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Merge pull request #47347 from nekomatata/heightmap-support
Heightmap collision shape support in Godot Physics
This commit is contained in:
commit
fdf041a466
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@ -89,6 +89,8 @@ Files: ./servers/physics_3d/gjk_epa.cpp
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./servers/physics_3d/joints/slider_joint_3d_sw.h
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./servers/physics_3d/soft_body_3d_sw.cpp
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./servers/physics_3d/soft_body_3d_sw.h
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./servers/physics_3d/shape_3d_sw.cpp
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./servers/physics_3d/shape_3d_sw.h
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Comment: Bullet Continuous Collision Detection and Physics Library
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Copyright: 2003-2008, Erwin Coumans
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2007-2021, Juan Linietsky, Ariel Manzur.
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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="HeightMapShape3D" inherits="Shape3D" version="4.0">
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<brief_description>
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Height map shape for 3D physics (Bullet only).
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Height map shape for 3D physics.
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</brief_description>
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<description>
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Height map shape resource, which can be added to a [PhysicsBody3D] or [Area3D].
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@ -142,7 +142,7 @@ btScaledBvhTriangleMeshShape *ShapeBullet::create_shape_concave(btBvhTriangleMes
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}
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}
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btHeightfieldTerrainShape *ShapeBullet::create_shape_height_field(Vector<real_t> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height) {
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btHeightfieldTerrainShape *ShapeBullet::create_shape_height_field(Vector<float> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height) {
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const btScalar ignoredHeightScale(1);
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const int YAxis = 1; // 0=X, 1=Y, 2=Z
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const bool flipQuadEdges = false;
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@ -480,17 +480,10 @@ void HeightMapShapeBullet::set_data(const Variant &p_data) {
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ERR_FAIL_COND_MSG(l_width < 2, "Map width must be at least 2.");
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ERR_FAIL_COND_MSG(l_depth < 2, "Map depth must be at least 2.");
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// TODO This code will need adjustments if real_t is set to `double`,
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// because that precision is unnecessary for a heightmap and Bullet doesn't support it...
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Vector<real_t> l_heights;
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Vector<float> l_heights;
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Variant l_heights_v = d["heights"];
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#ifdef REAL_T_IS_DOUBLE
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if (l_heights_v.get_type() == Variant::PACKED_FLOAT64_ARRAY) {
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#else
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if (l_heights_v.get_type() == Variant::PACKED_FLOAT32_ARRAY) {
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#endif
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// Ready-to-use heights can be passed
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l_heights = l_heights_v;
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@ -511,9 +504,9 @@ void HeightMapShapeBullet::set_data(const Variant &p_data) {
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l_heights.resize(l_image->get_width() * l_image->get_height());
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real_t *w = l_heights.ptrw();
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float *w = l_heights.ptrw();
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const uint8_t *r = im_data.ptr();
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real_t *rp = (real_t *)r;
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float *rp = (float *)r;
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// At this point, `rp` could be used directly for Bullet, but I don't know how safe it would be.
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for (int i = 0; i < l_heights.size(); ++i) {
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@ -521,11 +514,7 @@ void HeightMapShapeBullet::set_data(const Variant &p_data) {
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}
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} else {
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#ifdef REAL_T_IS_DOUBLE
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ERR_FAIL_MSG("Expected PackedFloat64Array or float Image.");
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#else
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ERR_FAIL_MSG("Expected PackedFloat32Array or float Image.");
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#endif
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}
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ERR_FAIL_COND(l_width <= 0);
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@ -534,11 +523,11 @@ void HeightMapShapeBullet::set_data(const Variant &p_data) {
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// Compute min and max heights if not specified.
