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setPosRot

Definition


-- @/lua/ge/extensions/core/camera.lua:1524

local function setPosRot(pid, px, py, pz, rx, ry, rz, rw)
  if not commands.isFreeCamera() then return end
  core_camera.setPosition(pid, vec3(px, py, pz))
  if rx and ry and rz and rw then
    core_camera.setRotation(pid, quat(rx, ry, rz, rw))
  end
end

Callers

@/lua/ge/extensions/editor/api/camera.lua
  local rot = quatFromDir(center - pos)
  core_camera.setPosRot(0, pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
end
    local rot = quatFromDir(camVars.center - camVars.camEndPos)
    core_camera.setPosRot(0, tempTarget.x, tempTarget.y, tempTarget.z, rot.x, rot.y, rot.z, rot.w)
    if(currentStep < 12) then
    local rot = obj:getRotation()
    core_camera.setPosRot(0, pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
  end
@/lua/ge/extensions/editor/raceEditor/tools.lua
      decoration:registerObject(objName)
      decoration:setPosRot(t.pos.x, t.pos.y, t.pos.z, t.rot.x, t.rot.y, t.rot.z, t.rot.w)
      decoration.scale = vec3(t.scl.x, t.scl.y, t.scl.z)
@/lua/ge/extensions/editor/roadUtils.lua
    end
    decoObject:setPosRot(newPos.x, newPos.y, newPos.z, rotation.x, rotation.y, rotation.z, rotation.w)
  end
@/lua/ge/extensions/editor/api/gizmo.lua
        local newCamPos = gizmoPos + gizmoToCam
        core_camera.setPosRot(0, newCamPos.x, newCamPos.y, newCamPos.z)
      end
@/lua/ge/extensions/flowgraph/modules/prefabModule.lua
      scenetree.MissionGroup:add(veh)
      veh:setPosRot(v.pos.x, v.pos.y, v.pos.z, v.rot.x, v.rot.y, v.rot.z, v.rot.w)
    end
@/lua/ge/extensions/core/loadMapCmd.lua
      commands.setFreeCamera()
      core_camera.setPosRot(0, args.camPos[1], args.camPos[2], args.camPos[3], args.camRot[1], args.camRot[2], args.camRot[3], args.camRot[4])
      args.camPos = nil
@/lua/ge/extensions/util/showroom.lua
  local pos,rot = getPosRot()
  veh:setPosRot(pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
  veh:autoplace(false)
@/lua/ge/extensions/freeroam/bigMapMode.lua
  local rot4 = quatFromDir(vec3(0,-1,0), vec3(-0.6,0,1))
  mapBoundsFogPool[1]:setPosRot(edgePoint1.x, edgePoint1.y, edgePoint1.z, rot1.x, rot1.y, rot1.z, rot1.w)
  mapBoundsFogPool[2]:setPosRot(edgePoint2.x, edgePoint2.y, edgePoint2.z, rot2.x, rot2.y, rot2.z, rot2.w)
  mapBoundsFogPool[1]:setPosRot(edgePoint1.x, edgePoint1.y, edgePoint1.z, rot1.x, rot1.y, rot1.z, rot1.w)
  mapBoundsFogPool[2]:setPosRot(edgePoint2.x, edgePoint2.y, edgePoint2.z, rot2.x, rot2.y, rot2.z, rot2.w)
  mapBoundsFogPool[3]:setPosRot(edgePoint3.x, edgePoint3.y, edgePoint3.z, rot3.x, rot3.y, rot3.z, rot3.w)
  mapBoundsFogPool[2]:setPosRot(edgePoint2.x, edgePoint2.y, edgePoint2.z, rot2.x, rot2.y, rot2.z, rot2.w)
  mapBoundsFogPool[3]:setPosRot(edgePoint3.x, edgePoint3.y, edgePoint3.z, rot3.x, rot3.y, rot3.z, rot3.w)
  mapBoundsFogPool[4]:setPosRot(edgePoint4.x, edgePoint4.y, edgePoint4.z, rot4.x, rot4.y, rot4.z, rot4.w)
  mapBoundsFogPool[3]:setPosRot(edgePoint3.x, edgePoint3.y, edgePoint3.z, rot3.x, rot3.y, rot3.z, rot3.w)
  mapBoundsFogPool[4]:setPosRot(edgePoint4.x, edgePoint4.y, edgePoint4.z, rot4.x, rot4.y, rot4.z, rot4.w)
  mapBoundsFogPool[1]:setScale(vec3(camHeightAboveTerrain * 0.001, extents.x/1000 * 6, 1))
        local rot = previousFreeCamData.rot
        core_camera.setPosRot(0, pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
        core_camera.setFOV(0, previousFreeCamData.fov)
@/lua/ge/extensions/editor/tech/roadArchitect/staticMesh.lua
      static:registerObject(meshId)
      static:setPosRot(pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
      static.scale = scaleVec
  static:registerObject(meshId)
  static:setPosRot(pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
  static.scale = scaleVec
@/lua/ge/extensions/editor/tech/roadArchitect/staticMeshMgr.lua
  commands.setFreeCamera()
  core_camera.setPosRot(0, gView.x, gView.y, gView.z, gRot.x, gRot.y, gRot.z, gRot.w)
end
  scenetree.MissionGroup:addObject(auditionMesh)
  auditionMesh:setPosRot(0.0, 0.0, auditionHeight, 0, 0, 0, 1)
  auditionMesh.scale = scaleVec
  local gRot = quatFromDir(auditionVec - auditionCamPos)
  core_camera.setPosRot(0, auditionCamPos.x, auditionCamPos.y, auditionCamPos.z, gRot.x, gRot.y, gRot.z, gRot.w)
end
  if oldPos and oldRot then
    core_camera.setPosRot(0, oldPos.x, oldPos.y, oldPos.z, oldRot.x, oldRot.y, oldRot.z, oldRot.w)
  end
@/lua/ge/extensions/scenario/busdriver.lua
    pos.z = pos.z-heightCorrection
    marker:setPosRot(pos.x, pos.y, pos.z, r.x,r.y,r.z,r.w)
    marker:setField('instanceColor', 0, "1 0 0 1")
@/lua/ge/extensions/core/groundMarkerArrows.lua

