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drawSquarePrism

Definition


-- @/=[C]:-1
function drawSquarePrism(...)

Callers

@/lua/ge/extensions/editor/tech/roadArchitect/render.lua
      tmp0:set(0, 0, nDist)
      dbgDraw.drawSquarePrism(pos - tmp0, pos + tmp0, sqC, sqC, col)
    else
@/lua/ge/map.lua
        end
        debugDrawer:drawSquarePrism(edgeData.inPos, edgeData.outPos, Point2F(0.6, edgeData.inRadius * 2), Point2F(0.6, edgeData.outRadius * 2), edgeColor)
              tipPos:setAdd2(tailPos, arrowLengthVec)
              debugDrawer:drawSquarePrism(tailPos, tipPos, laneDir and arrowSize1 or arrowSize2, laneDir and arrowSize2 or arrowSize1, color)
            end
      end
      debugDrawer:drawSquarePrism(n1Pos, n2Pos, Point2F(0.6, n1Rad * 2), Point2F(0.6, n2Rad * 2), edgeColor)
            tipPos:setAdd2(tailPos, arrowLengthVec)
            debugDrawer:drawSquarePrism(tailPos, tipPos, laneDir and arrowSize1 or arrowSize2, laneDir and arrowSize2 or arrowSize1, color)
          end
@/lua/ge/extensions/editor/missionEditor/startTrigger.lua
    local normal = transformHelper.rot * vec3(0,1,0)
    debugDrawer:drawSquarePrism(
        transformHelper.pos,
        ColorF(1,0,0,0.66))
      debugDrawer:drawSquarePrism(
        transformHelper.pos,
@/lua/ge/extensions/tech/techCore.lua
  for _, prism in pairs(debugObjects.squarePrisms) do
    debugDrawer:drawSquarePrism(prism.sideA, prism.sideB, prism.sideADims, prism.sideBDims, prism.color)
  end
@/lua/ge/extensions/c2/panelPlugins/tileManager.lua
                -- Draw Edge Prism (Width=radius*2, Thickness=0.6)
                debugDrawer:drawSquarePrism(inPos, outPos, Point2F(0.6, r1 * 2), Point2F(0.6, r2 * 2), edgeColor)
                         tipPos:setAdd(arrowLengthVec)
                         debugDrawer:drawSquarePrism(tailPos, tipPos, laneDir and arrowSize1 or arrowSize2, laneDir and arrowSize2 or arrowSize1, color)
                      end
             if lastPos then
                debugDrawer:drawSquarePrism(
                   lastPos, pos,
@/lua/ge/extensions/core/groundMarkers.lua
      if i > 1 then
        debugDrawer:drawSquarePrism(
          vec3(e.pos), vec3(M.routePlanner.path[i-1].pos),
@/lua/vehicle/ai.lua
      for i = 1, count-1 do
        debugDrawer:drawSquarePrism(visDebug.routeRec[1+(last+i-1)%count], visDebug.routeRec[1+(last+i)%count], tmpVec, tmpVec, black)
      end
        for i = currentRoute.plan[1].pathidx, #path - 1 do
          debugDrawer:drawSquarePrism(positions[path[i]], positions[path[i+1]], tmpVec, tmpVec, transparentRed)
        end
        local n = visDebug.trajecRec[1 + (last + i) % count]
        debugDrawer:drawSquarePrism(visDebug.trajecRec[1 + (last + i - 1) % count][1], n[1], tmpVec1, tmpVec1, color(255 * sqrt(abs(n[4])), 255 * sqrt(n[5]), 0, 100))
      end
          if n.laneLimLeft and n.laneLimRight then -- You need to uncomment the appropriate code in planAhead force integrator loop for this to work
            debugDrawer:drawSquarePrism(n.pos - (n.lateralXnorm - n.laneLimLeft) * n.normal, n.pos + (n.laneLimRight - n.lateralXnorm) * n.normal, tmpVec, tmpVec, color(0,0,255,120))
          end
            local rangeRight = linearScale(n.rangeRight, 0, 1, -roadHalfWidth, roadHalfWidth)
            debugDrawer:drawSquarePrism(n.posOrig + rangeLeft * n.normal, n.posOrig + rangeRight * n.normal, tmpVec1, tmpVec1, color(255,0,0,120))
          end
        local n = visDebug.trajecRec[1+(last+i)%count]
        debugDrawer:drawSquarePrism(visDebug.trajecRec[1+(last+i-1)%count][1], n[1], tmpVec, tmpVec, color(255 * sqrt(abs(n[3])), 255 * sqrt(n[2]), 0, 100))
      end
@/lua/ge/extensions/gameplay/race/pacenote.lua
  local side = self.normal:cross(vec3(0,0,1)) *(self.radius - midWidth/2)
  debugDrawer:drawSquarePrism(
    self.pos,
    ColorF(clr[1],clr[2],clr[3],shapeAlpha*1.25))
  debugDrawer:drawSquarePrism(
    (self.pos+side),
@/lua/ge/extensions/editor/trafficDebug.lua
    local alpha = clamp((dist - 50) / 450, 0.2, 0.8)
    debugDrawer:drawSquarePrism(pos, pos + vec3(0, 0, height), Point2F(0, 0), Point2F(height * 0.25, height * 0.25), ColorF(1, 1, 0.25, alpha))
  end
@/lua/ge/extensions/editor/slotTrafficEditor.lua

