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- /**************************************************************************/
- /* height_map_shape_3d.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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_3d.h"
- #include "core/io/image.h"
- #include "scene/resources/mesh.h"
- #include "servers/physics_server_3d.h"
- Vector<Vector3> HeightMapShape3D::get_debug_mesh_lines() const {
- 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;
- const real_t *r = map_data.ptr();
- // 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;
- }
- Ref<ArrayMesh> HeightMapShape3D::get_debug_arraymesh_faces(const Color &p_modulate) const {
- Vector<Vector3> verts;
- Vector<Color> colors;
- Vector<int> indices;
- // This will be slow for large maps...
- if ((map_width != 0) && (map_depth != 0)) {
- Vector2 size = Vector2(map_width - 1, map_depth - 1) * -0.5;
- const real_t *r = map_data.ptr();
- for (int d = 0; d <= map_depth - 2; d++) {
- const int this_row_offset = map_width * d;
- const int next_row_offset = this_row_offset + map_width;
- for (int w = 0; w <= map_width - 2; w++) {
- const float height_tl = r[next_row_offset + w];
- const float height_bl = r[this_row_offset + w];
- const float height_br = r[this_row_offset + w + 1];
- const float height_tr = r[next_row_offset + w + 1];
- const int index_offset = verts.size();
- verts.push_back(Vector3(size.x + w, height_tl, size.y + d + 1));
- verts.push_back(Vector3(size.x + w, height_bl, size.y + d));
- verts.push_back(Vector3(size.x + w + 1, height_br, size.y + d));
- verts.push_back(Vector3(size.x + w + 1, height_tr, size.y + d + 1));
- colors.push_back(p_modulate);
- colors.push_back(p_modulate);
- colors.push_back(p_modulate);
- colors.push_back(p_modulate);
- indices.push_back(index_offset);
- indices.push_back(index_offset + 1);
- indices.push_back(index_offset + 2);
- indices.push_back(index_offset);
- indices.push_back(index_offset + 2);
- indices.push_back(index_offset + 3);
- }
- }
- }
- Ref<ArrayMesh> mesh = memnew(ArrayMesh);
- Array a;
- a.resize(Mesh::ARRAY_MAX);
- a[RS::ARRAY_VERTEX] = verts;
- a[RS::ARRAY_COLOR] = colors;
- a[RS::ARRAY_INDEX] = indices;
- mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, a);
- return mesh;
- }
- real_t HeightMapShape3D::get_enclosing_radius() const {
- return Vector3(real_t(map_width), max_height - min_height, real_t(map_depth)).length();
- }
- void HeightMapShape3D::_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;
- PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), d);
- Shape3D::_update_shape();
- }
- void HeightMapShape3D::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);
- real_t *w = map_data.ptrw();
- while (was_size < new_size) {
- w[was_size++] = 0.0;
- }
- _update_shape();
- emit_changed();
- }
- }
- int HeightMapShape3D::get_map_width() const {
- return map_width;
- }
- void HeightMapShape3D::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);
- real_t *w = map_data.ptrw();
- while (was_size < new_size) {
- w[was_size++] = 0.0;
- }
- _update_shape();
- emit_changed();
- }
- }
- int HeightMapShape3D::get_map_depth() const {
- return map_depth;
- }
- void HeightMapShape3D::set_map_data(Vector<real_t> p_new) {
- int size = (map_width * map_depth);
- if (p_new.size() != size) {
- // fail
- return;
- }
- // copy
- real_t *w = map_data.ptrw();
- const real_t *r = p_new.ptr();
- for (int i = 0; i < size; i++) {
- real_t 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();
- emit_changed();
- }
- Vector<real_t> HeightMapShape3D::get_map_data() const {
- return map_data;
- }
- real_t HeightMapShape3D::get_min_height() const {
- return min_height;
- }
- real_t HeightMapShape3D::get_max_height() const {
- return max_height;
- }
- void HeightMapShape3D::update_map_data_from_image(const Ref<Image> &p_image, real_t p_height_min, real_t p_height_max) {
- ERR_FAIL_COND_MSG(p_image.is_null(), "Heightmap update image requires a valid Image reference.");
- ERR_FAIL_COND_MSG(p_image->get_format() != Image::FORMAT_RF && p_image->get_format() != Image::FORMAT_RH && p_image->get_format() != Image::FORMAT_R8, "Heightmap update image requires Image in format FORMAT_RF (32 bit), FORMAT_RH (16 bit), or FORMAT_R8 (8 bit).");
