Add support for multiple physical materials in terrain - one for each painted layer
#1112 #2159
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@@ -408,7 +408,7 @@ void PhysicsBackend::AddRigidDynamicActorTorque(void* actor, const Vector3& torq
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{
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}
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void* PhysicsBackend::CreateShape(PhysicsColliderActor* collider, const CollisionShape& geometry, JsonAsset* material, bool enabled, bool trigger)
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void* PhysicsBackend::CreateShape(PhysicsColliderActor* collider, const CollisionShape& geometry, Span<JsonAsset*> materials, bool enabled, bool trigger)
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{
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return DUMY_HANDLE;
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}
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@@ -447,7 +447,7 @@ void PhysicsBackend::SetShapeContactOffset(void* shape, float value)
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{
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}
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void PhysicsBackend::SetShapeMaterial(void* shape, JsonAsset* material)
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void PhysicsBackend::SetShapeMaterials(void* shape, Span<JsonAsset*> materials)
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{
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}
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@@ -826,11 +826,16 @@ void PhysicsBackend::GetHeightFieldSize(void* heightField, int32& rows, int32& c
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columns = 0;
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}
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float PhysicsBackend::GetHeightFieldHeight(void* heightField, float x, float z)
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float PhysicsBackend::GetHeightFieldHeight(void* heightField, int32 x, int32 z)
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{
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return 0.0f;
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}
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PhysicsBackend::HeightFieldSample PhysicsBackend::GetHeightFieldSample(void* heightField, int32 x, int32 z)
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{
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return HeightFieldSample();
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}
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bool PhysicsBackend::ModifyHeightField(void* heightField, int32 startCol, int32 startRow, int32 cols, int32 rows, const HeightFieldSample* data)
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{
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return true;
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