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