Rigs of Rods 2026.01
Soft-body Physics Simulation
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Public Member Functions | Data Fields
Script2Game::ProceduralRoadClass Class Reference

Description

Binding of RoR::ProceduralRoad; a dynamically generated road mesh.

Note
For internal use by ProceduralManagerClass - do not use unless you know what you're doing!

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)
 

Member Function Documentation

◆ addCollisionQuad()

void Script2Game::ProceduralRoadClass::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!

◆ addQuad()

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!

◆ finish()

void Script2Game::ProceduralRoadClass::finish ( Ogre::SceneNode@  groupingSceneNode,
const string &in  materialName = "" 
)

For internal use by ProceduralManagerClass - do not use unless you know what you're doing!

◆ ProceduralRoad()

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!

◆ setCollisionEnabled()

void Script2Game::ProceduralRoadClass::setCollisionEnabled ( bool  v)

For internal use by ProceduralManagerClass - do not use unless you know what you're doing!

Field Documentation

◆ border_height

quaternion RoadType float float float Script2Game::ProceduralRoadClass::border_height

Definition at line 27 of file ProceduralRoadClass.h.

◆ border_width

quaternion RoadType float float Script2Game::ProceduralRoadClass::border_width

Definition at line 27 of file ProceduralRoadClass.h.

◆ pillar_type

quaternion RoadType float float float int Script2Game::ProceduralRoadClass::pillar_type = 1)

Definition at line 27 of file ProceduralRoadClass.h.

◆ rot

quaternion Script2Game::ProceduralRoadClass::rot

Definition at line 27 of file ProceduralRoadClass.h.

◆ type

quaternion RoadType Script2Game::ProceduralRoadClass::type

Definition at line 27 of file ProceduralRoadClass.h.

◆ width

quaternion RoadType float Script2Game::ProceduralRoadClass::width

Definition at line 27 of file ProceduralRoadClass.h.


The documentation for this class was generated from the following file: