onDrawDebug
Definition
-- @/lua/ge/extensions/scenario/scenarios.lua:1112
-- draws a debug visualization on the screen that should help the author of the scenario
local function onDrawDebug(focusPos)
if not scenario then return end
local drawDebug = tonumber(getConsoleVariable('$isEditorEnabled')) == 1 and settings.getValue("BeamNGRaceDrawDebug")
if drawDebug and scenario.nodes then
for nid, n in pairs(scenario.nodes) do
if (n.pos - focusPos):length() < debugDrawDistance then
-- draw nodes
local pp = n.pos
debugDrawer:drawSphere(pp, n.radius, ColorF(0.5,0.5,0.5,0.3))
debugDrawer:drawText(pp, String(tostring(nid)), ColorF(0,0,0,1))
end
end
end
end
Callers
@/lua/ge/extensions/scenario/raceDebug.lua
local function onDrawDebug(focusPos)
local currentScenario = scenario_scenarios.getScenario()
@/lua/ge/extensions/core/replay.lua
-- TODO:
--local function onDrawDebug(lastDebugFocusPos, dtReal, dtSim, dtRaw)
-- 1) get the current replay frame (current VehicleState)
@/lua/ge/extensions/editor/scriptAIManager.lua
local function onDrawDebug(lastDebugFocusPos, dtReal, dtSim, dtRaw)
if not debugPath[0] or not (editor.isWindowVisible and editor.isWindowVisible(toolWindowName)) then return end