vehicleSetPositionRotation
Definition
-- @/lua/ge/ge_utils.lua:456
function vehicleSetPositionRotation(id, px, py, pz, rx, ry, rz, rw)
local bo = getObjectByID(id)
if bo then
bo:setPositionRotation(px, py, pz, rx, ry, rz, rw)
else
log('E', "vehicleSetPositionRotation", 'vehicle not found: ' .. tostring(id))
end
end
Callers
@/lua/ge/extensions/flowgraph/nodes/gameplay/rally/loop/getLoopVehiclePosition.lua
local correctedRot = quat(rot) * quat(0,0,-1,0)
vehicleSetPositionRotation(self.pinIn.vehId.value, pos[1], pos[2], pos[3], rot[1], rot[2], rot[3], rot[4])
else
if newPos and vehRot then
vehicleSetPositionRotation(self.pinIn.vehId.value, newPos.x, newPos.y, newPos.z, vehRot.x, vehRot.y, vehRot.z, vehRot.w)
else
@/lua/vehicle/recovery.lua
end
obj:queueGameEngineLua("vehicleSetPositionRotation("..obj:getId()..","..recPoint.pos.x..","..recPoint.pos.y..","..recPoint.pos.z..","..rot.x..","..rot.y..","..rot.z..","..rot.w..")")
end
@/lua/vehicle/ai.lua
"getObjectByID(" .. objectId .. "):resetBrokenFlexMesh();" ..
"vehicleSetPositionRotation(" .. objectId .. "," .. pos.x .. "," .. pos.y .. "," .. pos.z .. "," .. rot.x .. "," .. rot.y .. "," .. rot.z .. "," .. rot.w .. ")"
)
@/lua/ge/extensions/flowgraph/nodes/vehicle/moveTo.lua
else
vehicleSetPositionRotation(veh:getId(), pos[1], pos[2], pos[3], rot[1], rot[2], rot[3], rot[4])
-- Vehicle is repaired, trigger reset hook for DNF penalty
@/lua/ge/extensions/util/trackBuilder/splineTrack.lua
scenario.startingTransforms['scenario_player0'].rot = rot
vehicleSetPositionRotation(scenario.vehicleNameToId['scenario_player0'], pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
else
local id = scenetree.findObject("thePlayer"):getID()
vehicleSetPositionRotation(id, pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
end
@/lua/ge/extensions/core/dynamicProps.lua
local spawnPos = locationInfo.originPos + self.spawnOffset
vehicleSetPositionRotation(propId, spawnPos.x, spawnPos.y, spawnPos.z, itemRot.x, itemRot.y, itemRot.z, itemRot.w)
locationInfo.switched = true
@/lua/vehicle/scriptai.lua
local rot = quatFromDir(dir:cross(up):cross(up), up)
obj:queueGameEngineLua("getObjectByID(" .. obj:getId() .. "):autoplace(false);vehicleSetPositionRotation(" .. obj:getId() .. "," .. pos.x .. "," .. pos.y .. "," .. pos.z .. "," .. rot.x .. "," .. rot.y .. "," .. rot.z .. "," .. rot.w .. ")")
end
@/lua/ge/extensions/flowgraph/modules/prefabModule.lua
if veh then
vehicleSetPositionRotation(vid, val.pos.x, val.pos.y, val.pos.z, val.rot.x, val.rot.y, val.rot.z, val.rot.w)
veh:requestReset(RESET_PHYSICS)
@/lua/ge/extensions/util/procTrack.lua
scenario.startingTransforms['scenario_player0'].rot = rot
vehicleSetPositionRotation(scenario.vehicleNameToId['scenario_player0'], pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
end