getForward
Definition
-- @/lua/ge/extensions/core/camera.lua:1569
local function getForward()
local res = vec3(fwdVec)
res:setRotate(finalCameraData.rot)
return res
end
Callers
@/lua/ge/extensions/editor/createObjectTool.lua
else
local pos = core_camera.getPosition() + vec3(core_camera.getForward():normalized())
debugDrawer:drawTextAdvanced(pos, "CLICK ANYWHERE TO CREATE AT CAMERA", ColorF(1, 1, 1, 1), true, false, ColorI(100, 100, 155, 255), false, false)
@/lua/ge/extensions/tech/sensors.lua
local matrix = Research.SensorMatrixManager.getSensorMatrix(sensorId)
conf.dir = matrix:getForward()
conf.up = matrix:getUp()
@/lua/ge/extensions/editor/trafficManager.lua
if anchorPos:squaredDistance(mousePos) <= 0.1 then
mousePos:setAdd2(anchorPos, core_camera.getForward())
end
local pos = core_camera.getPosition() - core_camera.getForward():z0()
local z = be:getSurfaceHeightBelow(pos) -- snap to ground below camera view
-- now spawns in the camera direction - consider if OK
return pos, core_camera.getForward(), false
end
-- if the position is out of the road segment, then return the position and adjacent road direction as is for spawning
-- consider change the spawn direction here to camera's : core_camera.getForward() or make it relevant to the driving direction of the roadside
if pos:squaredDistance(spawnPos) >= radius * radius then
-- if no road found, then use the camera direction - update spawnOptions.rot
spawnOptions.rot = quatFromDir(core_camera.getForward(), vecUp)
end
-- no road found, use the camera direction
spawnOptions.dir = core_camera.getForward()
end
@/lua/ge/extensions/editor/gen/test.lua
local direction = vec3(core_camera.getForward())
local startPoint = vec3(core_camera.getPosition())
@/lua/ge/extensions/editor/gen/world.lua
cscreen = {im.GetMousePos().x, im.GetMousePos().y}
local camDir = ray.dir:normalized() -- core_camera.getForward():normalized()
-- lo('?? Z_DRAG:'..tostring(cmesh))
-- lo('?? mark:'..tostring(im.GetMousePos())..':'..tostring(rayCast.normal)..':'..tostring(core_camera.getForward()))
-- if true then return end
-- lo('?? mark2:'..tostring(dirhit)..':'..tostring(rayCast.normal))
-- local vx = core_camera.getForward():cross(vec3(0,0,1))
-- local vy = vx:cross(core_camera.getForward())
-- local vx = core_camera.getForward():cross(vec3(0,0,1))
-- local vy = vx:cross(core_camera.getForward())
if ccenter == nil then return end
local newdir = U.vturn(dir, -dx/1000)
-- lo('?? around:'..dx..':'..tostring(core_camera.getForward())..':'..tostring(newdir:normalized())) --..':'..tostring(im.GetMousePos().x))
local newpos = ccenter - newdir
core_camera.setPosition(0, newpos)
local fwd = core_camera.getForward()
local thresh = 500
cedit.cval['CamRot'] = {
camdir = core_camera.getForward(),
center = center,
if false then
local direction = vec3(core_camera.getForward())
local startPoint = vec3(core_camera.getPosition())
@/lua/ge/client/postFx/dof.lua
-- Fallback to center raycast if vehicle is not in view
local direction = vec3(core_camera.getForward())
local farDist = tonumber(TorqueScriptLua.getVar("$Param::FarDist"))
@/lua/ge/extensions/editor/aiViz.lua
while edgeProgress <= edgeLength do
color = core_camera.getForward():dot(edgeDirVec) >= 0 and arrowBaseColor or arrowAltColor
debugDrawer:drawSquarePrism((inNodePos + edgeProgress * edgeDirVec), (inNodePos + (edgeProgress + 2) * edgeDirVec), arrowSize1, arrowSize2, color)
@/lua/ge/extensions/gameplay/traffic.lua
pos = pos or core_camera.getPosition()
dir = dir or core_camera.getForward()
minDist = minDist or 100
@/lua/ge/extensions/editor/trafficSignalsEditor.lua
local dir1 = selectedObj:getTransform():getForward()
for _, obj in ipairs(getObjectsByClass("TSStatic") or {}) do
-- strong assumption that the TSStatics were created with the same initial rotation
