Add support for multiple physical materials in terrain - one for each painted layer

#1112 #2159
This commit is contained in:
Wojtek Figat
2024-02-16 17:11:40 +01:00
parent f04f1cc90e
commit 42b4443e14
8 changed files with 306 additions and 298 deletions

View File

@@ -45,9 +45,6 @@ namespace FlaxEditor.Tools.Terrain
[EditorOrder(130), EditorDisplay("Layout"), DefaultValue(null), Tooltip("The default material used for terrain rendering (chunks can override this). It must have Domain set to terrain.")]
public MaterialBase Material;
[EditorOrder(200), EditorDisplay("Collision"), DefaultValue(null), AssetReference(typeof(PhysicalMaterial), true), Tooltip("Terrain default physical material used to define the collider physical properties.")]
public JsonAsset PhysicalMaterial;
[EditorOrder(210), EditorDisplay("Collision", "Collision LOD"), DefaultValue(-1), Limit(-1, 100, 0.1f), Tooltip("Terrain geometry LOD index used for collision.")]
public int CollisionLOD = -1;
@@ -152,7 +149,6 @@ namespace FlaxEditor.Tools.Terrain
terrain.Setup(_options.LODCount, (int)_options.ChunkSize);
terrain.Transform = new Transform(_options.Position, _options.Orientation, _options.Scale);
terrain.Material = _options.Material;
terrain.PhysicalMaterial = _options.PhysicalMaterial;
terrain.CollisionLOD = _options.CollisionLOD;
if (_options.Heightmap)
terrain.Position -= new Vector3(0, _options.HeightmapScale * 0.5f, 0);