Added height map shape that implement heightmap collision shape
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28
doc/classes/HeightMapShape.xml
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28
doc/classes/HeightMapShape.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="HeightMapShape" inherits="Shape" category="Core" version="3.2">
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<brief_description>
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Height map shape for 3D physics (bullet only)
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</brief_description>
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<description>
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Height map shape resource, which can be added to a [PhysicsBody] or [Area].
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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</methods>
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<members>
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<member name="map_data" type="PoolRealArray" setter="set_map_data" getter="get_map_data">
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Height map data, pool array must be of [member map_width] * [member map_depth] size.
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</member>
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<member name="map_depth" type="int" setter="set_map_depth" getter="get_map_depth">
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Depth of the height map data. Changing this will resize the [member map_data].
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</member>
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<member name="map_width" type="int" setter="set_map_width" getter="get_map_width">
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Width of the height map data. Changing this will resize the [member map_data].
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</member>
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</members>
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<constants>
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</constants>
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</class>
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@ -139,6 +139,7 @@
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#include "scene/resources/dynamic_font.h"
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#include "scene/resources/dynamic_font_stb.h"
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#include "scene/resources/gradient.h"
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#include "scene/resources/height_map_shape.h"
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#include "scene/resources/line_shape_2d.h"
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#include "scene/resources/material.h"
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#include "scene/resources/mesh.h"
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@ -591,6 +592,7 @@ void register_scene_types() {
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ClassDB::register_class<BoxShape>();
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ClassDB::register_class<CapsuleShape>();
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ClassDB::register_class<CylinderShape>();
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ClassDB::register_class<HeightMapShape>();
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ClassDB::register_class<PlaneShape>();
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ClassDB::register_class<ConvexPolygonShape>();
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ClassDB::register_class<ConcavePolygonShape>();
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196
scene/resources/height_map_shape.cpp
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196
scene/resources/height_map_shape.cpp
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/*************************************************************************/
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/* height_map_shape.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "height_map_shape.h"
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#include "servers/physics_server.h"
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Vector<Vector3> HeightMapShape::_gen_debug_mesh_lines() {
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Vector<Vector3> points;
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// This will be slow for large maps...
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// also we'll have to figure out how well bullet centers this shape...
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Vector2 size(map_width - 1, map_depth - 1);
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Vector2 start = size * -0.5;
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int offset = 0;
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PoolRealArray::Read r = map_data.read();
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for (int d = 0; d < map_depth; d++) {
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Vector3 height(start.x, 0.0, start.y);
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for (int w = 0; w < map_width; w++) {
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height.y = r[offset++];
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if (w != map_width - 1) {
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points.push_back(height);
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points.push_back(Vector3(height.x + 1.0, r[offset], height.z));
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}
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if (d != map_depth - 1) {
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points.push_back(height);
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points.push_back(Vector3(height.x, r[offset + map_width - 1], height.z + 1.0));
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}
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height.x += 1.0;
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}
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start.y += 1.0;
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}
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return points;
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}
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void HeightMapShape::_update_shape() {
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Dictionary d;
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d["width"] = map_width;
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d["depth"] = map_depth;
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d["heights"] = map_data;
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d["min_height"] = min_height;
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d["max_height"] = max_height;
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PhysicsServer::get_singleton()->shape_set_data(get_shape(), d);
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}
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void HeightMapShape::set_map_width(int p_new) {
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if (p_new < 1) {
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// ignore
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} else if (map_width != p_new) {
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int was_size = map_width * map_depth;
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map_width = p_new;
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int new_size = map_width * map_depth;
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map_data.resize(map_width * map_depth);
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PoolRealArray::Write w = map_data.write();
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while (was_size < new_size) {
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w[was_size++] = 0.0;
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}
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_update_shape();
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notify_change_to_owners();
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_change_notify("map_width");
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_change_notify("map_data");
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}
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}
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int HeightMapShape::get_map_width() const {
