31 void addQuad(vector3 p1, vector3 p2, vector3 p3, vector3 p4,
TextureFit texfit, vector3 pos, vector3 lastpos,
float width,
bool flip = false);
35 void addCollisionQuad(vector3 p1, vector3 p2, vector3 p3, vector3 p4,
string const&in gm_name,
bool flip = false);
39 void finish(
Ogre::SceneNode@ groupingSceneNode, const
string&in materialName = "");
Binding of RoR::ProceduralRoad; a dynamically generated road mesh.
void finish(Ogre::SceneNode@ groupingSceneNode, const string &in materialName="")
For internal use by ProceduralManagerClass - do not use unless you know what you're doing!
quaternion RoadType float float border_width
ProceduralRoad(const string &in groundmodelName="") void addBlock(vector3 pos
If groundmodelName is empty, the default ground model ("asphalt" for roads, "concrete" for others) is...
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!
quaternion RoadType float float float int pillar_type
void setCollisionEnabled(bool v)
For internal use by ProceduralManagerClass - do not use unless you know what you're doing!
quaternion RoadType float float float border_height
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!
quaternion RoadType float width
Pseudo-namespace; it doesn't exist in code or script runtime, only in this documentation.
RoadType
Binding of RoR::RoadType, used with Script2Game::ProceduralRoadClass.
TextureFit
Binding of RoR::TextureFit, used with Script2Game::ProceduralRoadClass.