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authorBastiaan Olij <mux213@gmail.com>2019-04-23 21:51:56 +1000
committerBastiaan Olij <mux213@gmail.com>2019-05-07 20:44:09 +1000
commit4bb0df7060329390890d74ede7ec848eef552b16 (patch)
treebc658d507a5384693aeb444de168486be444864f /scene
parent0239d8bd9fa03965439aac2482d18746f807bd00 (diff)
Center shape according to logic Bullet applies
Diffstat (limited to 'scene')
-rw-r--r--scene/resources/height_map_shape.cpp58
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;