Open Chaosus opened 2 years ago
Any news about this yet
Any news about this yet
To my knowledge, nobody has looked into implementing this yet. It's probably not very difficult, but note that 4.1 is currently in feature freeze.
HeightMapShape3D's code is here: https://github.com/godotengine/godot/blob/f2ce0b6741049b69efb455394b8a161f68a468a6/scene/resources/height_map_shape_3d.cpp#L12
I wish they add this feature
right now Heightmap collision can be created like this: (width_of_heightmap - 1 = terrain_width)
same thing for height
but if you have a terrain with 1px per 2 meter it is not make any sense to create a collision shape with formula above
The only solution now is to scale height-map collision shape which is not the best solution
The back-end code is in physics server
https://github.com/godotengine/godot/blob/f2ce0b6741049b69efb455394b8a161f68a468a6/servers/physics_3d/godot_shape_3d.h
I look at it but I am not sure what is happening
It could have something with static const int BOUNDS_CHUNK_SIZE = 16;
But I am not sure
Describe the project you are working on
RTS
Describe the problem or limitation you are having in your project
I want to have control over the size of the tile on the physical mesh generated by
HeighMapShape3D
.Describe the feature / enhancement and how it helps to overcome the problem or limitation
Add a simple
tile_size
property to it.Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
I'm not entirely sure whether it is easy to do because it should correctly interact with a Physics engine.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No
Is there a reason why this should be core and not an add-on in the asset library?
It's an enhancement for the core physic class.