getQuat
Definition
-- @/lua/ge/extensions/core/camera.lua:1582
local function getQuat()
return quat(finalCameraData.rot)
end
Callers
@/lua/ge/extensions/freeroam/crashCamMode.lua
local m1 = { fov = core_camera.getFovDeg(), movingEnd = false, movingStart = false, positionSmooth = 0.5, pos = startPos, rot = core_camera.getQuat(), time = 0, trackPosition = false, nearClip = nil }
local m2 = { fov = 50, movingEnd = false, movingStart = false, positionSmooth = 0.5, pos = adjustedHitPoint + offset1, rot = quatFromDir(-offset1), time = markerTimeOffset, trackPosition = false, nearClip = nil }
local m4 = { fov = 50, movingEnd = false, movingStart = false, positionSmooth = 0.5, pos = adjustedHitPoint + offset3, rot = quatFromDir(-offset3), time = markerTimeOffset * 3, trackPosition = false, nearClip = nil }
local m5 = { fov = core_camera.getFovDeg(), movingEnd = false, movingStart = false, positionSmooth = 0.5, pos = startPos, rot = core_camera.getQuat(), time = markerTimeOffset * 4, trackPosition = false, nearClip = nil }
@/lua/ge/extensions/editor/roadEditor.lua
local pos = core_camera.getPosition()
local q = core_camera.getQuat()
local dist = 10
local pos = core_camera.getPosition()
local q = core_camera.getQuat()
local topLeftWorld, bottomRightWorld = (q * topLeftFrustum) + pos, (q * bottomRightFrustum) + pos
@/lua/ge/extensions/util/screenshotCreator.lua
local unRotatedCamRotation = core_camera.getQuat() * vehicleRotationInverse
@/lua/ge/extensions/flowgraph/nodes/scene/camera/setCameraRotation.lua
if im.Button("Set from camera") then
self.rotation = core_camera.getQuat()
reason = "Got values from Camera"
@/lua/ge/server/commands.lua
core_camera.setPosition(0, core_camera.getPosition())
core_camera.setRotation(0, core_camera.getQuat())
core_camera.resetCamera(0)
local pos = core_camera.getPosition()
local rot = core_camera.getQuat()
return string.format('[%0.2f, %0.2f, %0.2f, %g, %g, %g, %g]', pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
function getCameraForward() deprecationWarning("getCameraForward", "core_camera.getForward") return core_camera.getForward() end
function getCameraQuat() deprecationWarning("getCameraQuat", "core_camera.getQuat") return core_camera.getQuat() end
function getCameraFovDeg() deprecationWarning("getCameraFovDeg", "core_camera.getFovDeg") return core_camera.getFovDeg() end
@/lua/ge/extensions/editor/renderTest.lua
if not pos then pos = core_camera.getPosition() end
if not rot then rot = core_camera.getQuat() end
im.PushStyleVar1(im.StyleVar_WindowBorderSize, 0)
@/lua/ge/extensions/editor/rayCastTest.lua
local camMouseRayDir = vec3(camMouseRay.dir)
local camRot = core_camera.getQuat()
local camUp = camRot * upVec
@/lua/ge/extensions/editor/missionEditor.lua
local cameraPosition = core_camera.getPosition()
local position = core_camera.getQuat() * vec3(0, 15, 0)
local beforeCam = position + cameraPosition
@/lua/ge/extensions/editor/util/transformUtil.lua
function C:helperPositionInFrontOfToCamera()
self:set(vec3(core_camera.getQuat() * vec3(0, 15, 0)) + core_camera.getPosition())
end
function C:helperRotationToCamera()
self:set(nil , core_camera.getQuat())
end
end
local camRot = core_camera.getQuat()
core_camera.setPosRot(0, self.pos.x, self.pos.y, self.pos.z, camRot.x, camRot.y, camRot.z, camRot.w)
function C:helperRotateWithCamera()
self:set(nil, core_camera.getQuat())
end
@/lua/ge/extensions/flowgraph/nodes/types/transform.lua
local cameraPosition = core_camera.getPosition()
local position = core_camera.getQuat() * vec3(0, 15, 0)
self.position = position + cameraPosition
local cameraPosition = core_camera.getPosition()
local position = core_camera.getQuat() * vec3(0, 15, 0)
local beforeCam = position + cameraPosition
if im.Button("Rotation To Camera") then
self.rotation = core_camera.getQuat()
self:updateTransform()
@/lua/ge/extensions/editor/raceEditor/pathnodes.lua
if useNormal[0] then
new = core_camera.getQuat()*vec3(0,1,0)
local tip = node.pos + new*node.radius
@/lua/ge/extensions/editor/tech/roadArchitect/groups.lua
timer:stopAndReset()
oldPos, oldRot = core_camera.getPosition(), core_camera.getQuat() -- Store the current camera position so we can return to it later.
