Méthode | Description | |
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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.
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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.
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RefreshInstance ( uint laneID, NetInfo laneInfo, float startAngle, float endAngle, bool invert, RenderManager &data, int &propIndex ) : void |
Not called ingame.
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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.
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Revert ( ) : void |
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 | |
Résultat | bool |
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 | |
Résultat | void |
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 | |
Résultat | void |
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 | |
Résultat | void |