| name | hex-math |
| description | Reference for hexagonal grid algorithms and coordinate systems. Use when implementing movement, pathfinding, range calculations, or line of sight. Triggers on "hex", "hexagon", "grid", "coordinates", "pathfinding", "neighbors". |
| allowed-tools | Read |
Hex Grid Mathematics Reference
Coordinate Systems
Cube Coordinates (Recommended)
- Three axes: q, r, s where q + r + s = 0
- Best for algorithms and math
- Easy neighbor calculation, distance, rotation
Offset Coordinates
- Two axes: col, row
- Better for storage and display
- Odd-q or even-q offset for pointy-top hexes
Key Algorithms
Cube to Offset (odd-q)
int col = q;
int row = r + (q - (q & 1)) ~/ 2;
Offset to Cube (odd-q)
int q = col;
int r = row - (col - (col & 1)) ~/ 2;
int s = -q - r;
Distance
int distance(Hex a, Hex b) {
return (abs(a.q - b.q) + abs(a.r - b.r) + abs(a.s - b.s)) ~/ 2;
}
Neighbors (6 directions)
const directions = [
Hex(1, -1, 0), Hex(1, 0, -1), Hex(0, 1, -1),
Hex(-1, 1, 0), Hex(-1, 0, 1), Hex(0, -1, 1),
];
List<Hex> neighbors(Hex h) {
return directions.map((d) => Hex(h.q + d.q, h.r + d.r, h.s + d.s)).toList();
}
Hex to Pixel (pointy-top)
double x = size * (sqrt(3) * q + sqrt(3)/2 * r);
double y = size * (3/2 * r);
Pixel to Hex
double q = (sqrt(3)/3 * x - 1/3 * y) / size;
double r = (2/3 * y) / size;
// Then round to nearest hex
Line Drawing (for line of sight)
List<Hex> lineDraw(Hex a, Hex b) {
int n = distance(a, b);
List<Hex> results = [];
for (int i = 0; i <= n; i++) {
results.add(hexRound(hexLerp(a, b, i / max(n, 1))));
}
return results;
}
Range (all hexes within N)
List<Hex> hexesInRange(Hex center, int range) {
List<Hex> results = [];
for (int q = -range; q <= range; q++) {
for (int r = max(-range, -q - range); r <= min(range, -q + range); r++) {
int s = -q - r;
results.add(Hex(center.q + q, center.r + r, center.s + s));
}
}
return results;
}
Reference
Full guide: https://www.redblobgames.com/grids/hexagons/