local dir2 = obj:getTransform():getForward()
if dir1:dot(dir2) >= 0.93 then -- roughly within 20 degrees
@/lua/ge/extensions/core/cameraModes/bigMap.lua
self.initialCamData = data.initialCamData
local camLookAtPoint = getRayCastHit({pos = self.initialCamData.pos or core_camera.getPosition(), dir = self.initialCamData.rot and self.initialCamData.rot * vec3(0,1,0) or core_camera.getForward()})
camToLookAtPoint = camLookAtPoint - self.initialCamData.pos or core_camera.getPosition()
else
local camLookAtPoint = getRayCastHit({pos = core_camera.getPosition(), dir = core_camera.getForward()})
camToLookAtPoint = camLookAtPoint - core_camera.getPosition()
-- Move the camera to keep the mouse cursor roughly on the same spot
local camLookAtPoint = getRayCastHit({pos = core_camera.getPosition(), dir = core_camera.getForward()})
local zoomCamStartPos = vec3(self.bigMapCamPosition)
@/lua/ge/extensions/editor/gen/exp_solidflex.lua
-- dist to focus
local dir = core_camera.getForward()
local dh = U.proj2D(focus-campos):length()/U.proj2D(dir):length()*dir.z
-- lo('?? '..tostring(tocur))
-- core_camera.getForward()
if cvover and im.IsMouseDragging(0) then
--[[
local cdir = core_camera.getForward()
lo('?? cam_DIR:'..tostring(cdir))
@/lua/ge/extensions/editor/gen/utils.lua
local campos = core_camera.getPosition()
local dir = core_camera.getForward():normalized()
local vx = dir:cross(vec3(0,0,1)):normalized()
@/lua/ge/extensions/editor/gen/exp_meshexplorer.lua
end
local dir = val>0 and core_camera.getForward():cross(vec3(0,0,1)):normalized() or vec3(0,0,1)
M.space(am, cval[key].am, dir, val, 1, daedata)
local campos = core_camera.getPosition()
local dir = core_camera.getForward():normalized()
local vx = dir:cross(vec3(0,0,1)):normalized()
local campos = core_camera.getPosition()
local dir = core_camera.getForward():normalized()
local vx = dir:cross(vec3(0,0,1)):normalized()
camTarget.cpos = core_camera.getPosition()
camTarget.crot = quatFromDir(core_camera.getForward()) --core_camera.getQuat()
-- lo('??++++++++++++ to_DIR:'..tostring(camTarget.dir)..':'..tostring(camTarget.crot)..':'..tostring(quatFromDir(core_camera.getForward())))
camTarget.crot = quatFromDir(core_camera.getForward()) --core_camera.getQuat()
-- lo('??++++++++++++ to_DIR:'..tostring(camTarget.dir)..':'..tostring(camTarget.crot)..':'..tostring(quatFromDir(core_camera.getForward())))
-- local eu = core_camera.getQuat():toEulerYXZ()
@/lua/ge/server/commands.lua
local pos = core_camera.getPosition()
local camDir = core_camera.getForward()
camDir.z = 0
local pos = core_camera.getPosition()
local camDir = core_camera.getForward()
camDir.z = 0
function getCameraRight() deprecationWarning("getCameraRight", "core_camera.getRight") return core_camera.getRight() end
function getCameraForward() deprecationWarning("getCameraForward", "core_camera.getForward") return core_camera.getForward() end
function getCameraQuat() deprecationWarning("getCameraQuat", "core_camera.getQuat") return core_camera.getQuat() end
@/lua/ge/extensions/core/trafficSignals.lua
else
o.dir:set(core_camera.getForward())
end
@/lua/ge/extensions/core/multiSpawn.lua
pos = core_camera.getPosition()
rot = core_camera.getForward()
start = 0
@/lua/ge/extensions/editor/slotTrafficEditor.lua
while edgeProgress <= edgeLength do
color = core_camera.getForward():dot(edgeDirVec) >= 0 and arrowBaseColor or arrowAltColor
debugDrawer:drawSquarePrism((inNodePos + edgeProgress * edgeDirVec),
@/lua/ge/extensions/gameplay/traffic/trafficUtils.lua
startPos = startPos or core_camera.getPosition()
startDir = startDir or core_camera.getForward()
minDist = minDist or 20 -- minimum distance from start position
options.pos = pos or core_camera.getPosition()
options.dir = dir or core_camera.getForward()
options.mode = options.mode or 'roadAhead'