virtualx-engine/scene/resources/height_map_shape.cpp
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

205 lines
6.5 KiB
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/*************************************************************************/
/* height_map_shape.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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::get_debug_mesh_lines() {
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;
PoolRealArray::Read r = map_data.read();
// reserve some memory for our points..
points.resize(((map_width - 1) * map_depth * 2) + (map_width * (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);
}
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);
Shape::_update_shape();
}
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();
}