[3.x] Add NavigationMesh baking for HeightMapShape
Adds HeightMapShape for StaticColliders and GridMap to the NavigationMeshGenerator for baking NavigationMesh.
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@ -43,6 +43,7 @@
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#include "scene/resources/concave_polygon_shape.h"
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#include "scene/resources/concave_polygon_shape.h"
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#include "scene/resources/convex_polygon_shape.h"
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#include "scene/resources/convex_polygon_shape.h"
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#include "scene/resources/cylinder_shape.h"
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#include "scene/resources/cylinder_shape.h"
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#include "scene/resources/height_map_shape.h"
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#include "scene/resources/plane_shape.h"
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#include "scene/resources/plane_shape.h"
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#include "scene/resources/primitive_meshes.h"
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#include "scene/resources/primitive_meshes.h"
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#include "scene/resources/shape.h"
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#include "scene/resources/shape.h"
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@ -278,6 +279,50 @@ void NavigationMeshGenerator::_parse_geometry(const Transform &p_navmesh_xform,
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_add_faces(faces, transform, p_vertices, p_indices);
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_add_faces(faces, transform, p_vertices, p_indices);
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}
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}
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}
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}
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HeightMapShape *heightmap_shape = Object::cast_to<HeightMapShape>(*s);
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if (heightmap_shape) {
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int heightmap_depth = heightmap_shape->get_map_depth();
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int heightmap_width = heightmap_shape->get_map_width();
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if (heightmap_depth >= 2 && heightmap_width >= 2) {
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const PoolRealArray &map_data = heightmap_shape->get_map_data();
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Vector2 heightmap_gridsize(heightmap_width - 1, heightmap_depth - 1);
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Vector2 start = heightmap_gridsize * -0.5;
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PoolVector3Array vertex_array;
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vertex_array.resize((heightmap_depth - 1) * (heightmap_width - 1) * 6);
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int map_data_current_index = 0;
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for (int d = 0; d < heightmap_depth - 1; d++) {
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for (int w = 0; w < heightmap_width - 1; w++) {
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if (map_data_current_index + 1 + heightmap_depth < map_data.size()) {
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float top_left_height = map_data[map_data_current_index];
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float top_right_height = map_data[map_data_current_index + 1];
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float bottom_left_height = map_data[map_data_current_index + heightmap_depth];
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float bottom_right_height = map_data[map_data_current_index + 1 + heightmap_depth];
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Vector3 top_left = Vector3(start.x + w, top_left_height, start.y + d);
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Vector3 top_right = Vector3(start.x + w + 1.0, top_right_height, start.y + d);
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Vector3 bottom_left = Vector3(start.x + w, bottom_left_height, start.y + d + 1.0);
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Vector3 bottom_right = Vector3(start.x + w + 1.0, bottom_right_height, start.y + d + 1.0);
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vertex_array.push_back(top_right);
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vertex_array.push_back(bottom_left);
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vertex_array.push_back(top_left);
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vertex_array.push_back(top_right);
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vertex_array.push_back(bottom_right);
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vertex_array.push_back(bottom_left);
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}
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map_data_current_index += 1;
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}
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}
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if (vertex_array.size() > 0) {
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_add_faces(vertex_array, transform, p_vertices, p_indices);
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}
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}
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}
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}
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}
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}
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}
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}
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}
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@ -365,6 +410,50 @@ void NavigationMeshGenerator::_parse_geometry(const Transform &p_navmesh_xform,
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PoolVector3Array faces = data;
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PoolVector3Array faces = data;
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_add_faces(faces, shapes[i], p_vertices, p_indices);
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_add_faces(faces, shapes[i], p_vertices, p_indices);
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} break;
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} break;
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case PhysicsServer::SHAPE_HEIGHTMAP: {
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Dictionary dict = data;
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///< dict( int:"width", int:"depth",float:"cell_size", float_array:"heights"
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int heightmap_depth = dict["depth"];
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int heightmap_width = dict["width"];
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if (heightmap_depth >= 2 && heightmap_width >= 2) {
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const PoolRealArray &map_data = dict["heights"];
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Vector2 heightmap_gridsize(heightmap_width - 1, heightmap_depth - 1);
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Vector2 start = heightmap_gridsize * -0.5;
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PoolVector3Array vertex_array;
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vertex_array.resize((heightmap_depth - 1) * (heightmap_width - 1) * 6);
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int map_data_current_index = 0;
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for (int d = 0; d < heightmap_depth - 1; d++) {
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for (int w = 0; w < heightmap_width - 1; w++) {
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if (map_data_current_index + 1 + heightmap_depth < map_data.size()) {
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float top_left_height = map_data[map_data_current_index];
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float top_right_height = map_data[map_data_current_index + 1];
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float bottom_left_height = map_data[map_data_current_index + heightmap_depth];
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float bottom_right_height = map_data[map_data_current_index + 1 + heightmap_depth];
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Vector3 top_left = Vector3(start.x + w, top_left_height, start.y + d);
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Vector3 top_right = Vector3(start.x + w + 1.0, top_right_height, start.y + d);
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Vector3 bottom_left = Vector3(start.x + w, bottom_left_height, start.y + d + 1.0);
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Vector3 bottom_right = Vector3(start.x + w + 1.0, bottom_right_height, start.y + d + 1.0);
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vertex_array.push_back(top_right);
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vertex_array.push_back(bottom_left);
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vertex_array.push_back(top_left);
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vertex_array.push_back(top_right);
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vertex_array.push_back(bottom_right);
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vertex_array.push_back(bottom_left);
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}
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map_data_current_index += 1;
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}
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}
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if (vertex_array.size() > 0) {
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_add_faces(vertex_array, shapes[i], p_vertices, p_indices);
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}
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}
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} break;
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default: {
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default: {
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WARN_PRINT("Unsupported collision shape type.");
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WARN_PRINT("Unsupported collision shape type.");
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} break;
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} break;
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