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if (!d.has("min_height") && !d.has("max_height")) {
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const real_t *r = l_heights.ptr();
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const float *r = l_heights.ptr();
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int heights_size = l_heights.size();
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for (int i = 0; i < heights_size; ++i) {
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real_t h = r[i];
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float h = r[i];
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if (h < l_min_height) {
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l_min_height = h;
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@ -559,7 +548,7 @@ PhysicsServer3D::ShapeType HeightMapShapeBullet::get_type() const {
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return PhysicsServer3D::SHAPE_HEIGHTMAP;
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}
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void HeightMapShapeBullet::setup(Vector<real_t> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height) {
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void HeightMapShapeBullet::setup(Vector<float> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height) {
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// TODO cell size must be tweaked using localScaling, which is a shared property for all Bullet shapes
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// If this array is resized outside of here, it should be preserved due to CoW
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@ -89,7 +89,7 @@ public:
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/// IMPORTANT: Remember to delete the shape interface by calling: delete my_shape->getMeshInterface();
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static class btConvexPointCloudShape *create_shape_convex(btAlignedObjectArray<btVector3> &p_vertices, const btVector3 &p_local_scaling = btVector3(1, 1, 1));
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static class btScaledBvhTriangleMeshShape *create_shape_concave(btBvhTriangleMeshShape *p_mesh_shape, const btVector3 &p_local_scaling = btVector3(1, 1, 1));
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static class btHeightfieldTerrainShape *create_shape_height_field(Vector<real_t> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height);
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static class btHeightfieldTerrainShape *create_shape_height_field(Vector<float> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height);
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static class btRayShape *create_shape_ray(real_t p_length, bool p_slips_on_slope);
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};
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@ -212,7 +212,7 @@ private:
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class HeightMapShapeBullet : public ShapeBullet {
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public:
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Vector<real_t> heights;
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Vector<float> heights;
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int width = 0;
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int depth = 0;
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real_t min_height = 0.0;
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@ -226,7 +226,7 @@ public:
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virtual btCollisionShape *create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge = 0);
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private:
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void setup(Vector<real_t> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height);
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void setup(Vector<float> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height);
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};
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class RayShapeBullet : public ShapeBullet {
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@ -41,7 +41,7 @@ Vector<Vector3> HeightMapShape3D::get_debug_mesh_lines() const {
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Vector2 size(map_width - 1, map_depth - 1);
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Vector2 start = size * -0.5;
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const real_t *r = map_data.ptr();
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const float *r = map_data.ptr();
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// reserve some memory for our points..
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points.resize(((map_width - 1) * map_depth * 2) + (map_width * (map_depth - 1) * 2));
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@ -100,7 +100,7 @@ void HeightMapShape3D::set_map_width(int p_new) {
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int new_size = map_width * map_depth;
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map_data.resize(map_width * map_depth);
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real_t *w = map_data.ptrw();
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float *w = map_data.ptrw();
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while (was_size < new_size) {
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w[was_size++] = 0.0;
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}
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@ -124,7 +124,7 @@ void HeightMapShape3D::set_map_depth(int p_new) {
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int new_size = map_width * map_depth;
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map_data.resize(new_size);
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real_t *w = map_data.ptrw();
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float *w = map_data.ptrw();
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while (was_size < new_size) {
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w[was_size++] = 0.0;
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}
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@ -146,8 +146,8 @@ void HeightMapShape3D::set_map_data(PackedFloat32Array p_new) {
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}
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// copy
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real_t *w = map_data.ptrw();
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const real_t *r = p_new.ptr();
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float *w = map_data.ptrw();
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const float *r = p_new.ptr();
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for (int i = 0; i < size; i++) {
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float val = r[i];
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w[i] = val;
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@ -189,7 +189,7 @@ void HeightMapShape3D::_bind_methods() {
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HeightMapShape3D::HeightMapShape3D() :
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Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_HEIGHTMAP)) {
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map_data.resize(map_width * map_depth);
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real_t *w = map_data.ptrw();
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float *w = map_data.ptrw();
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w[0] = 0.0;
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w[1] = 0.0;
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w[2] = 0.0;
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@ -39,8 +39,8 @@ class HeightMapShape3D : public Shape3D {
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int map_width = 2;
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int map_depth = 2;
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PackedFloat32Array map_data;
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float min_height = 0.0;
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float max_height = 0.0;
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real_t min_height = 0.0;
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real_t max_height = 0.0;
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protected:
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static void _bind_methods();
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@ -30,10 +30,28 @@
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#include "shape_3d_sw.h"
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#include "core/io/image.h"
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#include "core/math/geometry_3d.h"
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#include "core/math/quick_hull.h"
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#include "core/templates/sort_array.h"
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// HeightMapShape3DSW is based on Bullet btHeightfieldTerrainShape.