      arrow:setPosRot(actualPos.x, actualPos.y, actualPos.z, proxy.rot.x, proxy.rot.y, proxy.rot.z, proxy.rot.w)
      arrow:updateInstanceRenderData()
@/lua/ge/extensions/flowgraph/nodes/mission/ARunForLife.lua

  core_camera.setPosRot(0,
   camPos.x, camPos.y - currCamSpeed * self.mgr.dtSim, camPos.z,
    if vehPos.y - camPos.y > bottom then
      veh:setPosRot(((i % 2 == 0) and right + X) or left + X, vehPos.y - contTpDist, Z, 0, 0, 0, 0)
    end
@/lua/ge/spawn.lua
    local centeredPos = pos + centerToRefnode
    veh:setPosRot(centeredPos.x, centeredPos.y, centeredPos.z, rot.x, rot.y, rot.z, rot.w)
  end
  if resetVehicle then
    veh:setPosRot(pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
    veh:resetBrokenFlexMesh()
@/lua/ge/extensions/editor/sidewalkSpline/populate.lua
    if mesh then
      mesh:setPosRot(pos.x, pos.y, pos.z + verticalOffset, rot.x, rot.y, rot.z, rot.w)
      local scaleX = scaleXArray[i] or 1.0
@/lua/ge/extensions/editor/tech/roadArchitect/roads.lua
  commands.setFreeCamera()
  core_camera.setPosRot(0, midX, midY, height, rot.x, rot.y, rot.z, rot.w)
end
  commands.setFreeCamera()
  core_camera.setPosRot(0, gView.x, gView.y, gView.z, gRot.x, gRot.y, gRot.z, gRot.w)
end
  local gRot = quatFromDir(auditionVec - auditionCamPos)
  core_camera.setPosRot(0, auditionCamPos.x, auditionCamPos.y, auditionCamPos.z, gRot.x, gRot.y, gRot.z, gRot.w)
end
@/lua/ge/extensions/editor/toolUtilities/util.lua
  commands.setFreeCamera()
  core_camera.setPosRot(0, midX, midY, height, camLookDownRot.x, camLookDownRot.y, camLookDownRot.z, camLookDownRot.w)
end
@/lua/ge/extensions/editor/api/object.lua
      objectRot = objectRot * initialGizmoRot
      object:setPosRot(objectPos.x, objectPos.y, objectPos.z, objectRot.x, objectRot.y, objectRot.z, objectRot.w)
    end
@/lua/vehicle/recovery.lua
      camRot:setFromDir(tempVec, upVector)
      obj:queueGameEngineLua("core_camera.setPosRot(0, "..camPos.x..","..camPos.y..","..camPos.z..","..camRot.x..","..camRot.y..","..camRot.z..","..camRot.w..")")
    end
@/lua/ge/extensions/editor/tech/roadArchitect/profiles.lua
    commands.setFreeCamera()
    core_camera.setPosRot(0, pView.x, pView.y, pView.z, pRot.x, pRot.y, pRot.z, pRot.w)             -- Move the camera to the profile pose.
    isInProfileView, time = true, 0.0
  if oldPos and oldRot then
