1 | /**************************************************************************/ |
2 | /* height_map_shape_3d.cpp */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #include "height_map_shape_3d.h" |
32 | |
33 | #include "servers/physics_server_3d.h" |
34 | |
35 | Vector<Vector3> HeightMapShape3D::get_debug_mesh_lines() const { |
36 | Vector<Vector3> points; |
37 | |
38 | if ((map_width != 0) && (map_depth != 0)) { |
39 | // This will be slow for large maps... |
40 | // also we'll have to figure out how well bullet centers this shape... |
41 | |
42 | Vector2 size(map_width - 1, map_depth - 1); |
43 | Vector2 start = size * -0.5; |
44 | |
45 | const real_t *r = map_data.ptr(); |
46 | |
47 | // reserve some memory for our points.. |
48 | points.resize(((map_width - 1) * map_depth * 2) + (map_width * (map_depth - 1) * 2) + ((map_width - 1) * (map_depth - 1) * 2)); |
49 | |
50 | // now set our points |
51 | int r_offset = 0; |
52 | int w_offset = 0; |
53 | for (int d = 0; d < map_depth; d++) { |
54 | Vector3 height(start.x, 0.0, start.y); |
55 | |
56 | for (int w = 0; w < map_width; w++) { |
57 | height.y = r[r_offset++]; |
58 | |
59 | if (w != map_width - 1) { |
60 | points.write[w_offset++] = height; |
61 | points.write[w_offset++] = Vector3(height.x + 1.0, r[r_offset], height.z); |
62 | } |
63 | |
64 | if (d != map_depth - 1) { |
65 | points.write[w_offset++] = height; |
66 | points.write[w_offset++] = Vector3(height.x, r[r_offset + map_width - 1], height.z + 1.0); |
67 | } |
68 | |
69 | if ((w != map_width - 1) && (d != map_depth - 1)) { |
70 | points.write[w_offset++] = Vector3(height.x + 1.0, r[r_offset], height.z); |
71 | points.write[w_offset++] = Vector3(height.x, r[r_offset + map_width - 1], height.z + 1.0); |
72 | } |
73 | |
74 | height.x += 1.0; |
75 | } |
76 | |
77 | start.y += 1.0; |
78 | } |
79 | } |
80 | |
81 | return points; |
82 | } |
83 | |
84 | real_t HeightMapShape3D::get_enclosing_radius() const { |
85 | return Vector3(real_t(map_width), max_height - min_height, real_t(map_depth)).length(); |
86 | } |
87 | |
88 | void HeightMapShape3D::_update_shape() { |
89 | Dictionary d; |
90 | d["width" ] = map_width; |
91 | d["depth" ] = map_depth; |
92 | d["heights" ] = map_data; |
93 | d["min_height" ] = min_height; |
94 | d["max_height" ] = max_height; |
95 | PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), d); |
96 | Shape3D::_update_shape(); |
97 | } |
98 | |
99 | void HeightMapShape3D::set_map_width(int p_new) { |
100 | if (p_new < 1) { |
101 | // ignore |
102 | } else if (map_width != p_new) { |
103 | int was_size = map_width * map_depth; |
104 | map_width = p_new; |
105 | |
106 | int new_size = map_width * map_depth; |
107 | map_data.resize(map_width * map_depth); |
108 | |
109 | real_t *w = map_data.ptrw(); |
110 | while (was_size < new_size) { |
111 | w[was_size++] = 0.0; |
112 | } |
113 | |
114 | _update_shape(); |
115 | emit_changed(); |
116 | } |
117 | } |
118 | |
119 | int HeightMapShape3D::get_map_width() const { |
120 | return map_width; |
121 | } |
122 | |
123 | void HeightMapShape3D::set_map_depth(int p_new) { |
124 | if (p_new < 1) { |
125 | // ignore |
126 | } else if (map_depth != p_new) { |
127 | int was_size = map_width * map_depth; |
128 | map_depth = p_new; |
129 | |
130 | int new_size = map_width * map_depth; |
131 | map_data.resize(new_size); |
132 | |
133 | real_t *w = map_data.ptrw(); |
134 | while (was_size < new_size) { |
135 | w[was_size++] = 0.0; |
136 | } |
137 | |
138 | _update_shape(); |
139 | emit_changed(); |
140 | } |
141 | } |
142 | |
143 | int HeightMapShape3D::get_map_depth() const { |
144 | return map_depth; |
145 | } |
146 | |
147 | void HeightMapShape3D::set_map_data(Vector<real_t> p_new) { |
148 | int size = (map_width * map_depth); |
149 | if (p_new.size() != size) { |
150 | // fail |
151 | return; |
152 | } |
153 | |
154 | // copy |
155 | real_t *w = map_data.ptrw(); |
156 | const real_t *r = p_new.ptr(); |
157 | for (int i = 0; i < size; i++) { |
158 | real_t val = r[i]; |
159 | w[i] = val; |
160 | if (i == 0) { |
161 | min_height = val; |
162 | max_height = val; |
163 | } else { |
164 | if (min_height > val) { |
165 | min_height = val; |
166 | } |
167 | |
168 | if (max_height < val) { |
169 | max_height = val; |
170 | } |
171 | } |
172 | } |
173 | |
174 | _update_shape(); |
175 | emit_changed(); |
176 | } |
177 | |
178 | Vector<real_t> HeightMapShape3D::get_map_data() const { |
179 | return map_data; |
180 | } |
181 | |
182 | void HeightMapShape3D::_bind_methods() { |
183 | ClassDB::bind_method(D_METHOD("set_map_width" , "width" ), &HeightMapShape3D::set_map_width); |
184 | ClassDB::bind_method(D_METHOD("get_map_width" ), &HeightMapShape3D::get_map_width); |
185 | ClassDB::bind_method(D_METHOD("set_map_depth" , "height" ), &HeightMapShape3D::set_map_depth); |
186 | ClassDB::bind_method(D_METHOD("get_map_depth" ), &HeightMapShape3D::get_map_depth); |
187 | ClassDB::bind_method(D_METHOD("set_map_data" , "data" ), &HeightMapShape3D::set_map_data); |
188 | ClassDB::bind_method(D_METHOD("get_map_data" ), &HeightMapShape3D::get_map_data); |
189 | |
190 | ADD_PROPERTY(PropertyInfo(Variant::INT, "map_width" , PROPERTY_HINT_RANGE, "0.001,100,0.001,or_greater" ), "set_map_width" , "get_map_width" ); |
191 | ADD_PROPERTY(PropertyInfo(Variant::INT, "map_depth" , PROPERTY_HINT_RANGE, "0.001,100,0.001,or_greater" ), "set_map_depth" , "get_map_depth" ); |
192 | ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT32_ARRAY, "map_data" ), "set_map_data" , "get_map_data" ); |
193 | } |
194 | |
195 | HeightMapShape3D::HeightMapShape3D() : |
196 | Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_HEIGHTMAP)) { |
197 | map_data.resize(map_width * map_depth); |
198 | real_t *w = map_data.ptrw(); |
199 | w[0] = 0.0; |
200 | w[1] = 0.0; |
201 | w[2] = 0.0; |
202 | w[3] = 0.0; |
203 | |
204 | _update_shape(); |
205 | } |
206 | |