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#define _EDGE_IS_VALID_SUPPORT_THRESHOLD 0.0002
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#define _FACE_IS_VALID_SUPPORT_THRESHOLD 0.9998
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@ -1617,7 +1635,7 @@ ConcavePolygonShape3DSW::ConcavePolygonShape3DSW() {
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/* HEIGHT MAP SHAPE */
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Vector<real_t> HeightMapShape3DSW::get_heights() const {
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Vector<float> HeightMapShape3DSW::get_heights() const {
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return heights;
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}
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@ -1629,10 +1647,6 @@ int HeightMapShape3DSW::get_depth() const {
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return depth;
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}
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real_t HeightMapShape3DSW::get_cell_size() const {
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return cell_size;
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}
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void HeightMapShape3DSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const {
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//not very useful, but not very used either
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p_transform.xform(get_aabb()).project_range_in_plane(Plane(p_normal, 0), r_min, r_max);
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@ -1643,7 +1657,198 @@ Vector3 HeightMapShape3DSW::get_support(const Vector3 &p_normal) const {
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return get_aabb().get_support(p_normal);
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}
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struct _HeightmapSegmentCullParams {
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Vector3 from;
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Vector3 to;
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Vector3 dir;
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Vector3 result;
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Vector3 normal;
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const HeightMapShape3DSW *heightmap = nullptr;
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FaceShape3DSW *face = nullptr;
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};
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_FORCE_INLINE_ bool _heightmap_face_cull_segment(_HeightmapSegmentCullParams &p_params) {
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Vector3 res;
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Vector3 normal;
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if (p_params.face->intersect_segment(p_params.from, p_params.to, res, normal)) {
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p_params.result = res;
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p_params.normal = normal;
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return true;
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}
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return false;
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}
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_FORCE_INLINE_ bool _heightmap_cell_cull_segment(_HeightmapSegmentCullParams &p_params, int p_x, int p_z) {
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// First triangle.
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p_params.heightmap->_get_point(p_x, p_z, p_params.face->vertex[0]);
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p_params.heightmap->_get_point(p_x + 1, p_z, p_params.face->vertex[1]);
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p_params.heightmap->_get_point(p_x, p_z + 1, p_params.face->vertex[2]);
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p_params.face->normal = Plane(p_params.face->vertex[0], p_params.face->vertex[1], p_params.face->vertex[2]).normal;
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if (_heightmap_face_cull_segment(p_params)) {
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return true;
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}
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// Second triangle.
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p_params.face->vertex[0] = p_params.face->vertex[1];
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p_params.heightmap->_get_point(p_x + 1, p_z + 1, p_params.face->vertex[1]);
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p_params.face->normal = Plane(p_params.face->vertex[0], p_params.face->vertex[1], p_params.face->vertex[2]).normal;
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if (_heightmap_face_cull_segment(p_params)) {
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return true;
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}
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return false;
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}
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bool HeightMapShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const {
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if (heights.is_empty()) {
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return false;
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}
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Vector3 local_begin = p_begin + local_origin;
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Vector3 local_end = p_end + local_origin;
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FaceShape3DSW face;
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face.backface_collision = false;
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_HeightmapSegmentCullParams params;
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params.from = p_begin;
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params.to = p_end;
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params.dir = (p_end - p_begin).normalized();
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params.heightmap = this;
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params.face = &face;
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// Quantize the ray begin/end.
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int begin_x = floor(local_begin.x);
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int begin_z = floor(local_begin.z);
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int end_x = floor(local_end.x);
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int end_z = floor(local_end.z);
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if ((begin_x == end_x) && (begin_z == end_z)) {
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// Simple case for rays that don't traverse the grid horizontally.