- ERR_FAIL_COND_MSG(p_image->get_width() < 2, "Heightmap update image requires a minimum Image width of 2.");
- ERR_FAIL_COND_MSG(p_image->get_height() < 2, "Heightmap update image requires a minimum Image height of 2.");
- ERR_FAIL_COND_MSG(p_height_min > p_height_max, "Heightmap update image requires height_max to be greater than height_min.");
- map_width = p_image->get_width();
- map_depth = p_image->get_height();
- map_data.resize(map_width * map_depth);
- real_t new_min_height = FLT_MAX;
- real_t new_max_height = -FLT_MAX;
- float remap_height_min = float(p_height_min);
- float remap_height_max = float(p_height_max);
- real_t *map_data_ptrw = map_data.ptrw();
- switch (p_image->get_format()) {
- case Image::FORMAT_RF: {
- const float *image_data_ptr = (float *)p_image->get_data().ptr();
- for (int i = 0; i < map_data.size(); i++) {
- float pixel_value = image_data_ptr[i];
- DEV_ASSERT(pixel_value >= 0.0 && pixel_value <= 1.0);
- real_t height_value = Math::remap(pixel_value, 0.0f, 1.0f, remap_height_min, remap_height_max);
- if (height_value < new_min_height) {
- new_min_height = height_value;
- }
- if (height_value > new_max_height) {
- new_max_height = height_value;
- }
- map_data_ptrw[i] = height_value;
- }
- } break;
- case Image::FORMAT_RH: {
- const uint16_t *image_data_ptr = (uint16_t *)p_image->get_data().ptr();
- for (int i = 0; i < map_data.size(); i++) {
- float pixel_value = Math::half_to_float(image_data_ptr[i]);
- DEV_ASSERT(pixel_value >= 0.0 && pixel_value <= 1.0);
- real_t height_value = Math::remap(pixel_value, 0.0f, 1.0f, remap_height_min, remap_height_max);
- if (height_value < new_min_height) {
- new_min_height = height_value;
- }
- if (height_value > new_max_height) {
- new_max_height = height_value;
- }
- map_data_ptrw[i] = height_value;
- }
- } break;
- case Image::FORMAT_R8: {
- const uint8_t *image_data_ptr = (uint8_t *)p_image->get_data().ptr();
- for (int i = 0; i < map_data.size(); i++) {
- float pixel_value = float(image_data_ptr[i] / 255.0);
- DEV_ASSERT(pixel_value >= 0.0 && pixel_value <= 1.0);
- real_t height_value = Math::remap(pixel_value, 0.0f, 1.0f, remap_height_min, remap_height_max);
- if (height_value < new_min_height) {
- new_min_height = height_value;
- }
- if (height_value > new_max_height) {
- new_max_height = height_value;
- }
- map_data_ptrw[i] = height_value;
- }
- } break;
- default: {
- return;
- }
- }
- min_height = new_min_height;
- max_height = new_max_height;
- _update_shape();
- emit_changed();
- }
- void HeightMapShape3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_map_width", "width"), &HeightMapShape3D::set_map_width);
- ClassDB::bind_method(D_METHOD("get_map_width"), &HeightMapShape3D::get_map_width);
- ClassDB::bind_method(D_METHOD("set_map_depth", "height"), &HeightMapShape3D::set_map_depth);
- ClassDB::bind_method(D_METHOD("get_map_depth"), &HeightMapShape3D::get_map_depth);
- ClassDB::bind_method(D_METHOD("set_map_data", "data"), &HeightMapShape3D::set_map_data);
- ClassDB::bind_method(D_METHOD("get_map_data"), &HeightMapShape3D::get_map_data);
- ClassDB::bind_method(D_METHOD("get_min_height"), &HeightMapShape3D::get_min_height);
- ClassDB::bind_method(D_METHOD("get_max_height"), &HeightMapShape3D::get_max_height);
- ClassDB::bind_method(D_METHOD("update_map_data_from_image", "image", "height_min", "height_max"), &HeightMapShape3D::update_map_data_from_image);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "map_width", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_map_width", "get_map_width");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "map_depth", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_map_depth", "get_map_depth");
- ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT32_ARRAY, "map_data"), "set_map_data", "get_map_data");
- }
- HeightMapShape3D::HeightMapShape3D() :
- Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_HEIGHTMAP)) {
- map_data.resize(map_width * map_depth);
- real_t *w = map_data.ptrw();
- w[0] = 0.0;
- w[1] = 0.0;
- w[2] = 0.0;
- w[3] = 0.0;
- _update_shape();
- }
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