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Draw triangles for HeightMapShape debug collision
Helps with ambiguous cases where it's not possible to tell which diagonal is used for collision in quads.
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@ -44,7 +44,7 @@ Vector<Vector3> HeightMapShape3D::get_debug_mesh_lines() const {
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const real_t *r = map_data.ptr();
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// reserve some memory for our points..
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points.resize(((map_width - 1) * map_depth * 2) + (map_width * (map_depth - 1) * 2));
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points.resize(((map_width - 1) * map_depth * 2) + (map_width * (map_depth - 1) * 2) + ((map_width - 1) * (map_depth - 1) * 2));
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// now set our points
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int r_offset = 0;
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@ -65,6 +65,11 @@ Vector<Vector3> HeightMapShape3D::get_debug_mesh_lines() const {
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points.write[w_offset++] = Vector3(height.x, r[r_offset + map_width - 1], height.z + 1.0);
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}
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if ((w != map_width - 1) && (d != map_depth - 1)) {
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points.write[w_offset++] = Vector3(height.x + 1.0, r[r_offset], height.z);
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points.write[w_offset++] = Vector3(height.x, r[r_offset + map_width - 1], height.z + 1.0);
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}
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height.x += 1.0;
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}
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