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

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