virtualx-engine/scene/resources/height_map_shape.cpp
lawnjelly 3d981b8265 Add option to use handles to RID
Adds an option to compile an alternative implementation for RIDs, which allows checks for erroneous usage patterns as well as providing leak tests.
2021-12-06 14:43:34 +00:00

209 lines
6.8 KiB
C++

/*************************************************************************/
/* height_map_shape.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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) + (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;
}
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(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();
}