updateCameraPose(gIdx) -- Move the camera to the audition pose for the selected group.
@/lua/ge/extensions/editor/objectTool.lua
if editor.selection.object and editor.selection.object[1] then
local camDir = core_camera.getQuat() * vec3(0,1,0)
camDir = camDir * 10
-- Calculates new positions and prepares history action data
local camDir = core_camera.getQuat() * vec3(0,1,0)
camDir = camDir * 10
local pos = core_camera.getPosition()
local q = core_camera.getQuat()
local topLeftWorld, bottomRightWorld = (q * topLeftFrustum) + pos, (q * bottomRightFrustum) + pos
@/lua/ge/extensions/editor/toolUtilities/meshAuditionMgr.lua
timer:stopAndReset()
oldPos, oldRot = core_camera.getPosition(), core_camera.getQuat() -- Store the current camera position so we can return to it later.
updateCameraPose()
@/lua/ge/extensions/core/multiSpawn.lua
else
rot = options.rot or core_camera.getQuat()
rot = vecY:rotated(rot) -- converted to vector
@/lua/ge/extensions/editor/sceneView.lua
pos = data.pos or core_camera.getPosition(),
rot = data.rot or core_camera.getQuat(),
lastMouseDragPos = im.ImVec2(0,0),
view.pos = core_camera.getPosition()
view.rot = core_camera.getQuat()
elseif view.mode == 'currentSelectedCamera' then
@/lua/ge/extensions/gameplay/walk.lua
if active and unicycle then
return unicycle:getPosition(), core_camera.getQuat()
end
@/lua/ge/extensions/flowgraph/nodes/scene/camera/setCameraPosition.lua
function C:SetCamera()
local camRot = core_camera.getQuat()
core_camera.setPosRot(0,
@/lua/ge/extensions/editor/camPathEditor.lua
local pos = core_camera.getPosition()
local q = core_camera.getQuat()
local dist = 10
pos = core_camera.getPosition(),
rot = core_camera.getQuat(),
time = 0,
newPos = core_camera.getPosition(),
newRot = core_camera.getQuat(),
newFov = core_camera.getFovDeg(),
@/lua/ge/screenshot.lua
local pos = core_camera.getPosition()
local rot = core_camera.getQuat()
if pos.x ~= 0 or pos.y ~=0 or pos.z ~= 0 then
@/lua/ge/extensions/util/trackBuilder/cameraTransition.lua
oldPosition:set(core_camera.getPosition())
local cQ = core_camera.getQuat()
oldQuat = quat(cQ.x,cQ.y,cQ.z,cQ.w)
@/lua/ge/extensions/editor/rallyEditor/pacenotes.lua
self.pacenoteToolsState.last_camera.pos = core_camera.getPosition()
self.pacenoteToolsState.last_camera.quat = core_camera.getQuat()
self.pacenoteToolsState.last_camera.name = core_camera.getActiveGlobalCameraName()
@/lua/ge/extensions/gameplay/rally/tools/loopToolbox.lua
-- local center = vec3(stallPos[1], stallPos[2], stallPos[3])
-- local rot = core_camera.getQuat()
-- local pos = center + rot * vec3(0, -15, 0)
-- local center = vec3(outTriggerPos[1], outTriggerPos[2], outTriggerPos[3])
-- local rot = core_camera.getQuat()
-- local pos = center + rot * vec3(0, -15, 0)
@/lua/ge/extensions/util/trackBuilder/splineTrack.lua
local cameraPosition = core_camera.getPosition()
local position = M.rotateVectorByQuat(vec3(0, 15, 0), core_camera.getQuat())
position = position + cameraPosition
local trackPosition = subTrackPositions[subTrackIndex]
local cameraLook = M.rotateVectorByQuat(vec3(0, 1, 0), core_camera.getQuat())
local cameraAngle = (-math.atan2(cameraLook.y, -cameraLook.x) + math.pi / 2) * 180 / math.pi
if not tip then return end
local cQ = core_camera.getQuat()
local q = quat(cQ.x, cQ.y, cQ.z, cQ.w)
local cameraLook = M.rotateVectorByQuat(vec3(0, 1, 0), core_camera.getQuat())
local cameraAngle = (math.atan2(cameraLook.y, -cameraLook.x) - math.pi / 2)
@/ui/modules/photomode/photomode.js
bngApi.engineLua('core_camera.getPosition()', (pos) => {
bngApi.engineLua('core_camera.getQuat()', (rot) => {
bngApi.engineLua('core_camera.getFovDeg()', (fov) => {
@/lua/ge/extensions/editor/tech/roadArchitect/profiles.lua
timer:stopAndReset()
oldPos, oldRot = core_camera.getPosition(), core_camera.getQuat() -- Store the current camera position so we can return to it later.