    core_camera.setPosRot(0, oldPos.x, oldPos.y, oldPos.z, oldRot.x, oldRot.y, oldRot.z, oldRot.w)
  end
@/lua/ge/extensions/tech/techCore.lua
    local quat = quat(request['rot'][1], request['rot'][2], request['rot'][3], request['rot'][4])
    sobj:setPosRot(request['pos'][1], request['pos'][2], request['pos'][3], quat.x, quat.y, quat.z, quat.w)
  else
  commands.setFreeCamera()
  core_camera.setPosRot(0, pos[1], pos[2], pos[3], rot.x, rot.y, rot.z, rot.w)
  request:sendACK('FreeCameraSet')
@/lua/ge/extensions/gameplay/traffic/vehicle.lua
            -- simTimeAuthority.pause(false) -- uncomment this to stop the simulation when this issue happens
            -- commands.setFreeCamera(); core_camera.setPosRot(0, self.pos.x, self.pos.y, self.pos.z, 0, 0, 0, 1) -- uncomment this to move the camera to the vehicle
          end
@/lua/ge/extensions/util/screenshotCreator.lua
  core_camera.setByName(0, "free")
  core_camera.setPosRot(0, p.x, p.y, p.z, r.x, r.y, r.z, r.w)
  core_camera.setFOV(0, thumbnailConfig.fov)
@/lua/ge/extensions/editor/toolUtilities/meshAuditionMgr.lua
  commands.setFreeCamera()
  core_camera.setPosRot(0, gView.x, gView.y, gView.z, gRot.x, gRot.y, gRot.z, gRot.w)
end
  scenetree.MissionGroup:addObject(auditionMesh)
  auditionMesh:setPosRot(0.0, 0.0, auditionHeight, 0, 0, 0, 1)
  auditionMesh.scale = scaleVec
  local gRot = quatFromDir(tmp1)
  core_camera.setPosRot(0, auditionCamPos.x, auditionCamPos.y, auditionCamPos.z, gRot.x, gRot.y, gRot.z, gRot.w)
end
  if oldPos and oldRot then
    core_camera.setPosRot(0, oldPos.x, oldPos.y, oldPos.z, oldRot.x, oldRot.y, oldRot.z, oldRot.w)
  end
@/gameplay/missions/gridmap_v2/collection/002-blenderbowl/script.lua
        -- Ball is outside of and below wall, reset it
        ball:setPosRot(ballResetPos.x, ballResetPos.y, ballResetPos.z, 0, 0, 0, 1)
        ball:resetBrokenFlexMesh()
@/lua/ge/extensions/gameplay/discover/discover_037.lua
              --veh:setClusterPosRelRot(veh:getRefNodeId(), randomPos.x, randomPos.y, randomPos.z,0,0,0,1)
              veh:setPosRot(randomPos.x, randomPos.y, randomPos.z, 0,0,0,1)
              veh:resetBrokenFlexMesh()
@/lua/ge/extensions/editor/roadDecorations.lua
  local decoration = createObject('TSStatic')
  decoration:setPosRot(pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
  decoration:setField('shapeName', 0, shapeName)
@/lua/ge/extensions/util/trackBuilder/cameraTransition.lua

