raisim::rscene::Terrain
struct · #include <raisim/Rscene.hpp>
A sampled height-map terrain region.
Public attributes
id
std::string idNode id and scene node path; the path is used as the HeightMap name.
path
std::string pathxSamples
int xSamplesNumber of samples along x and y (at least 2 each).
ySamples
int ySamplesxSize
double xSizeExtent along x and y (m).
ySize
double ySizecenter
Vec3 centerCenter of the height map; heights are relative to center.z.
material
std::string materialRender material id (Material::id) and physics contact material name.
contactMaterial
std::string contactMaterialbaseTextureSlot
int baseTextureSlotSlot of the base TerrainTexture.
heights
std::vector<double> heightsxSamples * ySamples heights (m), relative to center.z, in World::addHeightMap() order.
texturePrimary
std::vector<int> texturePrimaryPer-sample paint, one entry per sample: primary and secondary texture slot, the blend between them, wetness, holes and a color multiplier. Missing maps take Engine 2's defaults (base slot, no blend, dry, solid, white).
textureSecondary
std::vector<int> textureSecondarytextureBlend
std::vector<double> textureBlendwetness
std::vector<double> wetnessholes
std::vector<int> holesvertexColors
std::vector<Color> vertexColorstextureSplattingEnabled
bool textureSplattingEnabledWeighted texture layers; when enabled and present they decide the sample colors.
splatLayers
std::vector<TerrainSplatLayer> splatLayersfoliageLayers
std::vector<TerrainFoliageLayer> foliageLayersFoliage scattered by a viewer.