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// Just perform a test on the given cell.
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int x = CLAMP(begin_x, 0, width - 2);
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int z = CLAMP(begin_z, 0, depth - 2);
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if (_heightmap_cell_cull_segment(params, x, z)) {
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r_point = params.result;
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r_normal = params.normal;
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return true;
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}
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} else {
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// Perform grid query from projected ray.
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Vector2 ray_dir_proj(local_end.x - local_begin.x, local_end.z - local_begin.z);
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real_t ray_dist_proj = ray_dir_proj.length();
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if (ray_dist_proj < CMP_EPSILON) {
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ray_dir_proj = Vector2();
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} else {
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ray_dir_proj /= ray_dist_proj;
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}
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const int x_step = (ray_dir_proj.x > CMP_EPSILON) ? 1 : ((ray_dir_proj.x < -CMP_EPSILON) ? -1 : 0);
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const int z_step = (ray_dir_proj.y > CMP_EPSILON) ? 1 : ((ray_dir_proj.y < -CMP_EPSILON) ? -1 : 0);
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const real_t infinite = 1e20;
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const real_t delta_x = (x_step != 0) ? 1.f / Math::abs(ray_dir_proj.x) : infinite;
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const real_t delta_z = (z_step != 0) ? 1.f / Math::abs(ray_dir_proj.y) : infinite;
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real_t cross_x; // At which value of `param` we will cross a x-axis lane?
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real_t cross_z; // At which value of `param` we will cross a z-axis lane?
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// X initialization.
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if (x_step != 0) {
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if (x_step == 1) {
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cross_x = (ceil(local_begin.x) - local_begin.x) * delta_x;
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} else {
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cross_x = (local_begin.x - floor(local_begin.x)) * delta_x;
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}
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} else {
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cross_x = infinite; // Will never cross on X.
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}
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// Z initialization.
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if (z_step != 0) {
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if (z_step == 1) {
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cross_z = (ceil(local_begin.z) - local_begin.z) * delta_z;
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} else {
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cross_z = (local_begin.z - floor(local_begin.z)) * delta_z;
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}
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} else {
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cross_z = infinite; // Will never cross on Z.
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}
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int x = floor(local_begin.x);
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int z = floor(local_begin.z);
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// Workaround cases where the ray starts at an integer position.
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if (Math::abs(cross_x) < CMP_EPSILON) {
|
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cross_x += delta_x;
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// If going backwards, we should ignore the position we would get by the above flooring,
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// because the ray is not heading in that direction.
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if (x_step == -1) {
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x -= 1;
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}
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}
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if (Math::abs(cross_z) < CMP_EPSILON) {
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cross_z += delta_z;
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if (z_step == -1) {
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z -= 1;
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}
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}
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||||
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||||
// Start inside the grid.
|
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int x_start = CLAMP(x, 0, width - 2);
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int z_start = CLAMP(z, 0, depth - 2);
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// Adjust initial cross values.
|
||||
cross_x += delta_x * x_step * (x_start - x);
|
||||
cross_z += delta_z * z_step * (z_start - z);
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||||
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||||
x = x_start;
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z = z_start;
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||||
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||||
if (_heightmap_cell_cull_segment(params, x, z)) {
|
||||
r_point = params.result;
|
||||
r_normal = params.normal;
|
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return true;
|
||||
}
|
||||
|
||||
real_t dist = 0.0;
|
||||
while (true) {
|
||||
if (cross_x < cross_z) {
|
||||
// X lane.
|
||||
x += x_step;
|
||||
// Assign before advancing the param,
|
||||
// to be in sync with the initialization step.
|
||||
dist = cross_x;
|
||||
cross_x += delta_x;
|
||||
} else {
|
||||
// Z lane.
|
||||
z += z_step;
|
||||
dist = cross_z;
|
||||
cross_z += delta_z;
|
||||
}
|
||||
|
||||
// Stop when outside the grid.
