Added height map shape that implement heightmap collision shape

This commit is contained in:
Bastiaan Olij 2019-03-17 20:47:19 +11:00
parent df7d3708c5
commit 8627f1515b
4 changed files with 288 additions and 0 deletions

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@ -0,0 +1,28 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="HeightMapShape" inherits="Shape" category="Core" version="3.2">
<brief_description>
Height map shape for 3D physics (bullet only)
</brief_description>
<description>
Height map shape resource, which can be added to a [PhysicsBody] or [Area].
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
</methods>
<members>
<member name="map_data" type="PoolRealArray" setter="set_map_data" getter="get_map_data">
Height map data, pool array must be of [member map_width] * [member map_depth] size.
</member>
<member name="map_depth" type="int" setter="set_map_depth" getter="get_map_depth">
Depth of the height map data. Changing this will resize the [member map_data].
</member>
<member name="map_width" type="int" setter="set_map_width" getter="get_map_width">
Width of the height map data. Changing this will resize the [member map_data].
</member>
</members>
<constants>
</constants>
</class>

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@ -139,6 +139,7 @@
#include "scene/resources/dynamic_font.h" #include "scene/resources/dynamic_font.h"
#include "scene/resources/dynamic_font_stb.h" #include "scene/resources/dynamic_font_stb.h"
#include "scene/resources/gradient.h" #include "scene/resources/gradient.h"
#include "scene/resources/height_map_shape.h"
#include "scene/resources/line_shape_2d.h" #include "scene/resources/line_shape_2d.h"
#include "scene/resources/material.h" #include "scene/resources/material.h"
#include "scene/resources/mesh.h" #include "scene/resources/mesh.h"
@ -591,6 +592,7 @@ void register_scene_types() {
ClassDB::register_class<BoxShape>(); ClassDB::register_class<BoxShape>();
ClassDB::register_class<CapsuleShape>(); ClassDB::register_class<CapsuleShape>();
ClassDB::register_class<CylinderShape>(); ClassDB::register_class<CylinderShape>();
ClassDB::register_class<HeightMapShape>();
ClassDB::register_class<PlaneShape>(); ClassDB::register_class<PlaneShape>();
ClassDB::register_class<ConvexPolygonShape>(); ClassDB::register_class<ConvexPolygonShape>();
ClassDB::register_class<ConcavePolygonShape>(); ClassDB::register_class<ConcavePolygonShape>();

