godot/scene/resources/height_map_shape.cpp
Jake Young 09bc9eb101
Backport NavigationServer with RVO2 to 3.x
Change the entire navigation system.
Remove editor prefix from nav mesh generator class. It is now used for baking
at runtime as well.
Navigation supports obstacle avoidance now with the RVO2 library.
Nav system will also automatically link all nav meshes together to form one
overall complete nav map.
2022-01-05 16:00:56 +01:00

214 lines
6.9 KiB
C++

/*************************************************************************/
/* height_map_shape.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
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/* "Software"), to deal in the Software without restriction, including */
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/* 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. */
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/* 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.*/
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/*************************************************************************/
#include "height_map_shape.h"
#include "servers/physics_server.h"
Vector<Vector3> HeightMapShape::get_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) + (map_width - 1) * (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);
}
if ((w != map_width - 1) && (d != map_depth - 1)) {
points.write[w_offset++] = Vector3(height.x + 1.0, r[r_offset], height.z);
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;
}
real_t HeightMapShape::get_enclosing_radius() const {
return Vector3(real_t(map_width), max_height - min_height, real_t(map_depth)).length();
}
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(RID_PRIME(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();
}