|
||||
if ((x < 0) || (z < 0) || (x >= width - 1) || (z >= depth - 1)) {
|
||||
break;
|
||||
}
|
||||
|
||||
if (_heightmap_cell_cull_segment(params, x, z)) {
|
||||
r_point = params.result;
|
||||
r_normal = params.normal;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (dist > ray_dist_proj) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -1655,7 +1860,66 @@ Vector3 HeightMapShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
|
|||
return Vector3();
|
||||
}
|
||||
|
||||
void HeightMapShape3DSW::_get_cell(const Vector3 &p_point, int &r_x, int &r_y, int &r_z) const {
|
||||
const AABB &aabb = get_aabb();
|
||||
|
||||
Vector3 pos_local = aabb.position + local_origin;
|
||||
|
||||
Vector3 clamped_point(p_point);
|
||||
clamped_point.x = CLAMP(p_point.x, pos_local.x, pos_local.x + aabb.size.x);
|
||||
clamped_point.y = CLAMP(p_point.y, pos_local.y, pos_local.y + aabb.size.y);
|
||||
clamped_point.z = CLAMP(p_point.z, pos_local.z, pos_local.x + aabb.size.z);
|
||||
|
||||
r_x = (clamped_point.x < 0.0) ? (clamped_point.x - 0.5) : (clamped_point.x + 0.5);
|
||||
r_y = (clamped_point.y < 0.0) ? (clamped_point.y - 0.5) : (clamped_point.y + 0.5);
|
||||
r_z = (clamped_point.z < 0.0) ? (clamped_point.z - 0.5) : (clamped_point.z + 0.5);
|
||||
}
|
||||
|
||||
void HeightMapShape3DSW::cull(const AABB &p_local_aabb, Callback p_callback, void *p_userdata) const {
|
||||
if (heights.is_empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
AABB local_aabb = p_local_aabb;
|
||||
local_aabb.position += local_origin;
|
||||
|
||||
// Quantize the aabb, and adjust the start/end ranges.
|
||||
int aabb_min[3];
|
||||
int aabb_max[3];
|
||||
_get_cell(local_aabb.position, aabb_min[0], aabb_min[1], aabb_min[2]);
|
||||
_get_cell(local_aabb.position + local_aabb.size, aabb_max[0], aabb_max[1], aabb_max[2]);
|
||||
|
||||
// Expand the min/max quantized values.
|
||||
// This is to catch the case where the input aabb falls between grid points.
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
aabb_min[i]--;
|
||||
aabb_max[i]++;
|
||||
}
|
||||
|
||||
int start_x = MAX(0, aabb_min[0]);
|
||||
int end_x = MIN(width - 1, aabb_max[0]);
|
||||
int start_z = MAX(0, aabb_min[2]);
|
||||
int end_z = MIN(depth - 1, aabb_max[2]);
|
||||
|
||||
FaceShape3DSW face;
|
||||
face.backface_collision = true;
|
||||
|
||||
for (int z = start_z; z < end_z; z++) {
|
||||
for (int x = start_x; x < end_x; x++) {
|
||||
// First triangle.
|
||||
_get_point(x, z, face.vertex[0]);
|
||||
_get_point(x + 1, z, face.vertex[1]);
|
||||
_get_point(x, z + 1, face.vertex[2]);
|
||||
face.normal = Plane(face.vertex[0], face.vertex[2], face.vertex[1]).normal;
|
||||
p_callback(p_userdata, &face);
|
||||
|
||||
// Second triangle.
|
||||
face.vertex[0] = face.vertex[1];
|
||||
_get_point(x + 1, z + 1, face.vertex[1]);
|
||||
face.normal = Plane(face.vertex[0], face.vertex[2], face.vertex[1]).normal;
|
||||
p_callback(p_userdata, &face);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 HeightMapShape3DSW::get_moment_of_inertia(real_t p_mass) const {
|
||||
|
@ -1668,58 +1932,102 @@ Vector3 HeightMapShape3DSW::get_moment_of_inertia(real_t p_mass) const {
|
|||
(p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y));
|
||||
}
|
||||
|
||||
void HeightMapShape3DSW::_setup(Vector<real_t> p_heights, int p_width, int p_depth, real_t p_cell_size) {
|
||||
void HeightMapShape3DSW::_setup(const Vector<float> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height) {
|
||||
heights = p_heights;
|
||||
width = p_width;
|
||||
depth = p_depth;
|
||||
cell_size = p_cell_size;
|
||||
|
||||
const real_t *r = heights.ptr();
|
||||
|
||||
// Initialize aabb.
