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getPositionXYZ

Definition


-- @/=[C]:-1
function getPositionXYZ(...)

Callers

@/lua/ge/map.lua
    obj.objectCollisions = objectCollisions or emptyTable
    obj.pos:set(object:getPositionXYZ())
    obj.vel:set(object:getVelocityXYZ())
@/lua/ge/extensions/gameplay/race/race.lua
    -- advance corners
  vehPos:set(vehicle:getPositionXYZ())
  vehDir:set(vehicle:getDirectionVectorXYZ())
@/lua/ge/extensions/core/groundMarkers.lua
  if veh then
    playerVehPos:set(veh:getPositionXYZ())
  else
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veFlexbodyDebug.lua

  vehPos:set(vEditor.vehicle:getPositionXYZ())
  local refNodeRot = vEditor.vehicle:getRefNodeRotation()
@/lua/ge/extensions/gameplay/speedTraps.lua
    vehPos:set(be:getObjectPositionXYZ(data.subjectID))
    camPos:set(core_camera.getPositionXYZ())
    if vehPos:distance(camPos) > camDistanceLimit then return end
@/lua/ge/extensions/ui/apps/minimap/minimap.lua
  -- camera setup
  camPos:set(core_camera.getPositionXYZ())
  cameraLook:set(core_camera.getForwardXYZ())
@/lua/ge/extensions/statistics/statistics.lua
        if vehicle then
          tempPos:set(vehicle:getPositionXYZ())
          tempPos:setSub(instance.initialPos)
        if vehicle then
          tempPos:set(vehicle:getPositionXYZ())
          instance.value = math.abs(tempPos.z - instance.initialZPos)
@/lua/vehicle/recovery.lua
  else
    objPosition = vec3(obj:getPositionXYZ())
  end

    objPos.x, objPos.y, objPos.z = obj:getPositionXYZ()
    if M.recoveryPoints:peek_right().pos:squaredDistance(objPos) < recoveredPointSeparationSq then
@/lua/ge/extensions/gameplay/traffic/trafficUtils.lua
      else
        tempPos:set(veh:getPositionXYZ())
      end
@/lua/ge/extensions/gameplay/statisticModules/watchJturn.lua
  velocity:normalize()
  -- vpos:set(v:getPositionXYZ())
  vdir:set(v:getDirectionVectorXYZ())
@/lua/ge/extensions/ui/apps/minimap/vehicles.lua

      pos:set(otherVeh:getPositionXYZ())
      fwd:set(otherVeh:getDirectionVectorXYZ())
@/lua/ge/extensions/editor/veMain.lua
  if vEditor.vehicle then
    vEditor.vehiclePos:set(vEditor.vehicle:getPositionXYZ())
  end
@/lua/ge/extensions/gameplay/rally/vehicleTracker.lua
    -- this causes vehicle tracking to break
    vehPos:set(vehicle:getPositionXYZ())
    return vehPos
@/lua/ge/extensions/core/cameraModes/driver.lua
  if self.autocenter and data.veh then
    currentCarPos:set(data.veh:getPositionXYZ())
    if prevCarPos then
@/lua/ge/extensions/gameplay/walk.lua
    local unicycle = getPlayerUnicycle()
    vehPos:set(unicycle:getPositionXYZ())
    local closestHit = 2
  if active and unicycle then
    return unicycle:getPositionXYZ()
  end
@/lua/vehicle/bdebugImpl.lua
    initRenderNodeTexts(partsSelected, showWheels)
    tempVec:set(obj:getPositionXYZ())
    for groupID, entries in pairs(groupIDToEntries) do
@/lua/ge/extensions/gameplay/rally/geometry.lua
  if veh then
    vehPos:set(veh:getPositionXYZ())
    vehVel:set(veh:getVelocityXYZ())
@/lua/ge/extensions/core/sounds.lua

