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nodeCollision

Definition


-- @/lua/common/luaCore.lua:41

function nop()
end

Callers

@/lua/vehicle/controller/playerController.lua

local function nodeCollision(p)
  --take a look at physics particles and use the node and slip velocities to estimate a ball center velocity that is local to the unicycle
@/lua/vehicle/main.lua

  wheels.nodeCollision(p)
  fire.nodeCollision(p)
  wheels.nodeCollision(p)
  fire.nodeCollision(p)
  controller.nodeCollision(p)
  fire.nodeCollision(p)
  controller.nodeCollision(p)
  particlefilter.nodeCollision(p)
  controller.nodeCollision(p)
  particlefilter.nodeCollision(p)
  bdebug.nodeCollision(p)
  particlefilter.nodeCollision(p)
  bdebug.nodeCollision(p)
end
@/lua/vehicle/particlefilter.lua

local function nodeCollision(p)
  --log('D', "particlefilter.particleEmitted", "particleEmitted()")
@/lua/vehicle/controller/controllerTemplate.lua

-- local function nodeCollision(p)
-- end
@/lua/vehicle/fire.lua

local function nodeCollision(p)
  --add energy to node
@/lua/vehicle/bdebug.lua
    -- These functions can be nopped, hence the function wrapping
    M.nodeCollision = function(p) bdebugImpl.nodeCollision(p) end
    M.beamBroke = function(id, energy) bdebugImpl.beamBroke(id, energy) end
@/lua/vehicle/controller.lua

local function nodeCollision(p)
  for i = 1, nodeCollisionCount, 1 do
      if controller.nodeCollision ~= nil then
        print("  sortedControllers[" .. i .. "].nodeCollision(p) -- " .. tostring(controller.typeName))
      end
@/lua/vehicle/wheels.lua

local function nodeCollision(p)
  local collisionNodeId = p.id1
@/lua/vehicle/bdebugImpl.lua

local function nodeCollision(p)
  if not M.state.vehicle.tireContactPoint then