#include <heightfield.h>
Heightfield with a uniform grid of sampled altitudes.
Each tile can be triangulated into two triangles.
Memory & CPU efficient way of representing a terrain.
Supports RayCasting. However, do not call the RayCast function directly. Instead you should use a CollisionRayCastQuery.
In this way, all the collision objects will be properly queried and you can combine HeightFields and IndexedMeshes for an optimal representation of the world in terms of Collision.
Inherits Kaim::RefCountBase< C, Stat >.