| 158 | } |
| 159 | |
| 160 | void TerrainPatch::UpdateTransform() |
| 161 | { |
| 162 | PROFILE_CPU(); |
| 163 | |
| 164 | // Update physics |
| 165 | if (_physicsActor) |
| 166 | { |
| 167 | const Transform& terrainTransform = _terrain->_transform; |
| 168 | PhysicsBackend::SetRigidActorPose(_physicsActor, terrainTransform.LocalToWorld(_offset), terrainTransform.Orientation); |
| 169 | } |
| 170 | |
| 171 | // Update chunks cache |
| 172 | for (int32 i = 0; i < Terrain::ChunksCount; i++) |
| 173 | { |
| 174 | Chunks[i].UpdateTransform(); |
| 175 | } |
| 176 | |
| 177 | #if USE_EDITOR |
| 178 | // We pre-transform vertices to world space |
| 179 | _collisionTriangles.Resize(0); |
| 180 | #endif |
| 181 | _collisionVertices.Resize(0); |
| 182 | } |
| 183 | |
| 184 | #if TERRAIN_EDITING |
| 185 |
no test coverage detected