Allow to create a heightmap collision shape from an image

This commit is contained in:
Marc Gilleron 2018-08-05 19:43:47 +01:00
parent 464d59935d
commit 6cf4f62f2b

View file

@ -438,7 +438,47 @@ void HeightMapShapeBullet::set_data(const Variant &p_data) {
int l_width = d["width"];
int l_depth = d["depth"];
PoolVector<real_t> l_heights = d["heights"];
// TODO This code will need adjustments if real_t is set to `double`,
// because that precision is unnecessary for a heightmap and Bullet doesn't support it...
PoolVector<real_t> l_heights;
Variant l_heights_v = d["heights"];
if (l_heights_v.get_type() == Variant::POOL_REAL_ARRAY) {
// Ready-to-use heights can be passed
l_heights = l_heights_v;
} else if (l_heights_v.get_type() == Variant::OBJECT) {
// If an image is passed, we have to convert it to a format Bullet supports.
// this would be expensive to do with a script, so it's nice to have it here.
Ref<Image> l_image = l_heights_v;
ERR_FAIL_COND(l_image.is_null());
// Float is the only common format between Godot and Bullet that can be used for decent collision.
// (Int16 would be nice too but we still don't have it)
// We could convert here automatically but it's better to not be intrusive and let the caller do it if necessary.
ERR_FAIL_COND(l_image->get_format() != Image::FORMAT_RF);
PoolByteArray im_data = l_image->get_data();
l_heights.resize(l_image->get_width() * l_image->get_width());
PoolRealArray::Write w = l_heights.write();
PoolByteArray::Read r = im_data.read();
float *rp = (float *)r.ptr();
// At this point, `rp` could be used directly for Bullet, but I don't know how safe it would be.
for (int i = 0; i < l_heights.size(); ++i) {
w[i] = rp[i];
}
} else {
ERR_EXPLAIN("Expected PoolRealArray or float Image.");
ERR_FAIL();
}
ERR_FAIL_COND(l_width <= 0);
ERR_FAIL_COND(l_depth <= 0);
@ -474,19 +514,8 @@ PhysicsServer::ShapeType HeightMapShapeBullet::get_type() const {
void HeightMapShapeBullet::setup(PoolVector<real_t> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height) {
// TODO cell size must be tweaked using localScaling, which is a shared property for all Bullet shapes
{ // Copy
// TODO If Godot supported 16-bit integer image format, we could share the same memory block for heightfields
// without having to copy anything, optimizing memory and loading performance (Bullet only reads and doesn't take ownership of the data).
const int heights_size = p_heights.size();
heights.resize(heights_size);
PoolVector<real_t>::Read p_heights_r = p_heights.read();
PoolVector<real_t>::Write heights_w = heights.write();
for (int i = heights_size - 1; 0 <= i; --i) {
heights_w[i] = p_heights_r[i];
}
}
// If this array is resized outside of here, it should be preserved due to CoW
heights = p_heights;
width = p_width;
depth = p_depth;