A 3D height map shape used for physics collision.
A 3D heightmap shape, intended for use in physics. Usually used to provide a shape for a [CollisionShape3D]. This is useful for terrain, but it is limited as overhangs (such as caves) cannot be stored. Holes in a [HeightMapShape3D] are created by assigning very low values to points in the desired area. [b]Performance:[/b] [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 build by using an [Image] reference: [codeblocks] [gdscript] 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) [/gdscript] [/codeblocks]
Returns the largest height value found in [member map_data]. Recalculates only when [member map_data] changes.
Returns the smallest height value found in [member map_data]. Recalculates only when [member map_data] changes.
Updates [member map_data] with data read from an [Image] reference. Automatically resizes heightmap [member map_width] and [member map_depth] to fit the full image width and height. The image needs to be in either [constant Image.FORMAT_RF] (32 bit), [constant Image.FORMAT_RH] (16 bit), or [constant Image.FORMAT_R8] (8 bit). Each image pixel is read in as a float on the range from [code]0.0[/code] (black pixel) to [code]1.0[/code] (white pixel). This range value gets remapped to [param height_min] and [param height_max] to form the final height value.
- Height map data. The array's size must be equal to [member map_width] multiplied by [member map_depth].
- Number of vertices in the depth of the height map. Changing this will resize the [member map_data].
- Number of vertices in the width of the height map. Changing this will resize the [member map_data].