      camPos:set(core_camera.getPositionXYZ())
      cameraForward:set(core_camera.getForwardXYZ())
@/lua/ge/extensions/gameplay/markerInteraction.lua
    updateData.vehPos = updateData.vehPos or vec3()
    updateData.vehPos:set(veh:getPositionXYZ())
    updateData.vehPos2d = updateData.vehPos2d or vec3()
  updateData.camPos = updateData.camPos or vec3()
  updateData.camPos:set(core_camera.getPositionXYZ())
  updateData.camRot = updateData.camRot or quat()
@/lua/ge/extensions/gameplay/crawl/utils.lua
  if state.pendingTeleportCheck and state.teleportCheckPos then
    local currentPos = vec3(veh:getPositionXYZ())
    local teleportThreshold = 1.0

  state.crawlerData.dynamicData.vehPos:set(veh:getPositionXYZ())
  state.crawlerData.dynamicData.vehDirectionVector:set(veh:getDirectionVector())
        state.pendingTeleportCheck = true
        state.teleportCheckPos = vec3(veh:getPositionXYZ())
      end
@/lua/vehicle/guistreams.lua
  local lp = lsensors.position
  lp.x, lp.y, lp.z = obj:getPositionXYZ()
  lsensors.roll, lsensors.pitch, lsensors.yaw = obj:getRollPitchYaw()
@/lua/vehicle/controller/gauges/customModules/navigationData.lua
local function updateGaugeData(moduleData, dt)
  mapData.x, mapData.y = obj:getPositionXYZ()
  local dir = obj:getDirectionVector()
@/lua/ge/extensions/gameplay/statisticModules/watchRollover.lua

  -- vpos:set(v:getPositionXYZ())
  vup:set(v:getDirectionVectorUpXYZ())
@/lua/ge/extensions/core/camera.lua
  if veh then
    camData.pos:set(veh:getPositionXYZ()) -- scene object position - this jumps on the floating point grid
    camData.vehPos:set(veh:getRefNodeAbsPositionXYZ()) -- vehicle's actual position on a double precision grid

local function getPositionXYZ()
  local pos = finalCameraData.pos
@/lua/ge/extensions/flowgraph/nodes/gameplay/vehiclePool/activateByDistance.lua
    else
      pos:set(core_camera.getPositionXYZ())
    end
@/lua/vehicle/controller/sbrGauges.lua

    mapData.x, mapData.y = obj:getPositionXYZ()
    local dir = obj:getDirectionVector():normalized()
@/lua/ge/extensions/gameplay/traffic.lua
      -- uses the free camera logic to keep traffic vehicles active when at low focus.dist values
      focus.pos:set(core_camera.getPositionXYZ())
      focus.dirVec:set(core_camera.getForwardXYZ())
@/lua/ge/extensions/core/vehicleActivePooling.lua
      if obj then
        vehPos:set(obj:getPositionXYZ())
      end
@/lua/ge/extensions/ui/apps/minimap/additionalInfo.lua
  if not gameplay_city then return end
  camPos:set(core_camera.getPositionXYZ())
  local location = gameplay_city.getHighestPrioZone(camPos)
@/lua/ge/extensions/career/modules/vehicleDeletionService.lua
    local obj = getObjectByID(vehId)
    camPos:set(core_camera.getPositionXYZ())
    vehPos:set(obj:getPositionXYZ())
    camPos:set(core_camera.getPositionXYZ())
    vehPos:set(obj:getPositionXYZ())
@/lua/vehicle/protocols.lua
local function updateSmoothers(dtSim)
  M.posX, M.posY, M.posZ = obj:getPositionXYZ()
@/lua/vehicle/extensions/mqttGrafanaDemo.lua
  local lp = data.position
  lp.x, lp.y, lp.z = obj:getPositionXYZ()
  data.roll, data.pitch, data.yaw = obj:getRollPitchYaw()
@/lua/ge/extensions/core/audioRibbon.lua
  -- Fetch the latest SFX listener pose.
  lPosition:set(SFXSystem.getPositionXYZ())
  lForward:set(SFXSystem.getForwardXYZ())
@/lua/ge/extensions/gameplay/drag/utils.lua

  racer.vehPos:set(racer.vehObj:getPositionXYZ())
  racer.vehDirectionVector:set(racer.vehObj:getDirectionVectorXYZ())