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-rw-r--r--scene/resources/height_map_shape.cpp205
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diff --git a/scene/resources/height_map_shape.cpp b/scene/resources/height_map_shape.cpp
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+/*************************************************************************/
+/* height_map_shape.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* 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.h"
+#include "servers/physics_server.h"
+
+Vector<Vector3> HeightMapShape::_gen_debug_mesh_lines() {
+ 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;
+
+ PoolRealArray::Read r = map_data.read();
+
+ // 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++];
+
+ 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);
+ }
+
+ height.x += 1.0;
+ }
+
+ start.y += 1.0;
+ }
+ }
+
+ return points;
+}
+
+void HeightMapShape::_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;
+ PhysicsServer::get_singleton()->shape_set_data(get_shape(), d);
+ Shape::_update_shape();
+}
+
+void HeightMapShape::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);
+
+ PoolRealArray::Write w = map_data.write();
+ while (was_size < new_size) {
+ w[was_size++] = 0.0;
+ }
+
+ _update_shape();
+ notify_change_to_owners();
+ _change_notify("map_width");
+ _change_notify("map_data");
+ }
+}
+
+int HeightMapShape::get_map_width() const {
+ return map_width;
+}
+
+void HeightMapShape::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);
+
+ PoolRealArray::Write w = map_data.write();
+ while (was_size < new_size) {
+ w[was_size++] = 0.0;
+ }
+
+ _update_shape();
+ notify_change_to_owners();
+ _change_notify("map_depth");
+ _change_notify("map_data");
+ }
+}
+
+int HeightMapShape::get_map_depth() const {
+ return map_depth;
+}
+
+void HeightMapShape::set_map_data(PoolRealArray p_new) {
+ int size = (map_width * map_depth);
+ if (p_new.size() != size) {
+ // fail
+ return;
+ }
+
+ // copy
+ PoolRealArray::Write w = map_data.write();
+ PoolRealArray::Read r = p_new.read();
+ for (int i = 0; i < size; i++) {
+ float 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();
+ notify_change_to_owners();
+ _change_notify("map_data");
+}
+
+PoolRealArray HeightMapShape::get_map_data() const {
+ return map_data;
+}
+
+void HeightMapShape::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_map_width", "width"), &HeightMapShape::set_map_width);
+ ClassDB::bind_method(D_METHOD("get_map_width"), &HeightMapShape::get_map_width);
+ ClassDB::bind_method(D_METHOD("set_map_depth", "height"), &HeightMapShape::set_map_depth);
+ ClassDB::bind_method(D_METHOD("get_map_depth"), &HeightMapShape::get_map_depth);
+ ClassDB::bind_method(D_METHOD("set_map_data", "data"), &HeightMapShape::set_map_data);
+ ClassDB::bind_method(D_METHOD("get_map_data"), &HeightMapShape::get_map_data);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "map_width", PROPERTY_HINT_RANGE, "1,4096,1"), "set_map_width", "get_map_width");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "map_depth", PROPERTY_HINT_RANGE, "1,4096,1"), "set_map_depth", "get_map_depth");
+ ADD_PROPERTY(PropertyInfo(Variant::POOL_REAL_ARRAY, "map_data"), "set_map_data", "get_map_data");
+}
+
+HeightMapShape::HeightMapShape() :
+ Shape(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_HEIGHTMAP)) {
+
+ map_width = 2;
+ map_depth = 2;
+ map_data.resize(map_width * map_depth);
+ PoolRealArray::Write w = map_data.write();
+ w[0] = 0.0;
+ w[1] = 0.0;
+ w[2] = 0.0;
+ w[3] = 0.0;
+ min_height = 0.0;
+ max_height = 0.0;
+
+ _update_shape();
+}