Class reference

HeightMapShape3D

Inherits Shape3D

A 3D height map shape used for physics collision.

Description

A 3D heightmap shape, intended for use in physics. Usually used to provide a shape for a CollisionShape3D. This type is most commonly used for terrain with vertices placed in a fixed width grid. Due to the nature of the heightmap, it cannot be used to model overhangs or caves, which would require multiple vertices at the same vertical location. Holes can be punched through the collision by assigning @GDScript.NAN to the height of the desired vertices (this is supported in both GodotPhysics3D and Jolt Physics). You could then insert meshes with their own separate collision to provide overhangs, caves, and so on. Performance: 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 built by using an Image reference:

		var heightmap_texture = ResourceLoader.load("res://heightmap_image.exr")
		var heightmap_image = heightmap_texture.get_image()
		heightmap_image.convert(Image.FORMAT_RF)

		var height_min = 0.0
		var height_max = 10.0

		update_map_data_from_image(heightmap_image, height_min, height_max)
		

Properties

int map_depth = 2

Number of vertices in the depth of the height map. Changing this will resize the map_data.

int map_width = 2

Number of vertices in the width of the height map. Changing this will resize the map_data.

Methods

float get_max_height() const

Returns the largest height value found in map_data. Recalculates only when map_data changes.

float get_min_height() const

Returns the smallest height value found in map_data. Recalculates only when map_data changes.

void update_map_data_from_image(Image image, float height_min, float height_max)

Updates map_data with data read from an Image reference. Automatically resizes heightmap map_width and map_depth to fit the full image width and height. The image needs to be in either Image.FORMAT_RF (32 bit), Image.FORMAT_RH (16 bit), or Image.FORMAT_R8 (8 bit). Each image pixel is read in as a float on the range from 0.0 (black pixel) to 1.0 (white pixel). This range value gets remapped to height_min and height_max to form the final height value. Note: Using a heightmap with 16-bit or 32-bit data, stored in EXR or HDR format is recommended. Using 8-bit height data, or a format like PNG that Redot imports as 8-bit, will result in a terraced terrain.

Source revision 5592dc3a7a61
Connection interrupted. Reload×

Rejoining the server...

Rejoin failed... trying again in seconds.

Failed to rejoin.
Please retry or reload the page.

The session has been paused by the server.

Failed to resume the session.
Please retry or reload the page.