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getForestObject

Definition


-- @/lua/ge/extensions/core/forest.lua:9

local function getForestObject()
  local forest = forestId and scenetree.findObjectById(forestId)
  if not forest then
    local forests = scenetree.findClassObjects("Forest")
    if next(forests) then
      forest = scenetree.findObject(forests[1])
      forestId = forest:getId()
    end
  end
  return forest
end

Callers

@/lua/ge/extensions/editor/rayCastTest.lua
    local pos = helperTransform:getColumn(3)
    if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
    local hit = Engine.castRay((vec3(pos) + vec3(0, 0, 4)), (vec3(pos) + vec3(0, 0, -4)), true, false)
    local pos = helperTransform:getColumn(3)
    if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
    local hit = Engine.castRay((vec3(pos) + vec3(0, 0, 4)), (vec3(pos) + vec3(0, 0, -4)), true, false)
    local hit = Engine.castRay((vec3(pos) + vec3(0, 0, 4)), (vec3(pos) + vec3(0, 0, -4)), true, false)
    if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
    if hit then
    local hit = Engine.castRay((vec3(pos) + vec3(0, 0, 4)), (vec3(pos) + vec3(0, 0, -4)), true, false)
    if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
    if hit then
@/lua/ge/extensions/scenario/raceMarkers/singleHologramMarker.lua

  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  local hit = Engine.castRay(self.pos+up*rayLengthUp, self.pos+up*rayLengthDown, true, false)

  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  local hit = Engine.castRay(self.pos+up*rayLengthUp, self.pos+up*rayLengthDown, true, false)
  local hit = Engine.castRay(self.pos+up*rayLengthUp, self.pos+up*rayLengthDown, true, false)
  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  local hit = Engine.castRay(self.pos+up*rayLengthUp, self.pos+up*rayLengthDown, true, false)
  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
@/lua/ge/extensions/editor/objectTool.lua
      local rayCastInfo = cameraMouseRayCast(true, defaultFlags)
      if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
      local rayCastInfo = cameraMouseRayCast(true, defaultFlags)
      if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
          and not editor.isAxisGizmoHovered() then
        if core_forest.getForestObject() and not worldEditorCppApi.getClassIsSelectable("Forest") then core_forest.getForestObject():disableCollision() end
        local defaultFlags = bit.bor(SOTTerrain, SOTWater, SOTStaticShape, SOTStaticObject, SOTPlayer, SOTItem, SOTVehicle, SOTForest)
          and not editor.isAxisGizmoHovered() then
        if core_forest.getForestObject() and not worldEditorCppApi.getClassIsSelectable("Forest") then core_forest.getForestObject():disableCollision() end
        local defaultFlags = bit.bor(SOTTerrain, SOTWater, SOTStaticShape, SOTStaticObject, SOTPlayer, SOTItem, SOTVehicle, SOTForest)
        local rayCastInfo = cameraMouseRayCast(true, defaultFlags)
        if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
        local rayCastInfo = cameraMouseRayCast(true, defaultFlags)
        if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  if clickedHoveredObject and raycastMode and imgui.IsMouseDragging(0, 1) then
    if core_forest.getForestObject() and not worldEditorCppApi.getClassIsSelectable("Forest") then core_forest.getForestObject():disableCollision() end
    local defaultFlags = bit.bor(SOTTerrain, SOTWater, SOTStaticShape, SOTStaticObject, SOTPlayer, SOTItem, SOTVehicle, SOTForest)
  if clickedHoveredObject and raycastMode and imgui.IsMouseDragging(0, 1) then
    if core_forest.getForestObject() and not worldEditorCppApi.getClassIsSelectable("Forest") then core_forest.getForestObject():disableCollision() end
    local defaultFlags = bit.bor(SOTTerrain, SOTWater, SOTStaticShape, SOTStaticObject, SOTPlayer, SOTItem, SOTVehicle, SOTForest)
    local rayCastInfo = cameraMouseRayCast(true, defaultFlags)
    if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
    for _, obj in ipairs(selectedObjects) do
    local rayCastInfo = cameraMouseRayCast(true, defaultFlags)
    if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
    for _, obj in ipairs(selectedObjects) do
@/lua/ge/extensions/editor/forestView.lua
local function populateForestItems()
 local forestObject = core_forest.getForestObject()
  if forestObject then
@/lua/ge/extensions/editor/slotTrafficEditor.lua
local function staticRayCast()
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  local rayCast = cameraMouseRayCast()
local function staticRayCast()
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  local rayCast = cameraMouseRayCast()
  local rayCast = cameraMouseRayCast()
  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  local rayCast = cameraMouseRayCast()
  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
            local nodeOffset = focusPoint - nodeOldPositions[heldNode]
            if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
            for nodeId, _ in pairs(editor.selection.stNode) do
            local nodeOffset = focusPoint - nodeOldPositions[heldNode]
            if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
            for nodeId, _ in pairs(editor.selection.stNode) do
            end
            if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
          end
            end
            if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
          end
@/lua/ge/extensions/editor/resourceChecker/resourceUtil.lua
    local forestObject = nil
    if core_forest and core_forest.getForestObject() then
      forestObject = core_forest.getForestObject()
    if core_forest and core_forest.getForestObject() then
      forestObject = core_forest.getForestObject()
    end
      local list
      if core_forest.getForestObject() then
        list = core_forest.getForestObject():getData():getItems()
      if core_forest.getForestObject() then
        list = core_forest.getForestObject():getData():getItems()
      end
@/lua/ge/extensions/editor/trafficSignalsEditor.lua
local function staticRayCast()
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  local rayCast = cameraMouseRayCast()
local function staticRayCast()
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  local rayCast = cameraMouseRayCast()
  local rayCast = cameraMouseRayCast()
  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  local rayCast = cameraMouseRayCast()
  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
@/lua/ge/extensions/editor/aiViz.lua
local function staticRayCast()
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  local rayCast = cameraMouseRayCast()
local function staticRayCast()
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  local rayCast = cameraMouseRayCast()
  local rayCast = cameraMouseRayCast()
  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  local rayCast = cameraMouseRayCast()
  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
@/lua/ge/extensions/editor/buildingEditor.lua
	if false then
		local fdata = core_forest.getForestObject():getData()
			lo('?? BE.fdata1:'..tostring(fdata), true)
@/lua/ge/extensions/editor/raceEditor/pathnodes.lua
  local rayStart = pos + vec3(0,0,offset)
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  local dist = castRayStatic(rayStart, rayDir, 1000, true)
  local rayStart = pos + vec3(0,0,offset)
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  local dist = castRayStatic(rayStart, rayDir, 1000, true)
  local dist = castRayStatic(rayStart, rayDir, 1000, true)
  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  if dist then
  local dist = castRayStatic(rayStart, rayDir, 1000, true)
  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  if dist then
@/lua/ge/extensions/editor/materialEditor.lua
        if not im.GetIO().WantCaptureMouse and editor.isViewportHovered() and not editor.isAxisGizmoHovered() then
          if core_forest.getForestObject() and not worldEditorCppApi.getClassIsSelectable("Forest") then core_forest.getForestObject():disableCollision() end
          local defaultFlags = bit.bor(SOTTerrain, SOTWater, SOTStaticShape, SOTPlayer, SOTItem, SOTVehicle, SOTForest)
        if not im.GetIO().WantCaptureMouse and editor.isViewportHovered() and not editor.isAxisGizmoHovered() then
          if core_forest.getForestObject() and not worldEditorCppApi.getClassIsSelectable("Forest") then core_forest.getForestObject():disableCollision() end
          local defaultFlags = bit.bor(SOTTerrain, SOTWater, SOTStaticShape, SOTPlayer, SOTItem, SOTVehicle, SOTForest)
          local rayCastInfo = cameraMouseRayCast(true, defaultFlags)
          if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
          local rayCastInfo = cameraMouseRayCast(true, defaultFlags)
          if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
@/gameplay/missionTypes/scatterPickup/customNodes/scatterStuffInZonesNode.lua
  local density = 0.9 -- about 1 point per square meter
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  local id = 1
  local density = 0.9 -- about 1 point per square meter
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  local id = 1

