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-rw-r--r--doc/classes/HeightMapShape.xml2
-rw-r--r--modules/bullet/collision_object_bullet.cpp24
-rw-r--r--modules/bullet/collision_object_bullet.h1
-rw-r--r--scene/3d/collision_shape.cpp4
-rw-r--r--scene/resources/height_map_shape.cpp48
5 files changed, 55 insertions, 24 deletions
diff --git a/doc/classes/HeightMapShape.xml b/doc/classes/HeightMapShape.xml
index 5ffeda1c10..22896535b9 100644
--- a/doc/classes/HeightMapShape.xml
+++ b/doc/classes/HeightMapShape.xml
@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="HeightMapShape" inherits="Shape" category="Core" version="3.2">
<brief_description>
- Height map shape for 3D physics (bullet only)
+ Height map shape for 3D physics (Bullet only).
</brief_description>
<description>
Height map shape resource, which can be added to a [PhysicsBody] or [Area].
diff --git a/modules/bullet/collision_object_bullet.cpp b/modules/bullet/collision_object_bullet.cpp
index eb87901c24..166d7e6158 100644
--- a/modules/bullet/collision_object_bullet.cpp
+++ b/modules/bullet/collision_object_bullet.cpp
@@ -59,6 +59,25 @@ void CollisionObjectBullet::ShapeWrapper::set_transform(const btTransform &p_tra
transform = p_transform;
}
+btTransform CollisionObjectBullet::ShapeWrapper::get_adjusted_transform() const {
+ if (shape->get_type() == PhysicsServer::SHAPE_HEIGHTMAP) {
+ const HeightMapShapeBullet *hm_shape = (const HeightMapShapeBullet *)shape; // should be safe to cast now
+ btTransform adjusted_transform;
+
+ // Bullet centers our heightmap:
+ // https://github.com/bulletphysics/bullet3/blob/master/src/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h#L33
+ // This is really counter intuitive so we're adjusting for it
+
+ adjusted_transform.setIdentity();
+ adjusted_transform.setOrigin(btVector3(0.0, hm_shape->min_height + ((hm_shape->max_height - hm_shape->min_height) * 0.5), 0.0));
+ adjusted_transform *= transform;
+
+ return adjusted_transform;
+ } else {
+ return transform;
+ }
+}
+
void CollisionObjectBullet::ShapeWrapper::claim_bt_shape(const btVector3 &body_scale) {
if (!bt_shape) {
if (active)
@@ -345,7 +364,8 @@ void RigidCollisionObjectBullet::reload_shapes() {
// Try to optimize by not using compound
if (1 == shape_count) {
shpWrapper = &shapes.write[0];
- if (shpWrapper->transform.getOrigin().isZero() && shpWrapper->transform.getBasis() == shpWrapper->transform.getBasis().getIdentity()) {
+ btTransform transform = shpWrapper->get_adjusted_transform();
+ if (transform.getOrigin().isZero() && transform.getBasis() == transform.getBasis().getIdentity()) {
shpWrapper->claim_bt_shape(body_scale);
mainShape = shpWrapper->bt_shape;
main_shape_changed();
@@ -359,7 +379,7 @@ void RigidCollisionObjectBullet::reload_shapes() {
for (int i(0); i < shape_count; ++i) {
shpWrapper = &shapes.write[i];
shpWrapper->claim_bt_shape(body_scale);
- btTransform scaled_shape_transform(shpWrapper->transform);
+ btTransform scaled_shape_transform(shpWrapper->get_adjusted_transform());
scaled_shape_transform.getOrigin() *= body_scale;
compoundShape->addChildShape(scaled_shape_transform, shpWrapper->bt_shape);
}
diff --git a/modules/bullet/collision_object_bullet.h b/modules/bullet/collision_object_bullet.h
index e65bc52caf..c9430bec18 100644
--- a/modules/bullet/collision_object_bullet.h
+++ b/modules/bullet/collision_object_bullet.h
@@ -109,6 +109,7 @@ public:
void set_transform(const Transform &p_transform);
void set_transform(const btTransform &p_transform);
+ btTransform get_adjusted_transform() const;
void claim_bt_shape(const btVector3 &body_scale);
};
diff --git a/scene/3d/collision_shape.cpp b/scene/3d/collision_shape.cpp
index f32b1398fd..3190e1e0b2 100644
--- a/scene/3d/collision_shape.cpp
+++ b/scene/3d/collision_shape.cpp
@@ -65,7 +65,6 @@ void CollisionShape::make_convex_from_brothers() {
}
void CollisionShape::_update_in_shape_owner(bool p_xform_only) {
-
parent->shape_owner_set_transform(owner_id, get_transform());
if (p_xform_only)
return;
@@ -228,6 +227,9 @@ void CollisionShape::_update_debug_shape() {
}
void CollisionShape::_shape_changed() {
+ // If this is a heightfield shape our center may have changed
+ _update_in_shape_owner(true);
+
if (is_inside_tree() && get_tree()->is_debugging_collisions_hint() && !debug_shape_dirty) {
debug_shape_dirty = true;
call_deferred("_update_debug_shape");
diff --git a/scene/resources/height_map_shape.cpp b/scene/resources/height_map_shape.cpp
index 32e9c527ef..8cd271dab0 100644
--- a/scene/resources/height_map_shape.cpp
+++ b/scene/resources/height_map_shape.cpp
@@ -34,35 +34,43 @@
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++];
+ // reserve some memory for our points..
+ points.resize(((map_width - 1) * map_depth * 2) + (map_width * (map_depth - 1) * 2));
- if (w != map_width - 1) {
- points.push_back(height);
- points.push_back(Vector3(height.x + 1.0, r[offset], height.z));
- }
+ // 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.push_back(height);
- points.push_back(Vector3(height.x, r[offset + map_width - 1], height.z + 1.0));
+ 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);
+ }
+
+ height.x += 1.0;
}
- height.x += 1.0;
+ start.y += 1.0;
}
-
- start.y += 1.0;
}
return points;