RigsofRods
Soft-body Physics Simulation
ProceduralRoadClass.h
Go to the documentation of this file.
1 
2 namespace Script2Game {
3 
13 {
21 };
22 
24 {
36 };
37 
42  */
44 {
45 public:
49  void addBlock(vector3 pos, quaternion rot, RoadType type, float width, float border_width, float border_height, int pillar_type = 1);
53  void addQuad(vector3 p1, vector3 p2, vector3 p3, vector3 p4, TextureFit texfit, vector3 pos, vector3 lastpos, float width, bool flip = false);
57  void addCollisionQuad(vector3 p1, vector3 p2, vector3 p3, vector3 p4, string const&in gm_name, bool flip = false);
61  void createMesh();
65  void finish();
69  void setCollisionEnabled(bool v);
70 };
71 
74 
75 } //namespace Script2Game
Script2Game::ROAD_LEFT
@ ROAD_LEFT
Definition: ProceduralRoadClass.h:16
Script2Game::TEXFIT_CONCRETEUNDER
@ TEXFIT_CONCRETEUNDER
Definition: ProceduralRoadClass.h:35
Script2Game::ROAD_AUTOMATIC
@ ROAD_AUTOMATIC
Definition: ProceduralRoadClass.h:14
Script2Game::TEXFIT_BRICKWALL
@ TEXFIT_BRICKWALL
Definition: ProceduralRoadClass.h:26
Script2Game::TEXFIT_CONCRETEWALLI
@ TEXFIT_CONCRETEWALLI
Definition: ProceduralRoadClass.h:33
Script2Game::ProceduralRoadClass::addBlock
void addBlock(vector3 pos, quaternion rot, RoadType type, float width, float border_width, float border_height, int pillar_type=1)
For internal use by ProceduralManagerClass - do not use unless you know what you're doing!
Script2Game::ProceduralRoadClass::addCollisionQuad
void addCollisionQuad(vector3 p1, vector3 p2, vector3 p3, vector3 p4, string const &in gm_name, bool flip=false)
For internal use by ProceduralManagerClass - do not use unless you know what you're doing!
Script2Game::TEXFIT_ROAD
@ TEXFIT_ROAD
Definition: ProceduralRoadClass.h:29
Script2Game::ProceduralRoadClass::finish
void finish()
For internal use by ProceduralManagerClass - do not use unless you know what you're doing!
Script2Game::TEXFIT_ROADS2
@ TEXFIT_ROADS2
Definition: ProceduralRoadClass.h:28
Script2Game::TextureFit
TextureFit
Definition: ProceduralRoadClass.h:23
quaternion
quaternion()
Script2Game
Pseudo-namespace; it doesn't exist in code or script runtime, only in this documentation.
Definition: BeamClass.h:2
Script2Game::ROAD_RIGHT
@ ROAD_RIGHT
Definition: ProceduralRoadClass.h:17
Script2Game::TEXFIT_ROADS3
@ TEXFIT_ROADS3
Definition: ProceduralRoadClass.h:30
Script2Game::ProceduralRoadClass::addQuad
void addQuad(vector3 p1, vector3 p2, vector3 p3, vector3 p4, TextureFit texfit, vector3 pos, vector3 lastpos, float width, bool flip=false)
For internal use by ProceduralManagerClass - do not use unless you know what you're doing!
Script2Game::ROAD_BOTH
@ ROAD_BOTH
Definition: ProceduralRoadClass.h:18
Script2Game::ROAD_BRIDGE
@ ROAD_BRIDGE
Definition: ProceduralRoadClass.h:19
Script2Game::ROAD_FLAT
@ ROAD_FLAT
Definition: ProceduralRoadClass.h:15
Script2Game::ProceduralRoadClass::setCollisionEnabled
void setCollisionEnabled(bool v)
For internal use by ProceduralManagerClass - do not use unless you know what you're doing!
Script2Game::TEXFIT_ROADS1
@ TEXFIT_ROADS1
Definition: ProceduralRoadClass.h:27
Script2Game::TEXFIT_CONCRETEWALL
@ TEXFIT_CONCRETEWALL
Definition: ProceduralRoadClass.h:32
Script2Game::TEXFIT_ROADS4
@ TEXFIT_ROADS4
Definition: ProceduralRoadClass.h:31
Script2Game::RoadType
RoadType
Definition: ProceduralRoadClass.h:12
Script2Game::TEXFIT_NONE
@ TEXFIT_NONE
Definition: ProceduralRoadClass.h:25
Script2Game::ProceduralRoadClass
Binding of RoR::ProceduralRoad; a dynamically generated road mesh.
Definition: ProceduralRoadClass.h:43
Script2Game::TEXFIT_CONCRETETOP
@ TEXFIT_CONCRETETOP
Definition: ProceduralRoadClass.h:34
Script2Game::ROAD_MONORAIL
@ ROAD_MONORAIL
Definition: ProceduralRoadClass.h:20
Script2Game::ProceduralRoadClass::createMesh
void createMesh()
For internal use by ProceduralManagerClass - do not use unless you know what you're doing!