|
||||
AABB aabb;
|
||||
aabb.position = Vector3(0.0, p_min_height, 0.0);
|
||||
aabb.size = Vector3(p_width - 1, p_max_height - p_min_height, p_depth - 1);
|
||||
|
||||
for (int i = 0; i < depth; i++) {
|
||||
for (int j = 0; j < width; j++) {
|
||||
real_t h = r[i * width + j];
|
||||
// Initialize origin as the aabb center.
|
||||
local_origin = aabb.position + 0.5 * aabb.size;
|
||||
local_origin.y = 0.0;
|
||||
|
||||
Vector3 pos(j * cell_size, h, i * cell_size);
|
||||
if (i == 0 || j == 0) {
|
||||
aabb.position = pos;
|
||||
} else {
|
||||
aabb.expand_to(pos);
|
||||
}
|
||||
}
|
||||
}
|
||||
aabb.position -= local_origin;
|
||||
|
||||
configure(aabb);
|
||||
}
|
||||
|
||||
void HeightMapShape3DSW::set_data(const Variant &p_data) {
|
||||
ERR_FAIL_COND(p_data.get_type() != Variant::DICTIONARY);
|
||||
|
||||
Dictionary d = p_data;
|
||||
ERR_FAIL_COND(!d.has("width"));
|
||||
ERR_FAIL_COND(!d.has("depth"));
|
||||
ERR_FAIL_COND(!d.has("cell_size"));
|
||||
ERR_FAIL_COND(!d.has("heights"));
|
||||
|
||||
int width = d["width"];
|
||||
int depth = d["depth"];
|
||||
real_t cell_size = d["cell_size"];
|
||||
Vector<real_t> heights = d["heights"];
|
||||
|
||||
ERR_FAIL_COND(width <= 0);
|
||||
ERR_FAIL_COND(depth <= 0);
|
||||
ERR_FAIL_COND(cell_size <= CMP_EPSILON);
|
||||
ERR_FAIL_COND(heights.size() != (width * depth));
|
||||
_setup(heights, width, depth, cell_size);
|
||||
ERR_FAIL_COND(width <= 0.0);
|
||||
ERR_FAIL_COND(depth <= 0.0);
|
||||
|
||||
Variant heights_variant = d["heights"];
|
||||
Vector<float> heights_buffer;
|
||||
if (heights_variant.get_type() == Variant::PACKED_FLOAT32_ARRAY) {
|
||||
// Ready-to-use heights can be passed.
|
||||
heights_buffer = heights_variant;
|
||||
} else if (heights_variant.get_type() == Variant::OBJECT) {
|
||||
// If an image is passed, we have to convert it.
|
||||
// This would be expensive to do with a script, so it's nice to have it here.
|
||||
Ref<Image> image = heights_variant;
|
||||
ERR_FAIL_COND(image.is_null());
|
||||
ERR_FAIL_COND(image->get_format() != Image::FORMAT_RF);
|
||||
|
||||
PackedByteArray im_data = image->get_data();
|
||||
heights_buffer.resize(image->get_width() * image->get_height());
|
||||
|
||||
float *w = heights_buffer.ptrw();
|
||||
float *rp = (float *)im_data.ptr();
|
||||
for (int i = 0; i < heights_buffer.size(); ++i) {
|
||||
w[i] = rp[i];
|
||||
}
|
||||
} else {
|
||||
ERR_FAIL_MSG("Expected PackedFloat32Array or float Image.");
|
||||
}
|
||||
|
||||
// Compute min and max heights or use precomputed values.