          debugDrawer:drawSquarePrism(n1.pos, n2.pos, Point2F(0.6, n1.radius*2), Point2F(0.6, n2.radius*2), linkColor)
              color = core_camera.getForward():dot(edgeDirVec) >= 0 and arrowBaseColor or arrowAltColor
              debugDrawer:drawSquarePrism((inNodePos + edgeProgress * edgeDirVec),
                                        (inNodePos + (edgeProgress + 2) * edgeDirVec),
                tipPos:setAdd2(tailPos, arrowLengthVec)
                debugDrawer:drawSquarePrism(tailPos, tipPos,
                                          laneDir and arrowSize1 or arrowSize2,
@/lua/ge/extensions/gameplay/rally/snaproad/geoPacenotes.lua
     -- Draw prism spanning from pos1 to pos2 directly at point positions
     debugDrawer:drawSquarePrism(
       pos1, -- First end point at arc point 1
  -- Draw single prism from center to startPos directly at point positions
  debugDrawer:drawSquarePrism(
    center, -- First end point at center
  -- Draw single prism from center to endPos directly at point positions
  debugDrawer:drawSquarePrism(
    center, -- First end point at center
@/lua/ge/extensions/editor/rallyEditor/measurementsTab.lua
        -- draw intersection plane
        debugDrawer:drawSquarePrism(
          pos + side,
                -- Both points on the same segment - draw one prism
                debugDrawer:drawSquarePrism(
                  point1, point2,
                  -- Draw from point1 to end of its segment
                  debugDrawer:drawSquarePrism(
                    point1, vec3(seg1P2.pos),
                      local pos2 = vec3(drivelinePoints[j+1].pos)
                      debugDrawer:drawSquarePrism(
                        pos1, pos2,
                  -- Draw from start of point2's segment to point2
                  debugDrawer:drawSquarePrism(
                    vec3(seg2P1.pos), point2,
                  -- Draw from point1 back to start of its segment
                  debugDrawer:drawSquarePrism(
                    point1, vec3(seg1P1.pos),
                      local pos2 = vec3(drivelinePoints[j+1].pos)
                      debugDrawer:drawSquarePrism(
                        pos1, pos2,
                  -- Draw from point2 to end of its segment
                  debugDrawer:drawSquarePrism(
                    point2, vec3(seg2P2.pos),
            local color = measurement.color
            debugDrawer:drawSquarePrism(
              pos1, pos2,
@/lua/ge/extensions/core/trafficSignals.lua
    debugTarget:setAdd2(self.pos, debugTarget)
    debugDrawer:drawSquarePrism(self.pos, debugTarget, Point2F(0.5, arrowScl * 0.3), Point2F(0.5, 0), debugColors.guide)
  end
          debugTarget.z = debugTarget.z + 1
          debugDrawer:drawSquarePrism(debugPos, debugTarget, Point2F(0, 0), Point2F(0.5, 0.5), debugColors.selected)
        end
@/lua/ge/extensions/gameplay/rally/test/testRouteFix.lua
      local p2 = route.path[i-1].pos
      debugDrawer:drawSquarePrism(p1, p2, Point2F(0.5,0.5), Point2F(0.5,0.5), ColorF(1,1,1,1))
    end
@/lua/ge/extensions/gameplay/race/path.lua
      --debugDrawer:drawLine(vec3(e.pos), vec3(route.path[i-1].pos), )
      debugDrawer:drawSquarePrism(
        vec3(e.pos), vec3(self.aiDetailedPath[i-1].pos),
@/lua/ge/extensions/gameplay/rally/transcripts/entry.lua

