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