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debugDraw

Definition


-- @/lua/common/luaCore.lua:41

function nop()
end

Callers

@/lua/vehicle/bdebugImpl.lua
--local lastTime = 0
local function debugDraw(focusPos)
  -- local currTime = os.clock()
@/lua/vehicle/scriptai.lua

local function debugDraw()
  local debugDrawer = obj.debugDrawProxy
@/lua/ge/extensions/editor/meshSpline.lua

  -- Render the mesh splines with debugDraw (only if not linked to master spline).
  local selSpline = splines[out.spline]
@/lua/vehicle/controller/playerController.lua

local function debugDraw(focusPos)
  for _, v in pairs(debugVectors) do
@/lua/ge/extensions/editor/trafficManager.lua

local function debugDraw()
  if not session then return end

    debugDraw()
@/lua/ge/extensions/editor/roadSpline.lua

  -- Render the spline and layer visualisations with debugDraw (only if not linked to master spline).
  if selGroup then
@/lua/vehicle/controller/bypassDampers.lua

-- local function debugDraw(focusPos)
--   for _, damper in ipairs(dampers) do
@/lua/vehicle/bdebug.lua
    M.beamBroke = function(id, energy) bdebugImpl.beamBroke(id, energy) end
    M.debugDraw = function(focusPos) bdebugImpl.debugDraw(focusPos) end
@/lua/vehicle/main.lua
  focusPos.x, focusPos.y, focusPos.z = x, y, z
  bdebug.debugDraw(focusPos)
  ai.debugDraw(focusPos)
  bdebug.debugDraw(focusPos)
  ai.debugDraw(focusPos)
  beamstate.debugDraw(focusPos)
  ai.debugDraw(focusPos)
  beamstate.debugDraw(focusPos)
  controller.debugDraw(focusPos)
  beamstate.debugDraw(focusPos)
  controller.debugDraw(focusPos)
  hydros.debugDraw()
  controller.debugDraw(focusPos)
  hydros.debugDraw()
  extensions.hook("onDebugDraw", focusPos)
@/lua/ge/extensions/editor/trafficSignalsEditor.lua

local function debugDraw()
  if running then return end

    debugDraw()
  end
@/lua/vehicle/hydros.lua

local function debugDraw()
  local dtReal = obj:getRealdt()
@/lua/ge/extensions/editor/assemblySpline.lua

  -- Render the assembly splines with debugDraw (only if not linked to master spline).
  local selSpline = splines[selectedSplineIdx]
@/lua/vehicle/controller.lua

local function debugDraw(focusPos)
  for i = 1, debugDrawCount, 1 do
      if controller.debugDraw ~= nil then
        print("  sortedControllers[" .. i .. "].debugDraw(focusPos) -- " .. tostring(controller.typeName))
      end
@/lua/vehicle/beamstate.lua
M.debugDraw = nop
local function debugDraw(focusPos)
  -- highlight all coupling nodes
@/lua/vehicle/ai.lua

local function debugDraw(focusPos)
  local debugDrawer = obj.debugDrawProxy
  if M.mode == 'script' and scriptai ~= nil then
    scriptai.debugDraw()
  end
@/lua/ge/extensions/gameplay/race/race.lua
local isDebug = true
function C:debugDraw(data)
  for _, pos in ipairs(data.offTrackData.offTrackPath) do
  if isDebug then
    self:debugDraw(data)
  end
@/lua/vehicle/controller/controllerTemplate.lua

-- local function debugDraw(focusPos)
-- end