GE Lua Documentation

Press F to search!

getObjectsByClass

Definition


-- @/lua/ge/ge_utils.lua:656

-- returns all hit with the correct class. Example: getObjectsByClass("CloudLayer")
function getObjectsByClass(className)
  local res = {}
  local o = scenetree.findClassObjects(className)
  if not o or #o == 0 then return nil end
  for _, v in pairs(o) do
    table.insert(res, scenetree.findObject(v))
  end
  return res
end

Callers

@/lua/ge/extensions/core/trafficSignals.lua

  local statics = getObjectsByClass('TSStatic')
  if statics then
@/lua/ge/extensions/core/weather.lua
  for objClassStr, attribTable in pairs(p) do
    local objs = getObjectsByClass(objClassStr)
  for objName, objVal in pairs(formerValues) do
    local objects = getObjectsByClass(objName)
    values[objName] = {}

    local objs = getObjectsByClass(objClassStr)
    if objs == nil then
@/lua/ge/extensions/gameplay/speedTraps.lua
local function getSpeedTrapsInCurrentLevel(speedTrapType)
  local objs = getObjectsByClass("BeamNGTrigger")
  if not objs then return {} end
@/gameplay/missions/automation_test_track/flowgraph/001-Dam/customNodes/getClosestStaticObjectNode.lua
  self.pos:setFromTable(self.pinIn.position.value)
  for _, obj in ipairs(getObjectsByClass("TSStatic") or {}) do
    if not internalName or internalName == tostring(obj:getInternalName()) then
@/lua/ge/ge_utils.lua

-- returns all hit with the correct class. Example: getObjectsByClass("CloudLayer")
function getObjectsByClass(className)
@/lua/ge/extensions/editor/trafficSignalsEditor.lua
    local dir1 = selectedObj:getTransform():getForward()
    for _, obj in ipairs(getObjectsByClass("TSStatic") or {}) do
      if (internalName and obj:getInternalName() == internalName) or obj.shapeName == selectedObj.shapeName then