c36807994d
Draw triangles for HeightMapShape debug collision
204 lines
6.7 KiB
C++
204 lines
6.7 KiB
C++
/*************************************************************************/
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/* height_map_shape_3d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "height_map_shape_3d.h"
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#include "servers/physics_server_3d.h"
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Vector<Vector3> HeightMapShape3D::get_debug_mesh_lines() const {
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Vector<Vector3> points;
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if ((map_width != 0) && (map_depth != 0)) {
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// This will be slow for large maps...
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// also we'll have to figure out how well bullet centers this shape...
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Vector2 size(map_width - 1, map_depth - 1);
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Vector2 start = size * -0.5;
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const float *r = map_data.ptr();
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// reserve some memory for our points..
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points.resize(((map_width - 1) * map_depth * 2) + (map_width * (map_depth - 1) * 2) + ((map_width - 1) * (map_depth - 1) * 2));
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// now set our points
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int r_offset = 0;
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int w_offset = 0;
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for (int d = 0; d < map_depth; d++) {
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Vector3 height(start.x, 0.0, start.y);
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for (int w = 0; w < map_width; w++) {
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height.y = r[r_offset++];
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if (w != map_width - 1) {
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points.write[w_offset++] = height;
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points.write[w_offset++] = Vector3(height.x + 1.0, r[r_offset], height.z);
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}
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if (d != map_depth - 1) {
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points.write[w_offset++] = height;
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points.write[w_offset++] = Vector3(height.x, r[r_offset + map_width - 1], height.z + 1.0);
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}
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if ((w != map_width - 1) && (d != map_depth - 1)) {
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points.write[w_offset++] = Vector3(height.x + 1.0, r[r_offset], height.z);
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points.write[w_offset++] = Vector3(height.x, r[r_offset + map_width - 1], height.z + 1.0);
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}
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height.x += 1.0;
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}
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start.y += 1.0;
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}
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}
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return points;
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}
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real_t HeightMapShape3D::get_enclosing_radius() const {
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return Vector3(real_t(map_width), max_height - min_height, real_t(map_depth)).length();
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}
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void HeightMapShape3D::_update_shape() {
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Dictionary d;
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d["width"] = map_width;
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d["depth"] = map_depth;
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d["heights"] = map_data;
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d["min_height"] = min_height;
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d["max_height"] = max_height;
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PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), d);
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Shape3D::_update_shape();
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}
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void HeightMapShape3D::set_map_width(int p_new) {
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if (p_new < 1) {
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// ignore
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} else if (map_width != p_new) {
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int was_size = map_width * map_depth;
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map_width = p_new;
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int new_size = map_width * map_depth;
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map_data.resize(map_width * map_depth);
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float *w = map_data.ptrw();
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while (was_size < new_size) {
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w[was_size++] = 0.0;
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}
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_update_shape();
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notify_change_to_owners();
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}
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}
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int HeightMapShape3D::get_map_width() const {
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return map_width;
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}
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void HeightMapShape3D::set_map_depth(int p_new) {
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if (p_new < 1) {
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// ignore
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} else if (map_depth != p_new) {
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int was_size = map_width * map_depth;
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map_depth = p_new;
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int new_size = map_width * map_depth;
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map_data.resize(new_size);
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float *w = map_data.ptrw();
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while (was_size < new_size) {
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w[was_size++] = 0.0;
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}
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_update_shape();
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notify_change_to_owners();
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}
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}
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int HeightMapShape3D::get_map_depth() const {
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return map_depth;
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}
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void HeightMapShape3D::set_map_data(PackedFloat32Array p_new) {
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int size = (map_width * map_depth);
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if (p_new.size() != size) {
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// fail
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return;
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}
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// copy
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float *w = map_data.ptrw();
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const float *r = p_new.ptr();
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for (int i = 0; i < size; i++) {
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float val = r[i];
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w[i] = val;
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if (i == 0) {
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min_height = val;
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max_height = val;
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} else {
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if (min_height > val) {
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min_height = val;
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}
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if (max_height < val) {
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max_height = val;
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}
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}
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}
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_update_shape();
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notify_change_to_owners();
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}
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PackedFloat32Array HeightMapShape3D::get_map_data() const {
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return map_data;
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}
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void HeightMapShape3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_map_width", "width"), &HeightMapShape3D::set_map_width);
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ClassDB::bind_method(D_METHOD("get_map_width"), &HeightMapShape3D::get_map_width);
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ClassDB::bind_method(D_METHOD("set_map_depth", "height"), &HeightMapShape3D::set_map_depth);
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ClassDB::bind_method(D_METHOD("get_map_depth"), &HeightMapShape3D::get_map_depth);
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ClassDB::bind_method(D_METHOD("set_map_data", "data"), &HeightMapShape3D::set_map_data);
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ClassDB::bind_method(D_METHOD("get_map_data"), &HeightMapShape3D::get_map_data);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "map_width", PROPERTY_HINT_RANGE, "1,4096,1"), "set_map_width", "get_map_width");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "map_depth", PROPERTY_HINT_RANGE, "1,4096,1"), "set_map_depth", "get_map_depth");
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT32_ARRAY, "map_data"), "set_map_data", "get_map_data");
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}
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HeightMapShape3D::HeightMapShape3D() :
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Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_HEIGHTMAP)) {
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map_data.resize(map_width * map_depth);
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float *w = map_data.ptrw();
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w[0] = 0.0;
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w[1] = 0.0;
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w[2] = 0.0;
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w[3] = 0.0;
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_update_shape();
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}
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