Central state/object manager and communications hub.
Game state manager and message-queue provider.
void finish(Ogre::SceneNode *snode, const std::string &materialName="")
If materialName is empty, the default material will be used.
void SLOG(const char *msg)
Replacement of macro.
static Ogre::Vector3 & ProceduralPoint_get_position(ProceduralPoint *self)
static void ProceduralPoint_set_position(ProceduralPoint *self, const Ogre::Vector3 &pos)
static void ProceduralPoint_set_width(ProceduralPoint *self, float width)
static void ProceduralPoint_set_type(ProceduralPoint *self, RoadType type)
static void ProceduralPoint_set_rotation(ProceduralPoint *self, const Ogre::Quaternion &rot)
static void ProceduralRoad_finish(ProceduralRoad *self)
The script API has no scene node parameter - the road mesh is attached under the grouping scene node ...
static void ProceduralPoint_set_border_height(ProceduralPoint *self, float bheight)
static float ProceduralPoint_get_width(ProceduralPoint *self)
static int ProceduralPoint_get_pillar_type(ProceduralPoint *self)
static void ProceduralObject_set_custom_groundmodel(ProceduralObject *self, const std::string &n)
static std::string ProceduralObject_get_custom_material(ProceduralObject *self)
static bool ProceduralObject_get_collision_enabled(ProceduralObject *self)
static void ProceduralObject_set_custom_material(ProceduralObject *self, const std::string &n)
static void ProceduralPoint_set_pillar_type(ProceduralPoint *self, int type)
static void ProceduralObject_set_smoothing_num_splits(ProceduralObject *self, int n)
static ProceduralRoad * ProceduralRoadFactory(const std::string &groundmodelName="")
static std::string ProceduralObject_get_custom_groundmodel(ProceduralObject *self)
static void ProceduralPoint_set_border_width(ProceduralPoint *self, float bwidth)
static Ogre::Quaternion & ProceduralPoint_get_rotation(ProceduralPoint *self)
static RoadType ProceduralPoint_get_type(ProceduralPoint *self)
static float ProceduralPoint_get_border_height(ProceduralPoint *self)
static void ProceduralObject_set_collision_enabled(ProceduralObject *self, bool n)
static float ProceduralPoint_get_border_width(ProceduralPoint *self)
static int ProceduralObject_get_smoothing_num_splits(ProceduralObject *self)
static ProceduralObject * ProceduralObjectFactory()
static ProceduralPoint * ProceduralPointFactory()
GameContext * GetGameContext()
ScriptEngine * GetScriptEngine()
std::string custom_groundmodel
If empty, the default ground model ("asphalt" for roads, "concrete" for others) is used for collision...
bool collision_enabled
Generate collision triangles?
std::string custom_material
If empty, the default material is used.
Ogre::Quaternion rotation