today’s problem, scaling of a HeightfieldCollisionShape.
The problem is that i can’t seem to find a method to calculate the scale factor of the collisionshape. The shape is generated from a AbstractHeightmap.
I cannot create the collisionshape from the model, because i need the collisionshape on the server where i don’t want to generate the model first.
Hard to say without knowing what the scale should be ^^ Normally it works pretty much like normal scaling… Maybe you can try and reformulate the question?
The map scale is 20.000
I allow different heightmap sizes based on the clients gpu and scale the resulting model with the formula:
[java]
float scale = 20000 / textureSize;
terrainNode.setLocalScale(new Vector3f(scale,terrainHeight/255,scale));
[/java]
trough this i get the same mesh for all texture sizes… well at least the same size.
The HeightmapCollisionShape gets build like:
[java]
CollisionShape collisionShape = new HeightfieldCollisionShape(terrainData.terrainHeightMap.getHeightMap());
collisionShape.setScale(?,?,?);
[/java]
The question is what values to i put in here? using the same calculation for x and z results in a mesh *very *very *very much larger then the model itself. And so does height…
Nervermind, the scale works right, it’s just the debugmesh that is way of. Well, i can life with that i think.
As a side note, i noticed different physics behaviour between jBullet and Native, is that as expected? (Like different values for gravity and the collision mesh seems slightly moved)