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37 | 37 | /// careful about adding too many triangles in one location. Try to use a low poly mesh for |
38 | 38 | /// collisions and keep the triangle density low. |
39 | 39 | /// |
| 40 | +/// `.AddVertexBufferAsync(vertexBufferOrArray, vertexFormat, [matrix], [budget=12])` |
| 41 | +/// Starts an asynchronous process to load vertex buffers into the world over multiple frames. |
| 42 | +/// This function operates as above. This isn't truly asynchronous and will take up a small |
| 43 | +/// amount of time every game step. The optional `budget` parameter sets an approximate limit |
| 44 | +/// for the amount of time per step that the process is allowed to use (measured in milliseconds). |
| 45 | +/// |
| 46 | +/// `.GetVertexBufferAsyncCount()` |
| 47 | +/// Returns the number of in-progress unfinished vertex buffer operations. |
| 48 | +/// |
| 49 | +/// `.CancelVertexBufferAsync()` |
| 50 | +/// Cancels all asynchronous vertex buffer operations. |
| 51 | +/// |
40 | 52 | /// `.CellInside(x, y, z)` |
41 | 53 | /// Returns if the given cell exists within the bounding box of the world. |
42 | 54 | /// |
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92 | 104 | /// optional `checkerboard` parameter is set to `false` then every cell will be drawn which |
93 | 105 | /// doubles the number of cells drawn. |
94 | 106 | /// |
| 107 | +/// `.DrawNeighborhoodForRange(aabb, color)` |
| 108 | +/// Draws the world grid and any collision shapes nearby the cells in the AABB range. |
| 109 | +/// |
| 110 | +/// `.DrawNeighborhoodForArray(array, color)` |
| 111 | +/// Draws the world grid and any collision shapes nearby any of the cells in the input array. |
| 112 | +/// |
| 113 | +/// `.DrawNeighborhoodForShape(shape, color)` |
| 114 | +/// Draws the world grid and any collision shapes nearby the given shape. |
| 115 | +/// |
| 116 | +/// `.DrawNeighborhoodForLine(lineShape, color)` |
| 117 | +/// Draws the world grid and any collision shapes nearby the given line/ray shape. |
| 118 | +/// |
| 119 | +/// `.DrawNeighborhoodForLineExt(x1, y1, z1, x2, y2, z2, color)` |
| 120 | +/// Draws the world grid and any collision shapes nearby the given line segment. |
| 121 | +/// |
95 | 122 | /// `.__bonk*` |
96 | 123 | /// Various cached values that are used to speed up collision detection. These are **read-only** |
97 | 124 | /// and even then you'll probably never need to read these variables. |
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