# BeamNG.drive Snippets ## Lua Code Snippets ### Drawing a marker & Vehicle detection Drawing markers in the map can be one of the best ways to indicate to the user that there is some form of interaction that they can do there. Drawing a marker is fairly easy. Here is an example of how the bus route marker is drawn: ```Lua local function createBusMarker(markerName) local marker = createObject('TSStatic') marker:setField('shapeName', 0, "art/shapes/interface/position_marker.dae") marker:setPosition(vec3(0, 0, 0)) marker.scale = vec3(1, 1, 1) marker:setField('rotation', 0, '1 0 0 0') marker.useInstanceRenderData = true marker:setField('instanceColor', 0, '1 1 1 0') marker:setField('collisionType', 0, "Collision Mesh") marker:setField('decalType', 0, "Collision Mesh") marker:setField('playAmbient', 0, "1") marker:setField('allowPlayerStep', 0, "1") marker:setField('canSave', 0, "0") marker:setField('canSaveDynamicFields', 0, "1") marker:setField('renderNormals', 0, "0") marker:setField('meshCulling', 0, "0") marker:setField('originSort', 0, "0") marker:setField('forceDetail', 0, "-1") marker.canSave = false marker:registerObject(markerName) scenetree.MissionGroup:addObject(marker) return marker end -- this can then be called in a loop to setup your markers. -- NOTE: You should only do this once as part of your setup and not called on each frame. if #markers == 0 then for k,v in pairs(nameMarkers) do local mk = scenetree.findObject(v) if mk == nil then log('I', logTag,'Creating marker '..tostring(v)) mk = createBusMarker(v) ScenarioObjectsGroup:addObject(mk.obj) end table.insert(markers, mk) end end ``` Here is a custom marker example from [BeamNG-FuelStations](https://github.com/BeamMP/BeamNG-FuelStations/tree/master): ```Lua local stations = [ { "location": [ -778.813, 485.973, 23.46 ], "type":"gas" }, { "location": [ 617.164, -192.107, 53.2 ], "type":"ev" }, ] local function IsEntityInsideArea(pos1, pos2, radius) return pos1:distance(pos2) < radius end local onUpdate = function (dt) for k, spot in pairs(stations) do -- loop through all spots on the current map local bottomPos = vec3(spot.location[1], spot.location[2], spot.location[3]) local topPos = bottomPos + vec3(0,0,2) -- offset vec to get top position (2m tall) local spotInRange = false -- is this spot in range? used for color local spotCompatible = false -- is this spot compatible? if activeVeh then -- we have a car and its ours (if in mp) local vehPos = activeVeh:getPosition() spotInRange = IsEntityInsideArea(vec3(vehPos.x, vehPos.y,vehPos.z), bottomPos, 1.5) spotCompatible = activeFuelType == "any" or spot.type == "any" or activeFuelType == spot.type end local spotColor = (spotInRange and spotCompatible) and activeColorMap[spot.type] or inactiveColorMap[spot.type] or ColorF(1,1,1,0.5) debugDrawer:drawCylinder(bottomPos:toPoint3F(), topPos:toPoint3F(), 1, spotColor) --bottom, top, radius, color end end ``` ## IMGUI Code Snippets ## CEF UI Code Snippets