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Rigs of Rods 2026.01
Soft-body Physics Simulation
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Binding of RoR::ProceduralRoad; a dynamically generated road mesh.
Definition at line 17 of file ProceduralRoadClass.h.
Public Member Functions | |
| ProceduralRoad (const string &in groundmodelName="") void addBlock(vector3 pos | |
| void | addQuad (vector3 p1, vector3 p2, vector3 p3, vector3 p4, TextureFit texfit, vector3 pos, vector3 lastpos, float width, bool flip=false) |
| void | addCollisionQuad (vector3 p1, vector3 p2, vector3 p3, vector3 p4, string const &in gm_name, bool flip=false) |
| void | finish (Ogre::SceneNode@ groupingSceneNode, const string &in materialName="") |
| void | setCollisionEnabled (bool v) |
Data Fields | |
| quaternion | rot |
| quaternion RoadType | type |
| quaternion RoadType float | width |
| quaternion RoadType float float | border_width |
| quaternion RoadType float float float | border_height |
| quaternion RoadType float float float int | pillar_type = 1) |
| void Script2Game::ProceduralRoadClass::addCollisionQuad | ( | vector3 | p1, |
| vector3 | p2, | ||
| vector3 | p3, | ||
| vector3 | p4, | ||
| string const &in | gm_name, | ||
| bool | flip = false |
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| ) |
For internal use by ProceduralManagerClass - do not use unless you know what you're doing!
| void Script2Game::ProceduralRoadClass::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!
| void Script2Game::ProceduralRoadClass::finish | ( | Ogre::SceneNode@ | groupingSceneNode, |
| const string &in | materialName = "" |
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| ) |
For internal use by ProceduralManagerClass - do not use unless you know what you're doing!
| Script2Game::ProceduralRoadClass::ProceduralRoad | ( | const string &in | groundmodelName = "" | ) |
If groundmodelName is empty, the default ground model ("asphalt" for roads, "concrete" for others) is used for collision triangles.
For internal use by ProceduralManagerClass - do not use unless you know what you're doing!
| void Script2Game::ProceduralRoadClass::setCollisionEnabled | ( | bool | v | ) |
For internal use by ProceduralManagerClass - do not use unless you know what you're doing!
| quaternion RoadType float float float Script2Game::ProceduralRoadClass::border_height |
Definition at line 27 of file ProceduralRoadClass.h.
| quaternion RoadType float float Script2Game::ProceduralRoadClass::border_width |
Definition at line 27 of file ProceduralRoadClass.h.
| quaternion RoadType float float float int Script2Game::ProceduralRoadClass::pillar_type = 1) |
Definition at line 27 of file ProceduralRoadClass.h.
| quaternion Script2Game::ProceduralRoadClass::rot |
Definition at line 27 of file ProceduralRoadClass.h.
| quaternion RoadType Script2Game::ProceduralRoadClass::type |
Definition at line 27 of file ProceduralRoadClass.h.
| quaternion RoadType float Script2Game::ProceduralRoadClass::width |
Definition at line 27 of file ProceduralRoadClass.h.