How about herring for lunch?

Another progress update: WorldToGrid and GridToWorld are now implemented. For those who don't know, those two functions convert a point's coordinates from world space to grid space, the coordinate system used to locate points relative to the grid's properties, and back. For rectangular grids it's a fairly simple idea, the grid can be represented as a standard Cartesian coordinate system. With hex grids that won't do it, you simply cannot force a hex grid into a cartesian coordinate system, you need to find something else. Fortunately there are several topologically identical possibilties whith easier, more intuitive coordinate systems. For the first release I have decided to use the herringbone pattern:

The vertices of this pattern are the faces of the hex grid. This means the central face has coordinates (0, 0, Z) and the face north-east of it has the coordinates (1, 0, Z). This way each single point of the hex grid can be canonically identified by its coordinates. "Canonically" means that no two points have the same coordinates and no two coordinates represent the same point. As a side effect this gives me an all new grid to work with, although the herringbone grid will have to wait until later before it gets the proper treatment.

This brings me almost concludes the hex grid development. The only things left now are the vertex matrix methods, testing and fixing everything to make sure it's reliable and then writing the documentation.