Universe.Physics.BulletSPlugin.BSTerrainHeightmap.BSTerrainHeightmap C# (CSharp) Method

BSTerrainHeightmap() public method

public BSTerrainHeightmap ( BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize ) : OpenMetaverse
physicsScene BSScene
regionBase Vector3
id uint
regionSize Vector3
return OpenMetaverse
        public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize)
            : base(physicsScene, regionBase, id)
        {
            Vector3 minTerrainCoords = new Vector3(0f, 0f,
                BSTerrainManager.HEIGHT_INITIALIZATION - BSTerrainManager.HEIGHT_EQUAL_FUDGE);
            Vector3 maxTerrainCoords = new Vector3(regionSize.X, regionSize.Y, BSTerrainManager.HEIGHT_INITIALIZATION);
            int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y;
            float[] initialMap = new float[totalHeights];
            for (int ii = 0; ii < totalHeights; ii++)
            {
                initialMap[ii] = BSTerrainManager.HEIGHT_INITIALIZATION;
            }
            m_mapInfo = new BulletHMapInfo(id, initialMap, regionSize.X, regionSize.Y);
            m_mapInfo.minCoords = minTerrainCoords;
            m_mapInfo.maxCoords = maxTerrainCoords;
            m_mapInfo.terrainRegionBase = TerrainBase;
            // Don't have to free any previous since we just got here.
            BuildHeightmapTerrain();
        }

Same methods

BSTerrainHeightmap::BSTerrainHeightmap ( BSScene physicsScene, Vector3 regionBase, uint id, float initialMap, Vector3 minCoords, Vector3 maxCoords ) : OpenMetaverse