@/lua/vehicle/bdebugImpl.lua
-- TODO: temporary solution to draw from GE Lua side
obj.debugDrawProxy:drawBeam3d(beam.cid, radius, col)
-- obj:queueGameEngineLua(string.format('debugDrawer:drawCylinder(%s,%s,%f,ColorF(%f,%f,%f,%f),false)', node1Pos, node2Pos, radius, r/255,g/255,b/255,a/255))
if partsSelected[beam.partPath or v.config.partsTree.partPath] then
obj.debugDrawProxy:drawBeam3d(beam.cid, beamScale, color(0, 223, 0, 255 * alpha))
local r,g,b,a = colorGetRGBA(col)
obj.debugDrawProxy:drawBeam3d(beam.cid, beamScale, color(r, g, b, a * alpha))
if beam.beamType == BEAM_SUPPORT and not obj:beamIsBroken(beam.cid) then
obj.debugDrawProxy:drawBeam3d(beam.cid, beamScale, color(r, g, b, a * alpha))
local b = max(0, min(1, stress)) * 255
obj.debugDrawProxy:drawBeam3d(beam.cid, beamScale, color(r, 0, b, a))
a = a * alpha
obj.debugDrawProxy:drawBeam3d(beam.cid, beamScale, color(r, 0, b, a))
local b = stress >= 0 and 255 or 0
obj.debugDrawProxy:drawBeam3d(beam.cid, beamScale, color(r, 0, b, alpha * 255))
a = a * alpha
obj.debugDrawProxy:drawBeam3d(beam.cid, beamScale, color(r, 0, b, a))
local b = displacement >= 0 and 255 or 0
obj.debugDrawProxy:drawBeam3d(beam.cid, beamScale, color(r, 0, b, alpha * 255))
local a = min((absDeform - rangeMin) / deformRange, 1) * 255 * alpha
obj.debugDrawProxy:drawBeam3d(beam.cid, beamScale, color(r, 0, b, a))
local b = deform >= 0 and 255 or 0
obj.debugDrawProxy:drawBeam3d(beam.cid, beamScale, color(r, 0, b, alpha * 255))
local a = min(255, energy * ampScaler * 255 * alpha)
obj.debugDrawProxy:drawBeam3d(beamID, beamScale, color(255, 0, 0, a))
beamsDrawn[bdi] = beamID
local a = alpha * 255
obj.debugDrawProxy:drawBeam3d(beam.cid, beamScale, color(255, 0, 255, a))
obj.debugDrawProxy:drawBeam3d(beam.cid, beamScale, color(r, g, b, a))
or mode.rangeMaxEnabled and (mode.usesInclusiveRange and val <= rangeMax or not mode.usesInclusiveRange and val < rangeMax) then
obj.debugDrawProxy:drawBeam3d(beam.cid, beamScale, color(255, 0, 0, alpha * 255))