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())