    debugDrawer:drawSquarePrism(
      frontOfCar,
@/lua/ge/extensions/editor/trafficSignalsEditor.lua
        local n1, n2 = mapNodes[instance.road.n1], mapNodes[instance.road.n2]
        debugDrawer:drawSquarePrism(n1.pos, n2.pos, Point2F(0.3, n1.radius * 2), Point2F(0.3, n2.radius * 2), debugColors.main)
      end
@/lua/ge/extensions/editor/trafficManager.lua
    end
    debugDrawer:drawSquarePrism(anchorPos, anchorPos + tempVec, Point2F(0.3, 0.5), Point2F(0.3, 0), debugColors.guide)
    if im.IsMouseReleased(0) then
        if sessionData.home.p1 then
          debugDrawer:drawSquarePrism(sessionData.home.p1, sessionData.home.p2, Point2F(0.2, 2.2), Point2F(0.2, 2.2), debugColors.main) -- draws a box under the vehicle
        end
@/lua/ge/extensions/editor/aiTests.lua
    if i > 1 then
      debugDrawer:drawSquarePrism(pos, vec3(route.path[i-1].pos), Point2F(2, 0.5), Point2F(2, 0.5), ColorF(clr[1], clr[2], clr[3], 0.4))
    end
@/lua/ge/extensions/flowgraph/nodes/debug/debugPrism.lua

    debugDrawer:drawSquarePrism(
      vec3(self.pinIn.posA.value),
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/scriptAI/pathStored.lua
      if i > 1 then
        debugDrawer:drawSquarePrism(lastPt, dbgPt, dbgPrimA, dbgPrimB, clr)
      end
@/lua/ge/extensions/editor/scriptAIManager.lua
          if k > 1 then
            debugDrawer:drawSquarePrism(lastPt, dbgPt, dbgPrimA, dbgPrimB, vehColors[i + 1])
          end
@/lua/ge/extensions/gameplay/rally/loop/rallyLoopManager.lua
            local pos2 = points[j + 1].pos
            debugDrawer:drawSquarePrism(
              pos1, pos2,
@/lua/ge/extensions/core/hotlapping.lua
          vecB:setAdd2(vecA, vecB)
          debugDrawer:drawSquarePrism(vecA, vecB, Point2F(0.5, pn.radius * 0.25), Point2F(0.5, 0), colorOrange)
        end
@/lua/ge/extensions/editor/scriptAIEditor.lua
        local sqC = Point2F(nDist, nDist)
        debugDrawer:drawSquarePrism(p - vec3(0, 0, nDist), p + vec3(0, 0, nDist), sqC, sqC, colors.nGlow)
      else
      local sqC = Point2F(nDist, nDist)
      debugDrawer:drawSquarePrism(pOld - vec3(0, 0, nDist), pOld + vec3(0, 0, nDist), sqC, sqC, colors.nGlow)
    else
            local sqC = Point2F(nDist, nDist)
            debugDrawer:drawSquarePrism(p - vec3(0, 0, nDist), p + vec3(0, 0, nDist), sqC, sqC, color)
          else
        local sqC = Point2F(nDist, nDist)
        debugDrawer:drawSquarePrism(p - vec3(0, 0, nDist), p + vec3(0, 0, nDist), sqC, sqC, color)
      else
@/lua/ge/extensions/editor/roadEditor.lua
          local dir = (selectedRoad:getMiddleEdgePosition(i2) - pos):normalized()
          debugDrawer:drawSquarePrism(pos, pos + dir * 1.5, Point2F(0.5, 0.75), Point2F(0.5, 0), roadRiverGui.highlightColors.selectedNode)
        end
@/lua/ge/extensions/editor/raceEditor/startPositions.lua
    local x, y, z = q * vec3(1,0,0), q * vec3(0,3,0), q * vec3(0,0,1)
    debugDrawer:drawSquarePrism(
      vec3(self.mouseInfo._downPos + x),
      ColorF(1,1,1,0.5))
    debugDrawer:drawSquarePrism(
      vec3(self.mouseInfo._downPos + x),
      ColorF(1,1,1,0.5))
    debugDrawer:drawSquarePrism(
      vec3(self.mouseInfo._downPos - x),
@/lua/ge/extensions/util/decalRoadsEditor.lua
          if lastData then
            debugDrawer:drawSquarePrism(lastData.pos, n.pos, Point2F(0.6, lastData.radius*2), Point2F(0.6, n.radius*2), ColorF(0,0,1,0.1*vis))
@/lua/ge/extensions/scenario/raceDebug.lua
        end
        debugDrawer:drawSquarePrism(lastwpd.pos, wpd.pos, Point2F(0.6, lastwpd.radius*2), Point2F(0.6, wpd.radius*2), col)
      end
@/lua/ge/extensions/editor/objectToSplineEditor.lua

