/// <summary>
            /// returns the euclidean distance between the midpoints of both input edges
            /// </summary>
            public static float BetweenEdgesEuclidean(Vector3Int edgeA, Vector3Int edgeB)
            {
                Vector3 a = HexConverter.EdgeCoordToCartesianCoord(edgeA);
                Vector3 b = HexConverter.EdgeCoordToCartesianCoord(edgeB);

                return(Vector3.Distance(a, b));
            }
 /// <summary>
 /// TODO
 /// </summary>
 public float Euclidean(Vector3Int edgeA, Vector3Int edgeB)
 {
     if (coordinateWrapper != null)
     {
         edgeB = coordinateWrapper.ShiftTargetToClosestPeriodicEdgePosition(edgeA, edgeB);
     }
     return(Vector3.Distance(HexConverter.EdgeCoordToCartesianCoord(edgeA), HexConverter.EdgeCoordToCartesianCoord(edgeB)));
 }
示例#3
0
        public static Vector2 EdgeCoordToNormalizedPosition(Vector3Int edgeCoordinate, float minX, float maxX, float minZ, float maxZ)
        {
            Vector3 cartesianCoord = HexConverter.EdgeCoordToCartesianCoord(edgeCoordinate);

            return(CartesianCoordToNormalizedPosition(cartesianCoord, minX, maxX, minZ, maxZ));
        }