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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()