  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
end

  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
end
@/lua/ge/extensions/editor/rallyEditor.lua
local function updateMouseInfo()
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  mouseInfo.camPos = core_camera.getPosition()
local function updateMouseInfo()
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  mouseInfo.camPos = core_camera.getPosition()

  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  if not mouseInfo.valid then

  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  if not mouseInfo.valid then
@/lua/ge/extensions/editor/biomeTool.lua
local function createForestObject()
  local forest = core_forest and core_forest.getForestObject()
  if not forest then

  local forest = core_forest and core_forest.getForestObject()
  if not forest and not createForestPopupShown then
local function onActivate()
  local forest = core_forest and core_forest.getForestObject()
  if forest then
  var.forestBrushTool = ForestBrushTool()
  local forest = core_forest.getForestObject()
  if forest then

  forest = core_forest and core_forest.getForestObject()
  if forest then
  end
  local forest = core_forest.getForestObject()
  if forest then
@/lua/ge/extensions/editor/util/editorElementHelper.lua
  if not self.mouseInfo then self.mouseInfo = {} end
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  self.mouseInfo.camPos = core_camera.getPosition()
  if not self.mouseInfo then self.mouseInfo = {} end
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  self.mouseInfo.camPos = core_camera.getPosition()

  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  if not self.mouseInfo.valid then

