onDebugDraw
Definition
-- @/lua/vehicle/main.lua:131
function onDebugDraw(x, y, z)
focusPos.x, focusPos.y, focusPos.z = x, y, z
bdebug.debugDraw(focusPos)
ai.debugDraw(focusPos)
beamstate.debugDraw(focusPos)
controller.debugDraw(focusPos)
hydros.debugDraw()
extensions.hook("onDebugDraw", focusPos)
if playerInfo.anyPlayerSeated then
extensions.hook("onDebugDrawActive", focusPos)
end
end
Callers
@/lua/common/utils/debugDraw.lua
-- GE do calls `onPreRender()`
-- VEH do calls on `onDebugDraw()`
@/lua/vehicle/extensions/scenario/annotate.lua
local function onDebugDraw(focusPos)
local p1 = obj:getPosition() + vec3(0, 0, 2)
@/lua/vehicle/extensions/tech/wheelForces.lua
local function onDebugDraw(focusPos)
local vehiclePos = obj:getPosition()
@/lua/vehicle/extensions/scenario/shiftBooster.lua
local function onDebugDraw(focusPos)
if boostTime < 0.01 then
@/lua/vehicle/extensions/skeleton.lua
local function onDebugDraw(focusPos)
-- this is disabled once debug mode is enabled, so it does not conflict