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Implemented terrain raycast acceleration using Bresenham traversal and 1 level of chunks
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@@ -148,7 +148,13 @@ btHeightfieldTerrainShape *ShapeBullet::create_shape_height_field(PoolVector<rea
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const bool flipQuadEdges = false;
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const void *heightsPtr = p_heights.read().ptr();
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return bulletnew(btHeightfieldTerrainShape(p_width, p_depth, heightsPtr, ignoredHeightScale, p_min_height, p_max_height, YAxis, PHY_FLOAT, flipQuadEdges));
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btHeightfieldTerrainShape *heightfield = bulletnew(btHeightfieldTerrainShape(p_width, p_depth, heightsPtr, ignoredHeightScale, p_min_height, p_max_height, YAxis, PHY_FLOAT, flipQuadEdges));
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// The shape can be created without params when you do PhysicsServer.shape_create(PhysicsServer.SHAPE_HEIGHTMAP)
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if (heightsPtr)
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heightfield->buildAccelerator(16);
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return heightfield;
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}
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btRayShape *ShapeBullet::create_shape_ray(real_t p_length, bool p_slips_on_slope) {
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