/*************************************************************************/ /* height_map_shape_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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_3d.h" #include "servers/physics_server_3d.h" Vector<Vector3> HeightMapShape3D::get_debug_mesh_lines() const { Vector<Vector3> points; if ((map_width != 0) && (map_depth != 0)) { // 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; const real_t *r = map_data.ptr(); // reserve some memory for our points.. points.resize(((map_width - 1) * map_depth * 2) + (map_width * (map_depth - 1) * 2) + ((map_width - 1) * (map_depth - 1) * 2)); // now set our points int r_offset = 0; int w_offset = 0; 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[r_offset++]; if (w != map_width - 1) { points.write[w_offset++] = height; points.write[w_offset++] = Vector3(height.x + 1.0, r[r_offset], height.z); } if (d != map_depth - 1) { points.write[w_offset++] = height; points.write[w_offset++] = Vector3(height.x, r[r_offset + map_width - 1], height.z + 1.0); } if ((w != map_width - 1) && (d != map_depth - 1)) { points.write[w_offset++] = Vector3(height.x + 1.0, r[r_offset], height.z); points.write[w_offset++] = Vector3(height.x, r[r_offset + map_width - 1], height.z + 1.0); } height.x += 1.0; } start.y += 1.0; } } return points; } real_t HeightMapShape3D::get_enclosing_radius() const { return Vector3(real_t(map_width), max_height - min_height, real_t(map_depth)).length(); } void HeightMapShape3D::_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; PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), d); Shape3D::_update_shape(); } void HeightMapShape3D::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); real_t *w = map_data.ptrw(); while (was_size < new_size) { w[was_size++] = 0.0; } _update_shape(); notify_change_to_owners(); } } int HeightMapShape3D::get_map_width() const { return map_width; } void HeightMapShape3D::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); real_t *w = map_data.ptrw(); while (was_size < new_size) { w[was_size++] = 0.0; } _update_shape(); notify_change_to_owners(); } } int HeightMapShape3D::get_map_depth() const { return map_depth; } void HeightMapShape3D::set_map_data(Vector<real_t> p_new) { int size = (map_width * map_depth); if (p_new.size() != size) { // fail return; } // copy real_t *w = map_data.ptrw(); const real_t *r = p_new.ptr(); for (int i = 0; i < size; i++) { real_t 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(); } Vector<real_t> HeightMapShape3D::get_map_data() const { return map_data; } void HeightMapShape3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_map_width", "width"), &HeightMapShape3D::set_map_width); ClassDB::bind_method(D_METHOD("get_map_width"), &HeightMapShape3D::get_map_width); ClassDB::bind_method(D_METHOD("set_map_depth", "height"), &HeightMapShape3D::set_map_depth); ClassDB::bind_method(D_METHOD("get_map_depth"), &HeightMapShape3D::get_map_depth); ClassDB::bind_method(D_METHOD("set_map_data", "data"), &HeightMapShape3D::set_map_data); ClassDB::bind_method(D_METHOD("get_map_data"), &HeightMapShape3D::get_map_data); ADD_PROPERTY(PropertyInfo(Variant::INT, "map_width", PROPERTY_HINT_RANGE, "0.001,100,0.001,or_greater"), "set_map_width", "get_map_width"); ADD_PROPERTY(PropertyInfo(Variant::INT, "map_depth", PROPERTY_HINT_RANGE, "0.001,100,0.001,or_greater"), "set_map_depth", "get_map_depth"); ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT32_ARRAY, "map_data"), "set_map_data", "get_map_data"); } HeightMapShape3D::HeightMapShape3D() : Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_HEIGHTMAP)) { map_data.resize(map_width * map_depth); real_t *w = map_data.ptrw(); w[0] = 0.0; w[1] = 0.0; w[2] = 0.0; w[3] = 0.0; _update_shape(); }