godot/scene/resources/height_map_shape_3d.cpp

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/**************************************************************************/
/* height_map_shape_3d.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_3d.h"
#include "servers/physics_server_3d.h"
Vector<Vector3> HeightMapShape3D::get_debug_mesh_lines() const {
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;
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const real_t *r = map_data.ptr();
// 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 HeightMapShape3D::get_enclosing_radius() const {
return Vector3(real_t(map_width), max_height - min_height, real_t(map_depth)).length();
}
void HeightMapShape3D::_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;
PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), d);
Shape3D::_update_shape();
}
void HeightMapShape3D::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);
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real_t *w = map_data.ptrw();
while (was_size < new_size) {
w[was_size++] = 0.0;
}
_update_shape();
emit_changed();
}
}
int HeightMapShape3D::get_map_width() const {
return map_width;
}
void HeightMapShape3D::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);
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real_t *w = map_data.ptrw();
while (was_size < new_size) {
w[was_size++] = 0.0;
}
_update_shape();
emit_changed();
}
}
int HeightMapShape3D::get_map_depth() const {
return map_depth;
}
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void HeightMapShape3D::set_map_data(Vector<real_t> p_new) {
int size = (map_width * map_depth);
if (p_new.size() != size) {
// fail
return;
}
// copy
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real_t *w = map_data.ptrw();
const real_t *r = p_new.ptr();
for (int i = 0; i < size; i++) {
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real_t 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();
emit_changed();
}
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Vector<real_t> HeightMapShape3D::get_map_data() const {
return map_data;
}
void HeightMapShape3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_map_width", "width"), &HeightMapShape3D::set_map_width);
ClassDB::bind_method(D_METHOD("get_map_width"), &HeightMapShape3D::get_map_width);
ClassDB::bind_method(D_METHOD("set_map_depth", "height"), &HeightMapShape3D::set_map_depth);
ClassDB::bind_method(D_METHOD("get_map_depth"), &HeightMapShape3D::get_map_depth);
ClassDB::bind_method(D_METHOD("set_map_data", "data"), &HeightMapShape3D::set_map_data);
ClassDB::bind_method(D_METHOD("get_map_data"), &HeightMapShape3D::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::PACKED_FLOAT32_ARRAY, "map_data"), "set_map_data", "get_map_data");
}
HeightMapShape3D::HeightMapShape3D() :
Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_HEIGHTMAP)) {
map_data.resize(map_width * map_depth);
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real_t *w = map_data.ptrw();
w[0] = 0.0;
w[1] = 0.0;
w[2] = 0.0;
w[3] = 0.0;
_update_shape();
}