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@@ -438,7 +438,47 @@ void HeightMapShapeBullet::set_data(const Variant &p_data) {
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int l_width = d["width"];
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int l_depth = d["depth"];
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- PoolVector<real_t> l_heights = d["heights"];
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+
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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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+
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+ PoolVector<real_t> l_heights;
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+ Variant l_heights_v = d["heights"];
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+
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+ if (l_heights_v.get_type() == Variant::POOL_REAL_ARRAY) {
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+ // Ready-to-use heights can be passed
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+
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+ l_heights = l_heights_v;
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+
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+ } else if (l_heights_v.get_type() == Variant::OBJECT) {
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+ // If an image is passed, we have to convert it to a format Bullet supports.
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+ // this would be expensive to do with a script, so it's nice to have it here.
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+
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+ Ref<Image> l_image = l_heights_v;
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+ ERR_FAIL_COND(l_image.is_null());
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+
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+ // Float is the only common format between Godot and Bullet that can be used for decent collision.
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+ // (Int16 would be nice too but we still don't have it)
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+ // We could convert here automatically but it's better to not be intrusive and let the caller do it if necessary.
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+ ERR_FAIL_COND(l_image->get_format() != Image::FORMAT_RF);
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+
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+ PoolByteArray im_data = l_image->get_data();
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+
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+ l_heights.resize(l_image->get_width() * l_image->get_width());
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+
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+ PoolRealArray::Write w = l_heights.write();
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+ PoolByteArray::Read r = im_data.read();
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+ float *rp = (float *)r.ptr();
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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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+
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+ for (int i = 0; i < l_heights.size(); ++i) {
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+ w[i] = rp[i];
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+ }
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+
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+ } else {
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+ ERR_EXPLAIN("Expected PoolRealArray or float Image.");
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+ ERR_FAIL();
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+ }
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ERR_FAIL_COND(l_width <= 0);
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ERR_FAIL_COND(l_depth <= 0);
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@@ -474,19 +514,8 @@ PhysicsServer::ShapeType HeightMapShapeBullet::get_type() const {
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void HeightMapShapeBullet::setup(PoolVector<real_t> &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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- { // Copy
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-
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- // TODO If Godot supported 16-bit integer image format, we could share the same memory block for heightfields
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- // without having to copy anything, optimizing memory and loading performance (Bullet only reads and doesn't take ownership of the data).
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-
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- const int heights_size = p_heights.size();
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- heights.resize(heights_size);
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- PoolVector<real_t>::Read p_heights_r = p_heights.read();
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- PoolVector<real_t>::Write heights_w = heights.write();
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- for (int i = heights_size - 1; 0 <= i; --i) {
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- heights_w[i] = p_heights_r[i];
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- }
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- }
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+ // If this array is resized outside of here, it should be preserved due to CoW
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+ heights = p_heights;
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width = p_width;
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depth = p_depth;
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