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:
> 
> 
> 

[![enter image description here](https://i.stack.imgur.com/D1dSv.png)](https://i.stack.imgur.com/D1dSv.png)

> 
> What it SHOULD look like:
> 
> 
> 

[![enter image description here](https://i.stack.imgur.com/Qxsm9.png)](https://i.stack.imgur.com/Qxsm9.png)