  core_camera.setPosRot(0,
    currentPosition.x, currentPosition.y, currentPosition.z,
  if time <= 0 then
    core_camera.setPosRot(0,
      pos.x, pos.y, pos.z,
@/lua/ge/extensions/flowgraph/nodes/scene/camera/cameraCircle.lua
  local q = quatFromDir(self.centerPos - self.camPos, vecUp)
  core_camera.setPosRot(0, self.camPos.x, self.camPos.y, self.camPos.z, q.x, q.y, q.z, q.w)
@/ui/modules/photomode/photomode.js
    // Then set camera position and rotation
    bngApi.engineLua(`core_camera.setPosRot(0, ${vm.savedCamera.pos.x}, ${vm.savedCamera.pos.y}, ${vm.savedCamera.pos.z}, ${vm.savedCamera.rot.x}, ${vm.savedCamera.rot.y}, ${vm.savedCamera.rot.z}, ${vm.savedCamera.rot.w})`)
  }
@/lua/ge/extensions/editor/camPathEditor.lua
        commands.setFreeCamera()
        core_camera.setPosRot(0, pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
        core_camera.setFOV(0, marker.fov or 60)
          commands.setFreeCamera()
          core_camera.setPosRot(0, pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
          core_camera.setFOV(0, marker.fov or 60)
@/lua/ge/extensions/core/cameraModes/relative.lua
    local lightPos = pos -- + qdirLook * vec3(0.01, 0.01, -0.02)
    scenetree.relativecameralight:setPosRot(lightPos.x, lightPos.y, lightPos.z, data.res.rot.x, data.res.rot.y, data.res.rot.z, data.res.rot.w)
  end
@/lua/ge/extensions/editor/aiTests.lua
        for k, v in pairs(vehicles) do
          getObjectByID(k):setPosRot(pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
        end
      for k, v in pairs(vehicles) do
        getObjectByID(k):setPosRot(v.pos.x, v.pos.y, v.pos.z, v.rot.x, v.rot.y, v.rot.z, v.rot.w)
      end
@/lua/ge/extensions/core/snapshot.lua
  commands.setFreeCamera()
  core_camera.setPosRot(0, data.camPos[1], data.camPos[2], data.camPos[3], data.camRot[1], data.camRot[2], data.camRot[3], data.camRot[4])
  extensions.hook('onSnapshotLoad', data)
  commands.setFreeCamera()
  core_camera.setPosRot(0, data.camPos[1], data.camPos[2], data.camPos[3], data.camRot[1], data.camRot[2], data.camRot[3], data.camRot[4])
  extensions.hook('onSnapshotLoad', data)
@/lua/ge/extensions/editor/tech/roadArchitect/groups.lua
  commands.setFreeCamera()
  core_camera.setPosRot(0, gView.x, gView.y, gView.z, gRot.x, gRot.y, gRot.z, gRot.w)
end
  local gRot = quatFromDir(auditionVec - auditionCamPos)
  core_camera.setPosRot(0, auditionCamPos.x, auditionCamPos.y, auditionCamPos.z, gRot.x, gRot.y, gRot.z, gRot.w)
end
  if oldPos and oldRot then
    core_camera.setPosRot(0, oldPos.x, oldPos.y, oldPos.z, oldRot.x, oldRot.y, oldRot.z, oldRot.w)
  end
  commands.setFreeCamera()
  core_camera.setPosRot(0, midX, midY, height, rot.x, rot.y, rot.z, rot.w)
end
@/lua/ge/extensions/editor/gen/exp_meshexplorer.lua
--            local q = quatFromDir(vec3(1,1,0))+quatFromDir(vec3(1,1,0))
--            core_camera.setPosRot(0, 0, 5, 3, 0, 0, 0.02, 1)
@/lua/ge/extensions/editor/assetBrowser.lua
    end
    -- var.dragDropMesh:setPosRot(hit.pos.x, hit.pos.y, hit.pos.z, 0, 0, 1, var.dragDropRotation)
      local rot = vec3(0,0,1):getRotationTo(vec3(hit.normal))
      var.dragDropMesh:setPosRot(hit.pos.x, hit.pos.y, hit.pos.z - draggedObjOffset, rot.x, rot.y, rot.z, rot.w)
    else
@/lua/ge/extensions/gameplay/missions/missionManager.lua
    if mission._startingInfo.startedFromCamera then
      core_camera.setPosRot(0,
        mission._startingInfo.camPos.x, mission._startingInfo.camPos.y, mission._startingInfo.camPos.z,
@/lua/ge/extensions/editor/meshSpline/populate.lua
    local idx = counters[componentPath]; counters[componentPath] = idx + 1
    meshesBySpline[componentPath][idx]:setPosRot(tmpPos.x, tmpPos.y, tmpPos.z, rot.x, rot.y, rot.z, rot.w)
  end
@/lua/ge/extensions/editor/scriptAIEditor.lua
  commands.setFreeCamera()
  core_camera.setPosRot(0, midX, midY, height, rot.x, rot.y, rot.z, rot.w)
end
@/lua/ge/extensions/editor/meshSpline/import.lua
  scenetree.MissionGroup:addObject(obj)
  obj:setPosRot(0.0, 0.0, 2000, 0, 0, 0, 1)
  obj.scale = scaleVec
@/lua/ge/extensions/scenario/scenarios.lua
      local rot = cameraMark:getRotation()
      core_camera.setPosRot(0, pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
      if scenario.camera.mode == "Stationary" then
@/gameplay/missionTypes/cannon/customNodes/cannonBallDistNode.lua
  local endPos = targetPos - vec3(unpack(self.pinIn.camOffsetPos.value))
  core_camera.setPosRot(0,
   endPos.x, endPos.y, endPos.z,
@/lua/ge/extensions/flowgraph/nodes/scene/camera/cameraAutoRotate.lua
  local camRot = quatFromDir(vec3(self.pinIn.position.value) - camPos, vecUp)
  core_camera.setPosRot(0, camPos.x, camPos.y, camPos.z, camRot.x, camRot.y, camRot.z, camRot.w)
end
@/lua/ge/server/commands.lua

