diff options
author | Bastiaan Olij <mux213@gmail.com> | 2019-04-23 21:51:56 +1000 |
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committer | Bastiaan Olij <mux213@gmail.com> | 2019-05-07 20:44:09 +1000 |
commit | 4bb0df7060329390890d74ede7ec848eef552b16 (patch) | |
tree | bc658d507a5384693aeb444de168486be444864f /scene/resources/height_map_shape.cpp | |
parent | 0239d8bd9fa03965439aac2482d18746f807bd00 (diff) |
Center shape according to logic Bullet applies
Diffstat (limited to 'scene/resources/height_map_shape.cpp')
-rw-r--r-- | scene/resources/height_map_shape.cpp | 58 |
1 files changed, 38 insertions, 20 deletions
diff --git a/scene/resources/height_map_shape.cpp b/scene/resources/height_map_shape.cpp index 32e9c527ef..98b597ac0a 100644 --- a/scene/resources/height_map_shape.cpp +++ b/scene/resources/height_map_shape.cpp @@ -34,35 +34,53 @@ Vector<Vector3> HeightMapShape::_gen_debug_mesh_lines() { Vector<Vector3> points; - // This will be slow for large maps... - // also we'll have to figure out how well bullet centers this shape... + if ((map_width != 0) && (map_depth != 0)) { - Vector2 size(map_width - 1, map_depth - 1); - Vector2 start = size * -0.5; - int offset = 0; + // This will be slow for large maps... + // also we'll have to figure out how well bullet centers this shape... - PoolRealArray::Read r = map_data.read(); + Vector2 size(map_width - 1, map_depth - 1); + Vector2 start = size * -0.5; - for (int d = 0; d < map_depth; d++) { - Vector3 height(start.x, 0.0, start.y); + PoolRealArray::Read r = map_data.read(); - for (int w = 0; w < map_width; w++) { - height.y = r[offset++]; + // Bullet centers our heightmap, this is really counter intuitive but for now we'll adjust our debug shape accordingly: + // https://github.com/bulletphysics/bullet3/blob/master/src/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h#L33 + float min = r[0]; + float max = r[0]; + for (int i = 0; i < map_data.size(); i++) { + if (min > r[i]) min = r[i]; + if (max < r[i]) max = r[i]; + }; + float center = min + ((max - min) * 0.5); - if (w != map_width - 1) { - points.push_back(height); - points.push_back(Vector3(height.x + 1.0, r[offset], height.z)); - } + // reserve some memory for our points.. + points.resize(((map_width - 1) * map_depth * 2) + (map_width * (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++] - center; - if (d != map_depth - 1) { - points.push_back(height); - points.push_back(Vector3(height.x, r[offset + map_width - 1], height.z + 1.0)); + if (w != map_width - 1) { + points.write[w_offset++] = height; + points.write[w_offset++] = Vector3(height.x + 1.0, r[r_offset] - center, 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] - center, height.z + 1.0); + } + + height.x += 1.0; } - height.x += 1.0; + start.y += 1.0; } - - start.y += 1.0; } return points; |