|
||||
real_t min_height = 0.0;
|
||||
real_t max_height = 0.0;
|
||||
if (d.has("min_height") && d.has("max_height")) {
|
||||
min_height = d["min_height"];
|
||||
max_height = d["max_height"];
|
||||
} else {
|
||||
int heights_size = heights.size();
|
||||
for (int i = 0; i < heights_size; ++i) {
|
||||
float h = heights[i];
|
||||
if (h < min_height) {
|
||||
min_height = h;
|
||||
} else if (h > max_height) {
|
||||
max_height = h;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ERR_FAIL_COND(min_height > max_height);
|
||||
|
||||
ERR_FAIL_COND(heights_buffer.size() != (width * depth));
|
||||
|
||||
// If specified, min and max height will be used as precomputed values.
|
||||
_setup(heights_buffer, width, depth, min_height, max_height);
|
||||
}
|
||||
|
||||
Variant HeightMapShape3DSW::get_data() const {
|
||||
ERR_FAIL_V(Variant());
|
||||
Dictionary d;
|
||||
d["width"] = width;
|
||||
d["depth"] = depth;
|
||||
|
||||
const AABB &aabb = get_aabb();
|
||||
d["min_height"] = aabb.position.y;
|
||||
d["max_height"] = aabb.position.y + aabb.size.y;
|
||||
|
||||
d["heights"] = heights;
|
||||
|
||||
return d;
|
||||
}
|
||||
|
||||
HeightMapShape3DSW::HeightMapShape3DSW() {
|
||||
width = 0;
|
||||
depth = 0;
|
||||
cell_size = 0;
|
||||
}
|
||||
|
|
|
@ -81,7 +81,7 @@ public:
|
|||
|
||||
virtual PhysicsServer3D::ShapeType get_type() const = 0;
|
||||
|
||||
_FORCE_INLINE_ AABB get_aabb() const { return aabb; }
|
||||
_FORCE_INLINE_ const AABB &get_aabb() const { return aabb; }
|
||||
_FORCE_INLINE_ bool is_configured() const { return configured; }
|
||||
|
||||
virtual bool is_concave() const { return false; }
|
||||
|
@ -389,21 +389,29 @@ public:
|
|||
};
|
||||
|
||||
struct HeightMapShape3DSW : public ConcaveShape3DSW {
|
||||
Vector<real_t> heights;
|
||||
int width;
|
||||
int depth;
|
||||
real_t cell_size;
|
||||
Vector<float> heights;
|
||||
int width = 0;
|
||||
int depth = 0;
|
||||
Vector3 local_origin;
|
||||
|
||||
//void _cull_segment(int p_idx,_SegmentCullParams *p_params) const;
|
||||
//void _cull(int p_idx,_CullParams *p_params) const;
|
||||
_FORCE_INLINE_ float _get_height(int p_x, int p_z) const {
|
||||
return heights[(p_z * width) + p_x];
|
||||
}
|
||||
|
||||
void _setup(Vector<real_t> p_heights, int p_width, int p_depth, real_t p_cell_size);
|
||||
_FORCE_INLINE_ void _get_point(int p_x, int p_z, Vector3 &r_point) const {
|
||||
r_point.x = p_x - 0.5 * (width - 1.0);
|
||||
r_point.y = _get_height(p_x, p_z);
|
||||
r_point.z = p_z - 0.5 * (depth - 1.0);
|
||||
}
|
||||
|
||||
void _get_cell(const Vector3 &p_point, int &r_x, int &r_y, int &r_z) const;
|
||||
|
||||
void _setup(const Vector<float> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height);
|
||||
|
||||
public:
|
||||
Vector<real_t> get_heights() const;
|
||||
Vector<float> get_heights() const;
|
||||
int get_width() const;
|
||||
int get_depth() const;
|
||||
real_t get_cell_size() const;
|
||||
|
||||
virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_HEIGHTMAP; }
|
||||
|
||||
|
|
Loading…
Reference in a new issue