Removed shift of the physical heightmap, because the graphical heightmap is corect now.
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@ -157,7 +157,7 @@ void Physics::addTerrain(int width, int length, float** heightData) //The terrai
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info.m_restitution = 0;
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info.m_restitution = 0;
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btRigidBody* tBody = new btRigidBody(info);
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btRigidBody* tBody = new btRigidBody(info);
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tBody->getWorldTransform().setOrigin(btVector3(-0.5,((float)highest)/2,-0.5)); //we have to move the origin of our rigid body down, because bullet sets the origin (0,0,0) at (width/2, height/2, length/2) in the map the x and z are correct in our level, but y needs to be addapted
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tBody->getWorldTransform().setOrigin(btVector3(0,((float)highest)/2,0)); //we have to move the origin of our rigid body down, because bullet sets the origin (0,0,0) at (width/2, height/2, length/2) in the map the x and z are correct in our level, but y needs to be addapted
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terrainBody = tBody;
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terrainBody = tBody;
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if (world == NULL) {
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if (world == NULL) {
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