commands.setFreeCamera()
@/lua/ge/extensions/gameplay/missions/missionManager.lua
startingInfo.camPos = core_camera.getPosition()
startingInfo.camRot = core_camera.getQuat()
startingInfo.startedFromCamera = true
@/lua/ge/extensions/core/trafficSignals.lua
pos = pos or core_camera.getPosition()
rot = rot or core_camera.getQuat()
@/lua/ge/extensions/career/modules/playerDriving.lua
local m2 = { fov = 30, movingEnd = false, movingStart = false, positionSmooth = 0.5, pos = startPos, rot = quatFromDir(targetPos - startPos), time = 0.5, trackPosition = false }
local m3 = { fov = core_camera.getFovDeg(), movingEnd = false, movingStart = false, positionSmooth = 0.5, pos = core_camera.getPosition(), rot = endDir and quatFromDir(endDir) or core_camera.getQuat(), time = 5.5, trackPosition = false }
path.markers = {m1, m2, m3}
@/lua/ge/extensions/ui/apps/minimap/minimap.lua
cameraLook:set(core_camera.getForwardXYZ())
--cameraLook:setRotate(core_camera.getQuat())
cameraLook.z = 0
@/lua/ge/extensions/editor/scriptAIEditor.lua
local oldData = serializeCamData()
local pos, rot = core_camera.getPosition(), core_camera.getQuat()
rot:normalize()
@/lua/ge/extensions/flowgraph/nodes/scene/camera/cameraAngle.lua
if self.pinOut.rot:isUsed() then
self.pinOut.rot.value = core_camera.getQuat():toTable()
end
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veView.lua
pos = data.pos or core_camera.getPosition(),
rot = data.rot or core_camera.getQuat(),
lastMouseDragPos = im.ImVec2(0,0),
view.pos = core_camera.getPosition()
view.rot = core_camera.getQuat()
end
@/lua/ge/extensions/editor/gen/exp_meshexplorer.lua
meshTarget.om = om
-- camTarget.crot = core_camera.getQuat()
-- local eu = core_camera.getQuat():toEulerYXZ()
-- camTarget.crot = core_camera.getQuat()
-- local eu = core_camera.getQuat():toEulerYXZ()
-- lo('?? forEU:'..tostring(eu))
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())))
-- lo('??++++++++++++ to_DIR:'..tostring(camTarget.dir)..':'..tostring(camTarget.crot)..':'..tostring(quatFromDir(core_camera.getForward())))
-- local eu = core_camera.getQuat():toEulerYXZ()
-- lo('?? forEU:'..tostring(eu))
@/lua/ge/ge_utils.lua
if commands.isFreeCamera() or not playerVehicle then
local camDir = core_camera.getQuat() * vec3(0,1,0)
camDir.z = 0
@/lua/ge/extensions/freeroam/bigMapMode.lua
local vehicleFramePos = frameObject(aabb, 90, nil, true)
local camDir = core_camera.getQuat() * yVector
local downwardsRot = quatFromDir(vec3(0,0,-1), camDir)
local downwardsRot = quatFromDir(vec3(0,0,-1), camDir)
local m1 = { fov = core_camera.getFovDeg(), movingEnd = true, movingStart = false, positionSmooth = 0.5, pos = startPos, rot = core_camera.getQuat(), time = 0, trackPosition = false, nearClip = previousNearClip }
local m2 = { fov = core_camera.getFovDeg(), movingEnd = true, movingStart = true, positionSmooth = 0.5, pos = vehicleFramePos + 5*(vehicleFramePos-aabb:getCenter()), rot = downwardsRot, time = camMode.posTransitionTime/3, trackPosition = false, nearClip = 1 }