  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  if not self.mouseInfo.valid then
@/lua/ge/extensions/editor/gen/world.lua
-- meshes
local forest --= core_forest.getForestObject()
local fdata
local function up(d, inreload, inact, mode)
	lo('>>++++++++++ W.up:'..tostring(inreload)..':'..tostring(mode)..':'..tostring(forestName)) --..tostring(#core_forest.getForestObject():getData():getItems())) --..forestName..':'..tostring(inreload)..':'..tostring(scenetree.findObject(forestName))..':'..tostring(restored)..':'..tostring(inact)..':'..tostring(forest)..' edit:'..tostring(scenetree.findObject('edit'))..':'..tostring(groupEdit)..':'..tostring(D))
	if not inact or not forest then
		else
			forest = core_forest.getForestObject()
		end
@/lua/ge/extensions/editor/levelValidator.lua
  -- get the Forest object
  if core_forest.getForestObject() then
    forestData = core_forest.getForestObject():getData()
  if core_forest.getForestObject() then
    forestData = core_forest.getForestObject():getData()
    for i, forestItem in ipairs(forestData:getItems()) do
@/lua/ge/extensions/editor/crawlEditor/input.lua
  if not mouseInfo then mouseInfo = {} end
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  mouseInfo.camPos = core_camera.getPosition()
  if not mouseInfo then mouseInfo = {} end
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  mouseInfo.camPos = core_camera.getPosition()

  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  if not mouseInfo.valid then

  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  if not mouseInfo.valid then
@/lua/ge/extensions/editor/sitesEditor.lua
local function updateMouseInfo()
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  mouseInfo.camPos = core_camera.getPosition()
local function updateMouseInfo()
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  mouseInfo.camPos = core_camera.getPosition()

  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  if not mouseInfo.valid then

  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  if not mouseInfo.valid then
@/lua/ge/extensions/editor/forestEditor.lua
  -- get the Forest object
  forest = core_forest.getForestObject()
  forestTable[1] = forest
  --TODO: should we do this every frame ?
  forest = core_forest.getForestObject()
  forestTable[1] = forest
local function onEditorAfterSaveLevel()
  forest = core_forest.getForestObject()
  -- log('I', '', 'forestEditor.onEditorAfterSaveLevel()')
@/lua/ge/extensions/editor/dragRaceEditor/utils.lua

  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  mouseInfo.camPos = core_camera.getPosition()

  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  mouseInfo.camPos = core_camera.getPosition()

  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  if not mouseInfo.valid then

  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  if not mouseInfo.valid then
@/lua/ge/extensions/util/forestGenerator.lua

  if not core_forest or not core_forest.getForestObject() then
    log('W', logTag, 'Forest object does not exist!')

  forestData = core_forest.getForestObject():getData()
  table.clear(forestItemDict)
@/lua/ge/extensions/editor/trafficManager.lua
  local rayCastHit
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  local rayCast = cameraMouseRayCast()
  local rayCastHit
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  local rayCast = cameraMouseRayCast()
  local rayCast = cameraMouseRayCast()
  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  local rayCast = cameraMouseRayCast()
  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
@/lua/ge/extensions/scenario/raceMarkers/sideHologramMarker.lua
  -- Disable forest for raycasts
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  -- Disable forest for raycasts
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end

  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end

  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
@/lua/ge/extensions/gameplay/missions/missionTypes/editorHelper.lua
  if not self.mouseInfo then self.mouseInfo = {} end
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  self.mouseInfo.camPos = core_camera.getPosition()
  if not self.mouseInfo then self.mouseInfo = {} end
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  self.mouseInfo.camPos = core_camera.getPosition()

  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  if not self.mouseInfo.valid then

  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  if not self.mouseInfo.valid then
@/lua/ge/extensions/editor/gen/test.lua
    if false then
        local fdata = core_forest.getForestObject():getData()
        local list = fdata:getItems()
@/lua/ge/extensions/editor/raceEditor.lua
local function updateMouseInfo()
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  mouseInfo.camPos = core_camera.getPosition()
local function updateMouseInfo()
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  mouseInfo.camPos = core_camera.getPosition()

  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  if not mouseInfo.valid then

  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  if not mouseInfo.valid then
@/lua/ge/extensions/editor/driftDataEditor.lua
  if not mouseInfo then mouseInfo = {} end
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  mouseInfo.camPos = core_camera.getPosition()
  if not mouseInfo then mouseInfo = {} end
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  mouseInfo.camPos = core_camera.getPosition()

  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  if not mouseInfo.valid then

  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  if not mouseInfo.valid then
@/lua/ge/extensions/gameplay/race/pathnode.lua
  -- disable forest for raycasts
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  -- disable forest for raycasts
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end

  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end

  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
@/lua/ge/extensions/editor/roadEditor.lua
  local rayCastHit
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  local rayCast = cameraMouseRayCast()
  local rayCastHit
  if core_forest.getForestObject() then core_forest.getForestObject():disableCollision() end
  local rayCast = cameraMouseRayCast()
  local rayCast = cameraMouseRayCast()
  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end
  local rayCast = cameraMouseRayCast()
  if core_forest.getForestObject() then core_forest.getForestObject():enableCollision() end