C# Class NetworkSkins.Props.NetLaneDetour

Show file Open project: boformer/NetworkSkins

Public Methods

Method Description
CalculateGroupData ( uint laneID, NetInfo laneInfo, NetNode startFlags, NetNode endFlags, bool invert, int layer, int &vertexCount, int &triangleCount, int &objectCount, RenderGroup &vertexArrays, bool &hasProps ) : bool

Called when road segment is placed/released.

Deploy ( ) : void
PopulateGroupData ( ushort segmentID, uint laneID, NetInfo laneInfo, NetNode startFlags, NetNode endFlags, float startAngle, float endAngle, bool invert, bool terrainHeight, int layer, int &vertexIndex, int &triangleIndex, Vector3 groupPosition, RenderGroup data, Vector3 &min, Vector3 &max, float &maxRenderDistance, float &maxInstanceDistance, bool &hasProps ) : void

Called when road segment is placed/released.

RefreshInstance ( uint laneID, NetInfo laneInfo, float startAngle, float endAngle, bool invert, RenderManager &data, int &propIndex ) : void

Not called ingame.

RenderInstance ( RenderManager cameraInfo, ushort segmentID, uint laneID, NetInfo laneInfo, NetNode startFlags, NetNode endFlags, Color startColor, Color endColor, float startAngle, float endAngle, bool invert, int layerMask, Vector4 objectIndex1, Vector4 objectIndex2, RenderManager &data, int &propIndex ) : void

Called 1000s of times every frame! Must be high-performant! Not called when viewing from distance.

Revert ( ) : void

Method Details

CalculateGroupData() public method

Called when road segment is placed/released.
public CalculateGroupData ( uint laneID, NetInfo laneInfo, NetNode startFlags, NetNode endFlags, bool invert, int layer, int &vertexCount, int &triangleCount, int &objectCount, RenderGroup &vertexArrays, bool &hasProps ) : bool
laneID uint
laneInfo NetInfo
startFlags NetNode
endFlags NetNode
invert bool
layer int
vertexCount int
triangleCount int
objectCount int
vertexArrays RenderGroup
hasProps bool
return bool

Deploy() public static method

public static Deploy ( ) : void
return void

PopulateGroupData() public method

Called when road segment is placed/released.
public PopulateGroupData ( ushort segmentID, uint laneID, NetInfo laneInfo, NetNode startFlags, NetNode endFlags, float startAngle, float endAngle, bool invert, bool terrainHeight, int layer, int &vertexIndex, int &triangleIndex, Vector3 groupPosition, RenderGroup data, Vector3 &min, Vector3 &max, float &maxRenderDistance, float &maxInstanceDistance, bool &hasProps ) : void
segmentID ushort
laneID uint
laneInfo NetInfo
startFlags NetNode
endFlags NetNode
startAngle float
endAngle float
invert bool
terrainHeight bool
layer int
vertexIndex int
triangleIndex int
groupPosition Vector3
data RenderGroup
min Vector3
max Vector3
maxRenderDistance float
maxInstanceDistance float
hasProps bool
return void

RefreshInstance() public method

Not called ingame.
public RefreshInstance ( uint laneID, NetInfo laneInfo, float startAngle, float endAngle, bool invert, RenderManager &data, int &propIndex ) : void
laneID uint
laneInfo NetInfo
startAngle float
endAngle float
invert bool
data RenderManager
propIndex int
return void

RenderInstance() public method

Called 1000s of times every frame! Must be high-performant! Not called when viewing from distance.
public RenderInstance ( RenderManager cameraInfo, ushort segmentID, uint laneID, NetInfo laneInfo, NetNode startFlags, NetNode endFlags, Color startColor, Color endColor, float startAngle, float endAngle, bool invert, int layerMask, Vector4 objectIndex1, Vector4 objectIndex2, RenderManager &data, int &propIndex ) : void
cameraInfo RenderManager
segmentID ushort
laneID uint
laneInfo NetInfo
startFlags NetNode
endFlags NetNode
startColor Color
endColor Color
startAngle float
endAngle float
invert bool
layerMask int
objectIndex1 Vector4
objectIndex2 Vector4
data RenderManager
propIndex int
return void

Revert() public static method

public static Revert ( ) : void
return void