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/*************************************************************************/
/* height_map_shape.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "height_map_shape.h"
#include "servers/physics_server.h"
Vector<Vector3> HeightMapShape::_gen_debug_mesh_lines() {
Vector<Vector3> points;
// This will be slow for large maps...
// also we'll have to figure out how well bullet centers this shape...
Vector2 size(map_width - 1, map_depth - 1);
Vector2 start = size * -0.5;
int offset = 0;
PoolRealArray::Read r = map_data.read();
for (int d = 0; d < map_depth; d++) {
Vector3 height(start.x, 0.0, start.y);
for (int w = 0; w < map_width; w++) {
height.y = r[offset++];
if (w != map_width - 1) {
points.push_back(height);
points.push_back(Vector3(height.x + 1.0, r[offset], height.z));
}
if (d != map_depth - 1) {
points.push_back(height);
points.push_back(Vector3(height.x, r[offset + map_width - 1], height.z + 1.0));
}
height.x += 1.0;
}
start.y += 1.0;
}
return points;
}
void HeightMapShape::_update_shape() {
Dictionary d;
d["width"] = map_width;
d["depth"] = map_depth;
d["heights"] = map_data;
d["min_height"] = min_height;
d["max_height"] = max_height;
PhysicsServer::get_singleton()->shape_set_data(get_shape(), d);
}
void HeightMapShape::set_map_width(int p_new) {
if (p_new < 1) {
// ignore
} else if (map_width != p_new) {
int was_size = map_width * map_depth;
map_width = p_new;
int new_size = map_width * map_depth;
map_data.resize(map_width * map_depth);
PoolRealArray::Write w = map_data.write();
while (was_size < new_size) {
w[was_size++] = 0.0;
}
_update_shape();
notify_change_to_owners();
_change_notify("map_width");
_change_notify("map_data");
}
}
int HeightMapShape::get_map_width() const {
return map_width;
}
void HeightMapShape::set_map_depth(int p_new) {
if (p_new < 1) {
// ignore
} else if (map_depth != p_new) {
int was_size = map_width * map_depth;
map_depth = p_new;
int new_size = map_width * map_depth;
map_data.resize(new_size);
PoolRealArray::Write w = map_data.write();
while (was_size < new_size) {
w[was_size++] = 0.0;
}
_update_shape();
notify_change_to_owners();
_change_notify("map_depth");
_change_notify("map_data");
}
}
int HeightMapShape::get_map_depth() const {
return map_depth;
}
void HeightMapShape::set_map_data(PoolRealArray p_new) {
int size = (map_width * map_depth);
if (p_new.size() != size) {
// fail
return;
}
// copy
PoolRealArray::Write w = map_data.write();
PoolRealArray::Read r = p_new.read();
for (int i = 0; i < size; i++) {
float val = r[i];
w[i] = val;
if (i == 0) {
min_height = val;
max_height = val;
} else {
if (min_height > val)
min_height = val;
if (max_height < val)
max_height = val;
}
}
_update_shape();
notify_change_to_owners();
_change_notify("map_data");
}
PoolRealArray HeightMapShape::get_map_data() const {
return map_data;
}
void HeightMapShape::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_map_width", "width"), &HeightMapShape::set_map_width);
ClassDB::bind_method(D_METHOD("get_map_width"), &HeightMapShape::get_map_width);
ClassDB::bind_method(D_METHOD("set_map_depth", "height"), &HeightMapShape::set_map_depth);
ClassDB::bind_method(D_METHOD("get_map_depth"), &HeightMapShape::get_map_depth);
ClassDB::bind_method(D_METHOD("set_map_data", "data"), &HeightMapShape::set_map_data);
ClassDB::bind_method(D_METHOD("get_map_data"), &HeightMapShape::get_map_data);
ADD_PROPERTY(PropertyInfo(Variant::INT, "map_width", PROPERTY_HINT_RANGE, "1,4096,1"), "set_map_width", "get_map_width");
ADD_PROPERTY(PropertyInfo(Variant::INT, "map_depth", PROPERTY_HINT_RANGE, "1,4096,1"), "set_map_depth", "get_map_depth");
ADD_PROPERTY(PropertyInfo(Variant::POOL_REAL_ARRAY, "map_data"), "set_map_data", "get_map_data");
}
HeightMapShape::HeightMapShape() :
Shape(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_HEIGHTMAP)) {
map_width = 2;
map_depth = 2;
map_data.resize(map_width * map_depth);
PoolRealArray::Write w = map_data.write();
w[0] = 0.0;
w[1] = 0.0;
w[2] = 0.0;
w[3] = 0.0;
min_height = 0.0;
max_height = 0.0;
_update_shape();
}

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/*************************************************************************/
/* height_map_shape.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef HEIGHT_MAP_SHAPE_H
#define HEIGHT_MAP_SHAPE_H
#include "scene/resources/shape.h"
class HeightMapShape : public Shape {
GDCLASS(HeightMapShape, Shape);
int map_width;
int map_depth;
PoolRealArray map_data;
float min_height;
float max_height;
protected:
static void _bind_methods();
virtual void _update_shape();
virtual Vector<Vector3> _gen_debug_mesh_lines();
public:
void set_map_width(int p_new);
int get_map_width() const;
void set_map_depth(int p_new);
int get_map_depth() const;
void set_map_data(PoolRealArray p_new);
PoolRealArray get_map_data() const;
HeightMapShape();
};
#endif /* !HEIGHT_MAP_SHAPE_H */