      debugDrawer:drawSquarePrism(pos, pos + (pos - obj:getPosition()):z0():normalized(), Point2F(0.5, 0.5), Point2F(0.5, 0), objColor)
    end
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/scriptAI/playRecording.lua
        if lastP then
          debugDrawer:drawSquarePrism(vec3(lastP), vec3(p), Point2F(0.6, 0.1), Point2F(0.6, 0.1), ColorF(1,0,1,0.1))
        end
@/lua/ge/extensions/gameplay/route/raceRoute.lua
-- function C:drawDebugGetPositionOffset(currentPos, i, p1, j, p2, distSq)
--   debugDrawer:drawSquarePrism(p1, p2, Point2F(0.2, 0.2), Point2F(0.2, 0.2), ColorF(1,0,0,0.5))
--   debugDrawer:drawTextAdvanced(p1, string.format("i=%d", i), ColorF(0,0,0,1), true, false, ColorI(255,0,0,255), false, false)
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/simpleFollowDecalroad.lua
        if lastP then
          debugDrawer:drawSquarePrism(vec3(lastP), vec3(p), Point2F(0.6, 0.1), Point2F(0.6, 0.1), ColorF(1,0,1,0.1))
        end
@/lua/ge/extensions/gameplay/race/segment.lua
  if self.mode == 'waypoint' or drawMode == 'highlight' then
    debugDrawer:drawSquarePrism(
      self:getFrom().pos,
      ab = vec3(ab.y, -ab.x, 0):normalized()
      debugDrawer:drawSquarePrism(
        vec3(a.pos+ab*a.radius),
        ColorF(clr[1],clr[2],clr[3],shapeAlpha/2))
      debugDrawer:drawSquarePrism(
        vec3(a.pos-ab*a.radius),
@/lua/ge/extensions/editor/raceEditor/pathnodes.lua
    local normal = (self.mouseInfo._holdPos - self.mouseInfo._downPos):normalized()
    debugDrawer:drawSquarePrism(
      (self.mouseInfo._downPos),
      ColorF(1,1,1,0.5))
    debugDrawer:drawSquarePrism(
      (self.mouseInfo._downPos),
@/lua/ge/extensions/gameplay/rally/driveline/drivelineRoute.lua
        pos2.z = pos2.z + zOffset
        debugDrawer:drawSquarePrism(pos, pos2, Point2F(2, 0.5), Point2F(2, 0.5), ColorF(clr[1], clr[2], clr[3], 0.4))
      end
      distDrawn = distDrawn + dist
      debugDrawer:drawSquarePrism(pos, pos2, Point2F(h,w), Point2F(h,w), clrShort)
    end
@/lua/ge/extensions/editor/aiViz.lua
      end
      debugDrawer:drawSquarePrism(n.pos, lidPos, Point2F(0.6, n.radius*2), Point2F(0.6, mapNodes[lid].radius*2), linkColor)
      if shouldLineBeDrawn(nid, lid) then
            tipPos:setAdd2(tailPos, arrowLengthVec)
            debugDrawer:drawSquarePrism(tailPos, tipPos, laneDir and arrowSize1 or arrowSize2, laneDir and arrowSize2 or arrowSize1, color)
          end
            color = core_camera.getForward():dot(edgeDirVec) >= 0 and arrowBaseColor or arrowAltColor
            debugDrawer:drawSquarePrism((inNodePos + edgeProgress * edgeDirVec), (inNodePos + (edgeProgress + 2) * edgeDirVec), arrowSize1, arrowSize2, color)
            edgeProgress = edgeProgress + 15
@/lua/ge/extensions/editor/rallyEditor/pacenotes.lua
  local toHeight = radius * cc.new_pacenote_cursor_linkHeightRadiusShinkFactor
  debugDrawer:drawSquarePrism(
    pos_cs,
  local toHeight = radius * cc.new_pacenote_cursor_linkHeightRadiusShinkFactor
  debugDrawer:drawSquarePrism(
    pos_cs,
@/lua/ge/extensions/editor/crawlEditor/paths.lua

      debugDrawer:drawSquarePrism(arrowStartPos, arrowEndPos, arrowSize1, arrowSize2, arrowColor)
    end
    if fromNode and toNode then
      debugDrawer:drawSquarePrism(
        fromNode.pos,
@/lua/ge/extensions/gameplay/missions/missionTypes/editorHelper.lua
  local normal = e.transform.rot * vec3(0,1,0)
  debugDrawer:drawSquarePrism(
      e.transform.pos,
      ColorF(e.drawColor[1], e.drawColor[2], e.drawColor[3], e.drawColor[4]*0.66))
    debugDrawer:drawSquarePrism(
      e.transform.pos,
@/lua/ge/extensions/gameplay/rally/tools/rallyToolbox.lua

