Use uniform scale on new terrain to prevent artifacts in normal vectors

This commit is contained in:
Wojtek Figat
2024-04-15 00:13:54 +02:00
parent d2508ad902
commit 9c3c4fbf54

View File

@@ -66,8 +66,8 @@ namespace FlaxEditor.Tools.Terrain
[EditorOrder(410), EditorDisplay("Transform", "Rotation"), DefaultValue(typeof(Quaternion), "0,0,0,1"), Tooltip("Orientation of the terrain")]
public Quaternion Orientation = Quaternion.Identity;
[EditorOrder(420), EditorDisplay("Transform", "Scale"), DefaultValue(typeof(Float3), "1,1,1"), Limit(float.MinValue, float.MaxValue, 0.01f), Tooltip("Scale of the terrain")]
public Float3 Scale = Float3.One;
[EditorOrder(420), EditorDisplay("Transform", "Scale"), DefaultValue(1.0f), Limit(0.0001f, float.MaxValue, 0.01f), Tooltip("Scale of the terrain")]
public float Scale = 1.0f;
}
private readonly Options _options = new Options();
@@ -147,7 +147,7 @@ namespace FlaxEditor.Tools.Terrain
// Create terrain object and setup some options
var terrain = new FlaxEngine.Terrain();
terrain.Setup(_options.LODCount, (int)_options.ChunkSize);
terrain.Transform = new Transform(_options.Position, _options.Orientation, _options.Scale);
terrain.Transform = new Transform(_options.Position, _options.Orientation, new Float3(_options.Scale));
terrain.Material = _options.Material;
terrain.CollisionLOD = _options.CollisionLOD;
if (_options.Heightmap)