public override void SetTerrain(float[] heightMap) { m_heightMap = heightMap; this.TaintedObject(delegate() { BulletSimAPI.SetHeightmap(m_worldID, m_heightMap); }); }
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); }); }