  core_camera.setPosRot(0, json[1], json[2], json[3], json[4], json[5], json[6], json[7])
end
  deprecationWarning("setCameraPosRot", "core_camera.setPosRot")
  core_camera.setPosRot(0, px, py, pz, rx, ry, rz, rw)
end
@/lua/ge/extensions/flowgraph/nodes/scene/camera/setCameraPosition.lua
  local camRot = core_camera.getQuat()
  core_camera.setPosRot(0,
   self.position.x, self.position.y, self.position.z,
@/lua/ge/extensions/editor/tech/roadArchitect/junctions.lua
  commands.setFreeCamera()
  core_camera.setPosRot(0, midX, midY, height, rot.x, rot.y, rot.z, rot.w)
end
@/lua/ge/extensions/core/multiSpawn.lua
        rot = quat(0, 0, 1, 0) * rot
        obj:setPosRot(pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
      end
@/lua/ge/extensions/editor/util/transformUtil.lua
  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)
end
  local pos = core_camera.getPosition()
  core_camera.setPosRot(0, pos.x, pos.y, pos.z, self.rot.x, self.rot.y, self.rot.z, self.rot.w)
end
  end
  core_camera.setPosRot(0, self.pos.x, self.pos.y, self.pos.z, self.rot.x, self.rot.y, self.rot.z, self.rot.w)
end
@/flowgraphEditor/Tower/customNodes/towerNode.lua
      --obj:setPosition(tPos)
      obj:setPosRot(tPos.x, tPos.y, tPos.z, tRot.x, tRot.y, tRot.z, tRot.w)
    end
@/lua/ge/extensions/gameplay/crawl/boundary.lua

    marker:setPosRot(point.pos.x, point.pos.y, point.pos.z, point.rot.x, point.rot.y, point.rot.z, point.rot.w)
    marker:setScale(vec3(minScale, minScale, minScale))
@/lua/ge/extensions/flowgraph/nodes/scene/camera/setCameraRotation.lua
  local camPos = core_camera.getPosition()
  core_camera.setPosRot(0,
   camPos.x, camPos.y, camPos.z,
@/lua/ge/extensions/editor/assemblySpline/populate.lua
      local mesh = getNextMeshFromPool(rootComponent, splineId)
      mesh:setPosRot(pos.x, pos.y, pos.z, rootRot.x, rootRot.y, rootRot.z, rootRot.w) -- Set the final pose of the root mesh.
      mesh.scale = defaultScale
          local placingMesh = getNextMeshFromPool(toPlaceComponent, splineId)
          placingMesh:setPosRot(posWS.x, posWS.y, posWS.z, aligningRot.x, aligningRot.y, aligningRot.z, aligningRot.w)
          placingMesh.scale = defaultScale
        local mesh = getNextMeshFromPool(bridgeComponent, splineId) -- The bridge mesh, from the pool.
        mesh:setPosRot(finalPos.x, finalPos.y, finalPos.z, finalRot.x, finalRot.y, finalRot.z, finalRot.w)
        tmpScale:set(scaleX, 1.0, scaleZ) -- The full scaling vector (X to match span distance, Z for user sag).
@/lua/ge/extensions/flowgraph/nodes/scene/rectMarker.lua
    end
    marker:setPosRot(pos.x, pos.y, pos.z, r.x,r.y,r.z,r.w)
    marker:setField('instanceColor', 0, "1 0 0 1")
@/lua/ge/extensions/core/ropeVisualTest.lua
            -- Position camera in front of the rope center
            core_camera.setPosRot(0,
              cameraPos.x, cameraPos.y, cameraPos.z,
@/lua/ge/extensions/editor/gen/decal.lua
--    veh:setPositionNoPhysicsReset(pos)
    veh:setPosRot(pos.x, pos.y, pos.z, 0, 0, ang, 0) -- rot.w)
end
@/lua/ge/extensions/gameplay/rally/tools/loopToolbox.lua
  --     local camRot = quatFromDir(center - pos)
  --     core_camera.setPosRot(0, pos.x, pos.y, pos.z, camRot.x, camRot.y, camRot.z, camRot.w)
  --   end
  --     local camRot = quatFromDir(center - pos)
  --     core_camera.setPosRot(0, pos.x, pos.y, pos.z, camRot.x, camRot.y, camRot.z, camRot.w)
  --   end