BdebugImpl Module Reference
Module defined in `lua/vehicle/bdebugImpl.lua`. The full-featured debugger implementation for visualizing vehicle physics state. Renders node positions, beam stress/deformation, collision triangles, skeleton overlays, and center-of-gravity markers in the 3D world. Loaded on demand by the lightweight `bdebug` proxy.
Module defined in lua/vehicle/bdebugImpl.lua. The full-featured debugger implementation for visualizing vehicle physics state. Renders node positions, beam stress/deformation, collision triangles, skeleton overlays, and center-of-gravity markers in the 3D world. Loaded on demand by the lightweight bdebug proxy.
See Also
State Fields
| Variable | Description |
|---|---|
initState, state, stateNoReset | Configuration and active state containers. |
isEnabled | True if visualizing. |
partsState | Tracked part highlights. |
Public API
| Function | Signature | Description |
|---|---|---|
beamBroke | (...) , nodeCollision(...) (**hook**) | Visual impact/breakage callbacks. |
clearAllNodeDebugText | () , clearNodeDebugText(...), clearTypeNodeDebugText(...) (**callable**) | Label management. |
cogChange | (...) , colTrisModeChange(...), nodedebugtextModeChange(...), nodevisModeChange(...), nodetextModeChange(...), skeletonModeChange(...) (**callable**) | Visualization mode cyclers. |
debugDraw | (focusPos) (**hook**) | Core drawing routine evaluating active modes. |
init | (...) , reset(), resetModes() (**hook**) | Implementation setup and state cleanup. |
onPlayersChanged | (m) (**hook**) | Player tracking update. |
recieveViewportSize | (...) (**hook**) | Viewport sync. |
requestDrawnBeamsGE | (...) , requestDrawnNodesGE(...), requestState() (**callable**) | UI and Game Engine data sync. |
setNodeDebugText | (...) , setPartsSelected(...), setState(...) (**callable**) | State and label updates. |
toggleEnabled | () (**callable**) | Master toggle. |
module.setEnabled | (enabled) | Enables or disables the debugger visualization. |
Usage Example
-- The implementation is typically accessed through the bdebug proxy:
bdebug.toggleEnabled()
bdebug.setState({skeleton = true, nodevis = true})Bdebug Module Reference
Module defined in `lua/vehicle/bdebug.lua`. Lightweight proxy that delegates all debug visualization calls to the heavyweight `bdebugImpl` module. Use this module to toggle node/beam visualization, skeleton overlays, center-of-gravity markers, and collision triangle rendering without loading the full debugger until needed.
Beamstate Module Reference
Module defined in `lua/vehicle/beamstate.lua`. This module manages the vehicle's structural integrity, including beam breakage and deformation, couplers (towing/attachment), breakgroups, and tire defl