I'm trying to make a hexagon grid with triangles without altering any pivot points, but I can't seem to position the triangles correctly to make single hexagon. I'm creating SCNNodes
with UIBezierPaths
to form triangles and then rotating the bezier paths. This seems to work fine UNTIL I try to use a parametric equation to position the triangles around a circle to form the hexagon, then they don't end up in the correct position. Can you help me spot where I'm doing wrong here?
class TrianglePlane: SCNNode {
var size: CGFloat = 0.1
var coords: SCNVector3 = SCNVector3Zero
var innerCoords: Int = 0
init(coords: SCNVector3, innerCoords: Int, identifier: Int) {
super.init()
self.coords = coords
self.innerCoords = innerCoords
setup()
}
init(identifier: Int) {
super.init()
// super.init(identifier: identifier)
setup()
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func setup() {
let myPath = path()
let geo = SCNShape(path: myPath, extrusionDepth: 0)
geo.firstMaterial?.diffuse.contents = UIColor.red
geo.firstMaterial?.blendMode = .multiply
self.geometry = geo
}
func path() -> UIBezierPath {
let max: CGFloat = self.size
let min: CGFloat = 0
let bPath = UIBezierPath()
bPath.move(to: .zero)
bPath.addLine(to: CGPoint(x: max / 2,
y: UIBezierPath.middlePeak(height: max)))
bPath.addLine(to: CGPoint(x: max, y: min))
bPath.close()
return bPath
}
}
extension TrianglePlane {
static func generateHexagon() -> [TrianglePlane] {
var myArr: [TrianglePlane] = []
let colors = [UIColor.red, UIColor.green,
UIColor.yellow, UIColor.systemTeal,
UIColor.cyan, UIColor.magenta]
for i in 0 ..< 6 {
let tri = TrianglePlane(identifier: 0)
tri.geometry?.firstMaterial?.diffuse.contents = colors[i]
tri.position = SCNVector3( -0.05, 0, -0.5)
// Rotate bezier path
let angleInDegrees = (Float(i) + 1) * 180.0
print(angleInDegrees)
let angle = CGFloat(deg2rad(angleInDegrees))
let geo = tri.geometry as! SCNShape
let path = geo.path!
path.rotateAroundCenter(angle: angle)
geo.path = path
// Position triangle in hexagon
let radius = Float(tri.size)/2
let deg: Float = Float(i) * 60
let radians = deg2rad(-deg)
let x1 = tri.position.x + radius * cos(radians)
let y1 = tri.position.y + radius * sin(radians)
tri.position.x = x1
tri.position.y = y1
myArr.append(tri)
}
return myArr
}
static func deg2rad(_ number: Float) -> Float {
return number * Float.pi / 180
}
}
extension UIBezierPath {
func rotateAroundCenter(angle: CGFloat) {
let center = self.bounds.center
var transform = CGAffineTransform.identity
transform = transform.translatedBy(x: center.x, y: center.y)
transform = transform.rotated(by: angle)
transform = transform.translatedBy(x: -center.x, y: -center.y)
self.apply(transform)
}
static func middlePeak(height: CGFloat) -> CGFloat {
return sqrt(3.0) / 2 * height
}
}
extension CGRect {
var center : CGPoint {
return CGPoint(x:self.midX, y:self.midY)
}
}
What it currently looks like:
What it SHOULD look like:
There are a few problems with the code as it stands. Firstly, as pointed out in the comments, the parametric equation for the translations needs to be rotated by 90 degrees:
let deg: Float = (Float(i) * 60) - 90.0
The next issue is that the centre of the bounding box of the triangle and the centroid of the triangle are not the same point. This is important because the parametric equation calculates where the centroids of the triangles must be located, not the centres of their bounding boxes. So we're going to need a way to calculate the centroid. This can be done by adding the following extension method to TrianglePlane
:
extension TrianglePlane {
/// Calculates the centroid of the triangle
func centroid() -> CGPoint
{
let max: CGFloat = self.size
let min: CGFloat = 0
let peak = UIBezierPath.middlePeak(height: max)
let xAvg = (min + max / CGFloat(2.0) + max) / CGFloat(3.0)
let yAvg = (min + peak + min) / CGFloat(3.0)
return CGPoint(x: xAvg, y: yAvg)
}
}
This allows the correct radius
for the parametric equation to be calculated:
let height = Float(UIBezierPath.middlePeak(height: tri.size))
let centroid = tri.centroid()
let radius = height - Float(centroid.y)
The final correction is to calculate the offset between the origin of the triangle and the centroid. This correction depends on whether the triangle has been flipped by the rotation or not:
let x1 = radius * cos(radians)
let y1 = radius * sin(radians)
let dx = Float(-centroid.x)
let dy = (i % 2 == 0) ? Float(centroid.y) - height : Float(-centroid.y)
tri.position.x = x1 + dx
tri.position.y = y1 + dy
Putting all this together gives the desired result.
Full working ViewController can be found int this gist
Note the code can be greatly simplified by making the origin of the triangle be the centroid.