't think this will be a big problem as most hex-based 3d games are using regular hexagons. GridMap: support Center-y for hex cells GridMapEditor: fix floorgrid offset issue Currently if you exit editing a GridMap on floor != 0, when you return to the GridMap the floor grid will be redrawn offset from the cusor. So the cursor is at floor 0, but the grid is drawn for floor -1. The cause of this is `_draw_floor_grid()` takes into account the current floor level when creating the floor grid. The problem is that the grid should be created at floor = 0, as it is offset by the floor number when displayed. This commit I removed the floor number argument from `_draw_floor_grid()`. As a result the floor grid is generated with coordinates for floor == 0, and is correctly offset now. HexGridEditor: fix for x-plane editing hex cells With the conversion to axial coordinates for hex cells, editing cells along the x-plane caused cells to be drawn in the wrong place. It turned out this was because `GridMapEditor::do_input_action()` assumed it could modify the floor value directly after calling `GridMap::local_to_map()`. This looks like it was a workaround for floating point errors that occur when raycasting against the picking plane. This causes a problem with hex cells as the axial coordinate system means more math is required to set the x value. In this commit I remove the code that modifies the floor/plane value for the cell, and instead move the raypicking plane into the middle of the cell plane. This will eliminate the majority of raypicking errors that result from being directly on the edge of the cell. GridMapEditor: cell selection for hex shaped cells * GridMap: Add `local_region_to_map()` to get cell indices within a bounding box * GridMap: Added `cell_shape_changed` signal to GridMap * GridMapEditor: Update grid floor when cell shape changes * GridMapEditor: Add cell shape mesh for hex tiles * GridMapEditor: Update tile selection mesh when cell shape changes * GridMapEditor: Fill selection for hex shaped cells * GridMapEditor: Clear selection for hex shaped cells * GridMapEditor: Paste for hex shaped cells GridMapEditor: Hex cell Q/R/S Axis editing support Editing along the Z-axis with hex cells results in unexpected behavior for users as cells will be placed in a zig-zag pattern. This is because with pointy orientation, the cell centers are offset every other row as you move along the Z-axis. In this commit, I added support for editing cells along the Q-axis (northwest to southeast), and S-axis (southwest to northeast). The terms come from the axial coordinate system used in GridMap, and derrived from: https://www.redblobgames.com/grids/hexagons/#coordinates-axial The Z and C hotkeys were repurposed to rotate around the various non-Y axis options when using hex-shaped cells, using X, Q, Z, then R axis when rotating clockwise (hotkey C), and the reverse for counter-clockwise (hotkey Z). For square-shaped cells, these hotkeys still map to the X-axis and Z-axis. This commit does not include required changes to the `GridMap` editor menu to show/hide the hex-specific axis. Note, also this commit in particular removes code for functionality that has been broken for some time. PR godotengine#25406 Added support for using Shift-Q and Shift-E to expand selection regions to other planes/floors without changing the actual floor. This does not function in 4.2.2. It looks like at some point the keybindings for change level were changed from an accelerator to a shortcut, and the code for checking for the key combination was not updated. As the functionality does not currently work, and it's non-trivial to reimplement with hex cells, I'm leaving it out for the time being. A dedicated PR should be opened to expand selection capabilities within the GridMapEditor later to re-introduce the functonality. GridMapEditor: Menu updates for Q/R/S axis editing GridMap: Fix get_meshes() for NavMesh generation Needed to update GridMap::get_meshes() to use map_to_local() instead of manually calculating transforms. GridMap: Add get_cell_neighbors() With the transition to axial coordinates for hex shaped cells in GridMap, it became more difficult to navigate grid map cells to their neighbors. This is because the Q/R axial coordinates do not directly map to x/y equivalents. In this commit I add GridMap::get_cell_neighbors() which is the minimum implementation required to map from a GridMap to an AStar3d without duplicating the axial coordinate math. This commit should be expanded on to add direction-based neighbor functions, but I'd rather do that work in a dedicated PR to abstract navigating cell indexes into a dedicated class for each cell type. GridMapEditor: Use multimesh for cell highlighting Minor perf improvement to switch selection to use a multimesh for highlighting selected cells. GridMapEditor: Add lines around selection tiles HexGridEditor: Fix editing grid for Q/R/S axis GridMapEditor: selection on Q/S planes fixed Selection along the Q & S planes was selecting a cube volume due to `GridMap::local_region_to_map()` using the two points as the corners of an AABB. This isn't a problem when editing on X/Y/Z planes as the begin and end points share one common value for at least one of their indices. The Q & S planes on the other hand, run diagonal across the X/Z coordinates, so every selection is a cube traversing X/Z. In this commit I add support for selecting along the Q/S plane. To do this, GridMapEditor will now prune the selection region returned from `GridMap::local_region_to_map()` based on which axis is being edited. In addition, I trimmed out a lot of extranous values & logic that weren't being used in the selection code. GridMapEditor: Update X-Axis grid for hex cells
This adds support for hexagonal grids in the
GridMap
node with the same offset and layout semantics asTileMap
.Closes godotengine/godot-proposals#4337