Use float height data for HeightField in HeightField scenes in testbed
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@ -92,7 +92,7 @@ HeightField::HeightField(const openglframework::Vector3 &position, float mass,
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// Create the collision shape for the rigid body (convex mesh shape) and
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// Create the collision shape for the rigid body (convex mesh shape) and
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// do not forget to delete it at the end
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// do not forget to delete it at the end
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mHeightFieldShape = new rp3d::HeightFieldShape(NB_POINTS_WIDTH, NB_POINTS_LENGTH, mMinHeight, mMaxHeight,
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mHeightFieldShape = new rp3d::HeightFieldShape(NB_POINTS_WIDTH, NB_POINTS_LENGTH, mMinHeight, mMaxHeight,
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mHeightData, rp3d::HeightFieldShape::HEIGHT_INT_TYPE);
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mHeightData, rp3d::HeightFieldShape::HEIGHT_FLOAT_TYPE);
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// Initial position and orientation of the rigid body
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// Initial position and orientation of the rigid body
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rp3d::Vector3 initPosition(position.x, position.y, position.z);
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rp3d::Vector3 initPosition(position.x, position.y, position.z);
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@ -43,7 +43,7 @@ class HeightField : public openglframework::Mesh, public PhysicsObject {
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// -------------------- Attributes -------------------- //
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// -------------------- Attributes -------------------- //
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/// Height field data
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/// Height field data
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int mHeightData[NB_POINTS_WIDTH * NB_POINTS_LENGTH];
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float mHeightData[NB_POINTS_WIDTH * NB_POINTS_LENGTH];
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/// Previous transform (for interpolation)
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/// Previous transform (for interpolation)
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rp3d::Transform mPreviousTransform;
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rp3d::Transform mPreviousTransform;
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