Documentation
¶
Overview ¶
Package HeightMapShape3D provides methods for working with HeightMapShape3D object instances.
Index ¶
- type Advanced
- type Any
- type Instance
- func (self Instance) AsHeightMapShape3D() Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) AsShape3D() Shape3D.Instance
- func (self Instance) GetMaxHeight() Float.X
- func (self Instance) GetMinHeight() Float.X
- func (self Instance) MapData() []float32
- func (self Instance) MapDepth() int
- func (self Instance) MapWidth() int
- func (self Instance) SetMapData(value []float32)
- func (self Instance) SetMapDepth(value int)
- func (self Instance) SetMapWidth(value int)
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) UpdateMapDataFromImage(image [1]gdclass.Image, height_min Float.X, height_max Float.X)
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
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Variables ¶
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Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Instance ¶
type Instance [1]gdclass.HeightMapShape3D
A 3D heightmap shape, intended for use in physics. Usually used to provide a shape for a [CollisionShape3D]. This is useful for terrain, but it is limited as overhangs (such as caves) cannot be stored. Holes in a [HeightMapShape3D] are created by assigning very low values to points in the desired area. [b]Performance:[/b] [HeightMapShape3D] is faster to check collisions against than [ConcavePolygonShape3D], but it is significantly slower than primitive shapes like [BoxShape3D]. A heightmap collision shape can also be build by using an [Image] reference: [codeblocks] [gdscript] var heightmap_texture: Texture = ResourceLoader.load("res://heightmap_image.exr") var heightmap_image: Image = heightmap_texture.get_image() heightmap_image.convert(Image.FORMAT_RF)
var height_min: float = 0.0 var height_max: float = 10.0
update_map_data_from_image(heightmap_image, height_min, height_max) [/gdscript] [/codeblocks]
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsHeightMapShape3D ¶
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) GetMaxHeight ¶
Returns the largest height value found in [member map_data]. Recalculates only when [member map_data] changes.
func (Instance) GetMinHeight ¶
Returns the smallest height value found in [member map_data]. Recalculates only when [member map_data] changes.
func (Instance) SetMapData ¶
func (Instance) SetMapDepth ¶
func (Instance) SetMapWidth ¶
func (*Instance) UnsafePointer ¶
func (Instance) UpdateMapDataFromImage ¶
func (self Instance) UpdateMapDataFromImage(image [1]gdclass.Image, height_min Float.X, height_max Float.X)
Updates [member map_data] with data read from an [Image] reference. Automatically resizes heightmap [member map_width] and [member map_depth] to fit the full image width and height. The image needs to be in either [constant Image.FORMAT_RF] (32 bit), [constant Image.FORMAT_RH] (16 bit), or [constant Image.FORMAT_R8] (8 bit). Each image pixel is read in as a float on the range from [code]0.0[/code] (black pixel) to [code]1.0[/code] (white pixel). This range value gets remapped to [param height_min] and [param height_max] to form the final height value.