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-rw-r--r--scene/3d/collision_shape.cpp4
-rw-r--r--scene/resources/height_map_shape.cpp48
2 files changed, 31 insertions, 21 deletions
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;