virtualx-engine/scene/resources/height_map_shape.cpp
Rémi Verschelde 1426cd3b3a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:26:54 +01:00

214 lines
7 KiB
C++

/**************************************************************************/
/* height_map_shape.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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) + (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 HeightMapShape::get_enclosing_radius() const {
return Vector3(real_t(map_width), max_height - min_height, real_t(map_depth)).length();
}
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, "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::POOL_REAL_ARRAY, "map_data"), "set_map_data", "get_map_data");
}
HeightMapShape::HeightMapShape() :
Shape(RID_PRIME(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();
}