            debugDrawer:drawSquarePrism(from.pos, to.pos, Point2F(2,4), Point2F(0,0), ColorF(segClr[1],segClr[2],segClr[3],alpha))
            debugDrawer:drawTextAdvanced(from.pos, String(string.format("%s [%s FROM]", fromName, seg.name)), textFg, true, false, ColorI(segClr[1]*255,segClr[2]*255,segClr[3]*255,255))
                local side = pn.normal:cross(vec3(0,0,1)) *(pn.radius-pn.sidePadding.y - midWidth/2)
                -- debugDrawer:drawSquarePrism(
                --   pn.pos,
                --   ColorF(1,0.5,0,alpha))
                debugDrawer:drawSquarePrism(
                  (pn.pos),

          debugDrawer:drawSquarePrism(
            sp.pos,
          -- log('D', logTag, 'straight line dist: '..dumps(straightLineDist))
          debugDrawer:drawSquarePrism(
            finish.pos,
      debugDrawer:drawSphere(self.lineSegState.toPos, 1.1, ColorF(1,0,1,0.8))
      debugDrawer:drawSquarePrism(self.lineSegState.fromPos, self.lineSegState.toPos,
        Point2F(2,2), Point2F(2,2), ColorF(1,0,1,0.8))
@/lua/ge/extensions/gameplay/rally/recce.lua

  debugDrawer:drawSquarePrism(
    frontOfCar,
@/lua/ge/extensions/gameplay/parking.lua
      if ps.vehicle == vehId then dColor = ColorF(0.5, 1, 0.5, 0.2) end
      debugDrawer:drawSquarePrism(ps.pos - psDirVec * ps.scl.y * 0.5, ps.pos + psDirVec * ps.scl.y * 0.5, Point2F(0.6, ps.scl.x), Point2F(0.6, ps.scl.x), dColor)
    end
@/lua/ge/extensions/gameplay/race/startPosition.lua
  if drawMode == 'highlight' then
    debugDrawer:drawSquarePrism(
      vec3(self.pos - y * 0.1 + z * 0.9),
@/lua/ge/extensions/editor/crawlEditor/waypoints.lua
    if fromNode.pos and toNode.pos then
      debugDrawer:drawSquarePrism(
        fromNode.pos,
@/lua/ge/extensions/gameplay/race/pathnode.lua
    local side = self.normal:cross(vec3(0,0,1)) *(self.radius-self.sidePadding.y - midWidth/2)
    debugDrawer:drawSquarePrism(
      self.pos,
      ColorF(clr[1],clr[2],clr[3],shapeAlphaArrow*1.0))
    debugDrawer:drawSquarePrism(
      (self.pos),
@/lua/ge/extensions/editor/raceEditor/pacenotes.lua
    local normal = (self.mouseInfo._holdPos - self.mouseInfo._downPos):normalized()
    debugDrawer:drawSquarePrism(
      (self.mouseInfo._downPos),
      ColorF(1,1,1,0.5))
    debugDrawer:drawSquarePrism(
      (self.mouseInfo._downPos),
@/lua/ge/extensions/editor/util/editorElementHelper.lua
  local normal = e.transform.rot * vec3(0,1,0)
  debugDrawer:drawSquarePrism(
      e.transform.pos,
      ColorF(e.drawColor[1], e.drawColor[2], e.drawColor[3], e.drawColor[4]*0.66))
    debugDrawer:drawSquarePrism(
      e.transform.pos,
@/lua/ge/extensions/editor/crawlEditor/startingPositions.lua
      local crossSize = 1.0
      debugDrawer:drawSquarePrism(
        pos + rightDir * crossSize,
      local arrowLength = 2.0
      debugDrawer:drawSquarePrism(
        pos + rightDir * 0.3,
        ColorF(0, 1, 0, 0.8))
      debugDrawer:drawSquarePrism(
        pos - rightDir * 0.3,

    debugDrawer:drawSquarePrism(arrowStartPos, arrowEndPos, arrowSize1, arrowSize2, arrowColor)
  end
@/lua/ge/extensions/gameplay/rally/notebook/pacenoteWaypoint.lua
  -- this square prism is the intersection "plane" of the pacenote.
  debugDrawer:drawSquarePrism(
    self.pos + side,
  -- the "arrow"
  -- debugDrawer:drawSquarePrism(
  --   self.pos,
  -- this square prism is the intersection "plane" of the pacenote.
  debugDrawer:drawSquarePrism(
    (self.pos + side),