I’m trying to figure out how to draw things using component renderers. I’ve done a little of this so far, as well as the heatmap extension, but so far I’ve just been finding existing examples of functions and altering them slightly for my purposes.
With vines, I used the ladder component’s drawing of models as a basis for rendering the vine qb models on appropriate faces of the vine entity’s voxel location (
_radiant.client.create_qubicle_matrix_node). With connections, I used the mining zone component’s drawing of outlines as a basis for rendering the connector regions that connection entities use for determining if they can connect to one another (
_radiant.client.create_region_outline_node). With heatmaps, I’m just using the same code from the original appeal heatmap code to draw colored squares, though I corrected the half-voxel displacement on the x-axis (
node:add_filled_xz_quad). In the pathfinder renderer, I can see an example of drawing simple lines (
node:add_line), and there’re some very specifically stylized zone rendering functions (
But that’s basically it. And maybe there are other optional arguments for something like that
add_line function that allow you to specify width or something, but I’m limited by the examples that exist in the game, since as far as I can tell, all the rendering engine stuff is in the C++ engine and there’s no documentation for it.
Are there any functions I can use to draw arbitrary polygons? Filled shapes specified by vertices? Even just a triangle? Filling with patterns, gradients, or textures? Options for drawing a line with some sort of width, pattern, or color gradient?