GE Lua Documentation

Press F to search!

getGraphpath

Definition


-- @/lua/ge/map.lua:3611

local function getGraphpath()
  return gp
end

Callers

@/lua/ge/extensions/core/groundMarkerArrows.lua
        if nodeToNodeAngle <= 25 then
          for wpId, edgeInfo in pairs(map.getGraphpath().graph[path[i].wp]) do
            if path[i-1].wp ~= wpId then
@/lua/ge/extensions/editor/aiTests.lua
          end
          path = map.getGraphpath():getRandomPathG(n1, dirVec, 2000, nil, nil, false)
        end
@/lua/ge/extensions/tech/sensors.lua
local function getRoadGraph()
  local rawCoords = map.getGraphpath().positions
  local coords = {}
  return {
    graph = map.getGraphpath()['graph'],
    coords = coords,
    coords = coords,
    widths = map.getGraphpath().radius,
    normals = normals }
@/lua/ge/extensions/gameplay/race/race.lua
    end
    local extPath = map.getGraphpath():getRandomPathG(finalWp, finalDir, 250, nil, nil, false) -- extended path beyond the finish line
    if extPath[1] == aiPath[wpCount] then
@/lua/ge/extensions/gameplay/traffic/trafficUtils.lua
      -- spawn point is along path in direction set by startDir, with possible branching
      local path = map.getGraphpath():getRandomPathG(n1, startDir, maxDist, options.pathRandomization, 1, false)
      --route:setupPathMultiWaypoints(path)
@/lua/ge/extensions/tech/openDriveExporter.lua
  -- Get the raw road network data from the currently-loaded map.
  local graphPath = map.getGraphpath()
  graph = graphPath['graph']
@/lua/ge/extensions/editor/trafficManager.lua
local function getLaneAwareSpawning(pos, mapNode1, mapNode2)
  local mapData = map.getGraphpath()
  local link = mapData.graph[mapNode1][mapNode2]
@/lua/ge/extensions/core/funstuff.lua
  end
  --local wps = map.getGraphpath():getRandomPathG(name_a, fwd, 1000 + math.random(0, 2000), nil, nil, false)
  --local wps = map.getGraphpath():getRandomPath(name_b, name_a, nil)
  --local wps = map.getGraphpath():getRandomPathG(name_a, fwd, 1000 + math.random(0, 2000), nil, nil, false)
  --local wps = map.getGraphpath():getRandomPath(name_b, name_a, nil)
  freeroam_bigMapMode.setNavFocus(bestTarget.pos)
@/lua/ge/extensions/gameplay/traffic.lua
      local radius = min(mapNodes[n1].radius, mapNodes[n2].radius)
      local branchNodes = map.getGraphpath():getBranchNodesAround(n1, 200) -- expected minimum of 2 nodes
      local branchNodeCount = branchNodes and #branchNodes or 20
@/lua/ge/extensions/gameplay/rally/geometry.lua
  local endNode1, _ = map.findClosestRoad(targetPos)
  local path = map.getGraphpath():getPath(startNode1, endNode1)
@/lua/ge/extensions/tech/openStreetMapExporter.lua
  -- Get the raw road network data from the currently-loaded map.
  local graphPath = map.getGraphpath()
  graph = graphPath['graph']
@/lua/ge/extensions/core/multiSpawn.lua

    path = map.getGraphpath():getRandomPathG(n1, rot, maxLength, nil, nil, false)
    if path then
@/lua/ge/extensions/tech/sumoExporter.lua
  -- Load road network from BeamNG map
  local graphPath = map.getGraphpath()
  graph = graphPath.graph
@/lua/ge/extensions/c2/panelPlugins/tileManager.lua
  if map and map.getGraphpath then
    local mapData = map.getGraphpath()
    if mapData and mapData.graph then
  if map and map.getGraphpath then
    local mapData = map.getGraphpath()
    local mapNodes = map.getMap and map.getMap() and map.getMap().nodes
@/lua/ge/extensions/editor/drivePathEditor/splineMgr.lua

  local graphPath = map.getGraphpath()
  if not graphPath then