local downwardsRot = quatFromDir(vec3(0,0,-1), playerCamDir)
local m1 = { fov = core_camera.getFovDeg(), movingEnd = true, movingStart = false, positionSmooth = 0.5, pos = startPos, rot = core_camera.getQuat(), time = 0, trackPosition = false, nearClip = camMode.nearClipValue }
local m2 = { fov = camMode.fovMax, movingEnd = true, movingStart = true, positionSmooth = 0.5, pos = vehicleFramePos + 30*(vehicleFramePos-aabb:getCenter()), rot = downwardsRot, time = camMode.posTransitionTime/2, trackPosition = false, nearClip = 1 }
iconInfo.customSizeFactor = 0.7
local camDir = core_camera.getQuat() * yVector
iconRenderer:addIcon("controllerCrosshair", "crosshair", core_camera.getPosition() + camDir * 150);
if commands.isFreeCamera() then
previousFreeCamData = {pos = core_camera.getPosition(), rot = core_camera.getQuat(), fov = core_camera.getFovDeg()}
else
else
local camDir = core_camera.getQuat() * yVector
ray = {pos = core_camera.getPosition(), dir = camDir}
@/lua/ge/extensions/editor/forestEditor.lua
local pos = core_camera.getPosition()
local q = core_camera.getQuat()
local topLeftWorld, bottomRightWorld = (q * topLeftFrustum) + pos, (q * bottomRightFrustum) + pos
@/lua/ge/extensions/editor/levelValidator.lua
if log.objectPos then
local rot = core_camera.getQuat()
local center = log.objectPos
@/lua/ge/extensions/flowgraph/nodes/mission/ARunForLife.lua
camRot = core_camera.getQuat()
camPos = core_camera.getPosition()
@/lua/ge/extensions/editor/assetBrowser.lua
scenetree.MissionGroup:addObject(var.dragDropMesh.obj)
local camDir = (core_camera.getQuat() * vec3(0,1,0)) * 10
var.dragDropMesh.obj:setPosition(core_camera.getPosition() + camDir)
scenetree.MissionGroup:addObject(prefab.obj)
local camDir = (core_camera.getQuat() * vec3(0,1,0)) * 10
prefab.obj:setPosition(core_camera.getPosition() + camDir)
@/lua/ge/extensions/freeroam/bigMapMarkers.lua
else
local camDir = core_camera.getQuat() * yVector
ray = {pos = core_camera.getPosition(), dir = camDir}
@/lua/ge/extensions/editor/trafficManager.lua
if editor.uiIconImageButton(editor.icons.videocam, imSizes.medium) then
spawn.safeTeleport(currVeh, core_camera.getPosition(), core_camera.getQuat(), nil, nil, false, true)
end
@/lua/ge/extensions/editor/tech/roadArchitect/staticMeshMgr.lua
timer:stopAndReset()
oldPos, oldRot = core_camera.getPosition(), core_camera.getQuat() -- Store the current camera position so we can return to it later.
updateCameraPose()
@/lua/ge/extensions/editor/api/camera.lua
local function fitViewToSelection(center)
local rot = core_camera.getQuat()
if not center then
camVars.camStartPos = core_camera.getPosition()
local rot = core_camera.getQuat()
local center = bBox:getCenter()
@/gameplay/missionTypes/scatterPickup/customNodes/scatterCollectNode.lua
if gameplay_walk.isWalking() then
self.origin =core_camera.getPosition() + core_camera.getQuat()*vec3(0,walkingOffset,0)
self.radius = walkingRadius
@/lua/ge/extensions/editor/rallyEditor.lua
local lastCamPos = core_camera.getPosition()
local lastCamRot = core_camera.getQuat()