1/**************************************************************************/
2/* height_map_shape_3d.cpp */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
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8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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29/**************************************************************************/
30
31#include "height_map_shape_3d.h"
32
33#include "servers/physics_server_3d.h"
34
35Vector<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
84real_t HeightMapShape3D::get_enclosing_radius() const {
85 return Vector3(real_t(map_width), max_height - min_height, real_t(map_depth)).length();
86}
87
88void 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
99void 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
119int HeightMapShape3D::get_map_width() const {
120 return map_width;
121}
122
123void 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
143int HeightMapShape3D::get_map_depth() const {
144 return map_depth;
145}
146
147void 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
178Vector<real_t> HeightMapShape3D::get_map_data() const {
179 return map_data;
180}
181
182void 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
195HeightMapShape3D::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