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return map_width;
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}
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void HeightMapShape::set_map_depth(int p_new) {
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if (p_new < 1) {
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// ignore
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} else if (map_depth != p_new) {
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int was_size = map_width * map_depth;
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map_depth = p_new;
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int new_size = map_width * map_depth;
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map_data.resize(new_size);
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PoolRealArray::Write w = map_data.write();
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while (was_size < new_size) {
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w[was_size++] = 0.0;
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}
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_update_shape();
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notify_change_to_owners();
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_change_notify("map_depth");
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_change_notify("map_data");
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}
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}
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int HeightMapShape::get_map_depth() const {
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return map_depth;
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}
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void HeightMapShape::set_map_data(PoolRealArray p_new) {
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int size = (map_width * map_depth);
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if (p_new.size() != size) {
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// fail
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return;
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}
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// copy
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PoolRealArray::Write w = map_data.write();
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PoolRealArray::Read r = p_new.read();
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for (int i = 0; i < size; i++) {
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float val = r[i];
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w[i] = val;
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if (i == 0) {
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min_height = val;
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max_height = val;
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} else {
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if (min_height > val)
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min_height = val;
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if (max_height < val)
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max_height = val;
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}
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}
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_update_shape();
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notify_change_to_owners();
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_change_notify("map_data");
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}
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PoolRealArray HeightMapShape::get_map_data() const {
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return map_data;
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}
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void HeightMapShape::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_map_width", "width"), &HeightMapShape::set_map_width);
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ClassDB::bind_method(D_METHOD("get_map_width"), &HeightMapShape::get_map_width);
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ClassDB::bind_method(D_METHOD("set_map_depth", "height"), &HeightMapShape::set_map_depth);
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ClassDB::bind_method(D_METHOD("get_map_depth"), &HeightMapShape::get_map_depth);
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ClassDB::bind_method(D_METHOD("set_map_data", "data"), &HeightMapShape::set_map_data);
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ClassDB::bind_method(D_METHOD("get_map_data"), &HeightMapShape::get_map_data);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "map_width", PROPERTY_HINT_RANGE, "1,4096,1"), "set_map_width", "get_map_width");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "map_depth", PROPERTY_HINT_RANGE, "1,4096,1"), "set_map_depth", "get_map_depth");
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ADD_PROPERTY(PropertyInfo(Variant::POOL_REAL_ARRAY, "map_data"), "set_map_data", "get_map_data");
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}
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HeightMapShape::HeightMapShape() :
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Shape(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_HEIGHTMAP)) {
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map_width = 2;
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map_depth = 2;
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map_data.resize(map_width * map_depth);
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PoolRealArray::Write w = map_data.write();
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w[0] = 0.0;
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w[1] = 0.0;
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w[2] = 0.0;
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w[3] = 0.0;
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min_height = 0.0;
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max_height = 0.0;
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_update_shape();
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}
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62
scene/resources/height_map_shape.h
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62
scene/resources/height_map_shape.h
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/*************************************************************************/
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/* height_map_shape.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef HEIGHT_MAP_SHAPE_H
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#define HEIGHT_MAP_SHAPE_H
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#include "scene/resources/shape.h"
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class HeightMapShape : public Shape {
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GDCLASS(HeightMapShape, Shape);
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int map_width;
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int map_depth;
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PoolRealArray map_data;
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float min_height;
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float max_height;
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protected:
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static void _bind_methods();
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virtual void _update_shape();
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virtual Vector<Vector3> _gen_debug_mesh_lines();
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public:
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void set_map_width(int p_new);
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int get_map_width() const;
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void set_map_depth(int p_new);
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int get_map_depth() const;
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void set_map_data(PoolRealArray p_new);
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PoolRealArray get_map_data() const;
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HeightMapShape();
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};
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#endif /* !HEIGHT_MAP_SHAPE_H */
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