public override void SetTerrain(float[] heightMap)
 {
     m_heightMap = heightMap;
     this.TaintedObject(delegate()
     {
         BulletSimAPI.SetHeightmap(m_worldID, m_heightMap);
     });
 }
Beispiel #2
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 public override void SetTerrain(ITerrainChannel channel, short[] heightMap)
 {
     m_heightMap = channel;
     this.TaintedObject(delegate
     {
         float[] t = new float[heightMap.Length];
         for (int i = 0; i < heightMap.Length; i++)
         {
             t[i] = (heightMap[i]) / Constants.TerrainCompression;
         }
         BulletSimAPI.SetHeightmap(m_worldID, t);
     });
 }