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DebugText3D

DebugText3D

Parent

DebugElement

Functions

draw

Description

Definition

draw()

Code

function DebugText3D:draw()
DebugText3D.renderAtPosition( self.x, self.y, self.z, self.rx, self.ry, self.rz, self.text, self.color, self.size, self.alignment, self.verticalAlignment)
end

new

Description

Create new instance of a DebugText3D

Definition

new(table? customMt)

Arguments

table?customMt

Return Values

table?selfinstance

Code

function DebugText3D.new(customMt)
local self = DebugText3D:superClass().new(customMt or DebugText3D _mt)

self.alignment = RenderText.ALIGN_CENTER
self.verticalAlignment = RenderText.VERTICAL_ALIGN_MIDDLE
self.size = 0.1

return self
end

renderAtNode

Description

renderAtNode

Definition

renderAtNode(entityId node, string text, table? color, float? size, integer? alignment, integer? verticalAlignment)

Arguments

entityIdnode
stringtext
table?colorColor instance
float?size(optional)
integer?alignment(optional) RenderText.ALIGN_*
integer?verticalAlignment(optional) RenderText.VERTICAL_ALIGN_*

Code

function DebugText3D.renderAtNode(node, text, color, size, alignment, verticalAlignment)
local x, y, z = getWorldTranslation(node)
local rx, ry, rz = getWorldRotation(node)
DebugText3D.renderAtPosition(x, y, z, rx, ry, rz, text, color, size, alignment, verticalAlignment)
end

renderAtPosition

Description

renderAtPosition, use nil for y to enable terrain alignment

Definition

renderAtPosition(float x, float y, float z, float rx, float ry, float rz, string text, table? color, float? size, integer? alignment, integer? verticalAlignment)

Arguments

floatx
floaty
floatz
floatrx
floatry
floatrz
stringtext
table?colorColor instance
float?size(optional)
integer?alignment(optional) RenderText.ALIGN_*
integer?verticalAlignment(optional) RenderText.VERTICAL_ALIGN_*

Code

function DebugText3D.renderAtPosition(x, y, z, rx, ry, rz, text, color, size, alignment, verticalAlignment)
setTextAlignment(alignment or RenderText.ALIGN_CENTER)
setTextVerticalAlignment(verticalAlignment or RenderText.VERTICAL_ALIGN_BASELINE)
setTextBold( false )

setTextColor((color or Color.PRESETS.WHITE):unpack())
renderText3D(x, y, z, rx, ry, rz, size, text)

-- reset
setTextVerticalAlignment(RenderText.VERTICAL_ALIGN_BASELINE)
setTextAlignment(RenderText.ALIGN_LEFT)
setTextColor( 1 , 1 , 1 , 1 )
end