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Question by foxthib · Nov 07, 2018 at 09:05 PM · c#2dtileisometric

Get node from position isometric

Hello,

I created a grid on isometric view (in 2D project):

     public static void CreateGrid()
     {
         Debug.Log("Create Grid");
         Node.TypeTerrain type_terrain_node = new Node.TypeTerrain();
         //get the world position of the left of the grid
         Vector3 world_left = transform.position + (Vector3.left * grid_world_size.x * node_diameter);
 
         for (int y = 0; y < grid_size_y; y++)
         {
             for (int x = 0; x < grid_size_x; x++)
             {
                 //get the pos of the current created Node
                 Vector3 worldPoint = world_left + new Vector3(node_diameter * (x+y) + node_radius, node_radius * (-x + y) , 0);
 
                 type_terrain_node.Solid = Physics2D.OverlapCircle(worldPoint, node_radius - mini_radius, solid_mask);
 
                 grid[x, y] = new Node(worldPoint, type_terrain_node, x, y);       //create the new node
             }
         }
     }

Then, i want to get a tile from the array "grid" with a world position (which set in tile when the grid was create). For information, here is the Node class:

 using UnityEngine;
 using System.Collections;
 
 public class Node : IHeapItem<Node>
 {
 
     public Vector3 position;
     public int gridX;
     public int gridY;
 
     public Node parent;
     public int gCost;
     public int hCost;
     int heap_index;
 
     public struct TypeTerrain 
     {
         public bool Solid;
         public bool Walk;
     };
     public TypeTerrain type_terrain;
 
     public bool water;
     public bool waterEnergy;
     public bool windEnergy;
 
     public Node(Vector2 _position, TypeTerrain _type_terrain, int _gridX, int _gridY)
     {
         position = _position;
         type_terrain = _type_terrain;
         gridX = _gridX;
         gridY = _gridY;
     }
 
     public int fCost
     {
         get
         {
             return gCost + hCost;
         }
     }
 
     public int HeapIndex
     {
         get
         {
             return heap_index;
         }
         set
         {
             heap_index = value;
         }
     }
 
     public int CompareTo(Node node_to_compare)
     {
         int compare = fCost.CompareTo(node_to_compare.fCost);
         if (compare == 0)
         {
             compare = hCost.CompareTo(node_to_compare.hCost);
         }
         return -compare;
     }
 }
 

I found this method which works pretty well in orthogonal view (or carthesian) but not in this isometric view:

     public static Node NodeFromWorldPoint(Vector3 worldPosition)       //Give the grid position of a world position
     {
         float percentX = (worldPosition.x + grid_world_size.x / 2) / grid_world_size.x;
         float percentY = (worldPosition.y + grid_world_size.y / 2) / grid_world_size.y;
         percentX = Mathf.Clamp01(percentX);
         percentY = Mathf.Clamp01(percentY);
 
         int x = Mathf.RoundToInt((grid_size_x - 1) * percentX);
         int y = Mathf.RoundToInt((grid_size_y - 1) * percentY);
 
         return grid[x, y];
     }

I was think, it's a common problem but i don't find some topic talk about it.

Thanks for your help and your time :)

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Best Answer

Answer by foxthib · Nov 08, 2018 at 09:42 AM

If there are some people interessted, here the code:

  //Give the grid position of a world position    
     public static Node NodeFromWorldPoint(Vector3 world_position)       
         {
             int x = (int)((world_position.x - 2 * world_position.y - node_radius - world_grid_position.x - 2 * world_grid_position.y) / (4 * node_radius));
             int y = (int)((world_position.x + 2 * world_position.y - node_radius - world_grid_position.x - 2 * world_grid_position.y) / (4 * node_radius));
     
             return grid[x, y];
         }

And the function call it for retrive tile from an object that has it x and y size tile:

     public static List<Node> GetNodesGround(GameObject obj, Tiled tiled_obj)
     {
         Debug.Log("Get Nodes Ground");
         List<Node> ground_nodes = new List<Node>();
         Vector3 pos_obj = obj.GetComponent<EditorGrid>().RoundPosition();
         float middle_height_tiles = ((float)(tiled_obj.cell_size_x + tiled_obj.cell_size_y) / 4) * node_diameter;
 
         Vector2 base_position = new Vector2((pos_obj.x + offset_grid.x - obj.GetComponent<Renderer>().bounds.size.x / 2) + node_radius,
            (pos_obj.y + offset_grid.y - obj.GetComponent<Renderer>().bounds.size.y / 2) + middle_height_tiles);
 
         Node n = NodeFromWorldPoint(new Vector3(base_position.x, base_position.y, 0));
         ground_nodes.Add(n);
         for (int y = 0; y < tiled_obj.cell_size_y; y++)
         {
             for (int x = 0; x < tiled_obj.cell_size_x; x++)
             {
                 ground_nodes.Add(grid[n.gridX + x, n.gridY + y]);
             }
         }
 
         return ground_nodes;
     }

With all these informations, anyone can (theoretically) create a tile isometric 2d world and get/update tiles.

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