getObjects
Definition
-- @/lua/vehicle/mapmgr.lua:171
local function getObjects()
local simTime = obj:getSimTime()
if simTime ~= lastSimTime then
local objData = obj:getLastMailbox("objUpdate")
M.objects = #objData == 0 and {} or lpack.decode(objData)
lastSimTime = simTime
end
return M.objects
end
Callers
@/lua/ge/extensions/editor/trafficManager.lua
for _, objName in ipairs(group:getObjects()) do -- automatically registers objects as session data, depending on class and dynamic fields
local obj = scenetree.findObject(objName)
@/lua/vehicle/extensions/tech/trailSim.lua
local function updateDisplay(dt)
local objects = mapmgr.getObjects()
local thisVehicle = objects[objectId]
@/lua/ge/extensions/freeroam/specialTriggers.lua
if obj:getClassName() == 'SimGroup' then -- if object is a SimGroup, process all objects within it
for _, o in ipairs(obj:getObjects()) do
setState(tonumber(o) or scenetree.findObject(o):getID(), state)
v.isNested = true -- if nested SimGroup structure exists, process the children of the SimGroups, in parallel
for _, o in ipairs(obj:getObjects()) do
local obj = scenetree.findObjectById(tonumber(o) or scenetree.findObject(o):getID())
v.maxIdx = 0
for _, o in ipairs(obj:getObjects()) do
local obj = scenetree.findObjectById(tonumber(o) or scenetree.findObject(o):getID())
local idx = data.idxList[data.currIdx]
local innerObjects = obj:getObjects()
if obj1 and obj1:getGroup():getName() == name and obj1:getClassName() == 'SimGroup' then
local o2 = obj1:getObjects()[idx]
if o2 then
@/lua/vehicle/controller/tech/idealRADARSensor.lua
local vehicles, ctr = {}, 1
for k, _ in pairs(mapmgr.getObjects()) do
if k ~= objectId then
@/lua/ge/extensions/editor/api/decal.lua
local name = Sim.getUniqueName("NewTemplate")
local templates = Engine.Render.DecalMgr.getSet():getObjects()
@/lua/ge/extensions/editor/gen/world.lua
-- refresh
local list = groupBat:getObjects()
-- refresh static mmeshes
if groupBat then
local list = groupBat:getObjects()
if tableSize(list)>0 then return end
local nm = rayCast.object.name
lo('?? mup0:'..tostring(nm)..':'..tostring(scope)..':'..tostring(indrag)..':'..tostring(cedit.part)..':'..tostring(cmesh)..':'..tostring(Engine.Render.DecalMgr.getDecalInstance(1))) --#Engine.Render.DecalMgr.getSet():getObjects())) --..tostring(editor.getDecalTemplates():size())) --..rayCast.object.name)
if nm == nil then return end
if groupBat then
local list = groupBat:getObjects()
for _,o in pairs(list) do
@/lua/vehicle/ai.lua
local function updatePlayerData()
mapmgr.getObjects()
if not next(mapmgr.objects) then return end -- prevents changes if table is empty
local i = 0
for id in pairs(mapmgr.getObjects()) do
if id ~= objectId then
table.clear(traffic.trafficTable)
for plID, v in pairs(mapmgr.getObjects()) do
if plID ~= objectId and (M.mode ~= 'chase' or plID ~= player.id or internalState.chaseData.playerState == 'stopped') then
for plID, v in pairs(mapmgr.getObjects()) do
if plID ~= objectId and (M.mode ~= 'chase' or plID ~= player.id or internalState.chaseData.playerState == 'stopped') then
for plID, v in pairs(mapmgr.getObjects()) do
if plID ~= objectId and v.states then
-- Check if there's a vehicle next to this one
for otherID, v in pairs(mapmgr.getObjects()) do
if otherID ~= objectId and v.pos and otherID ~= trafficStates.action.nearestPoliceId and v.dirVec and v.dirVec:dot(ego.dirVec) < 0 then
local distToJcenter = tSi.turnNode and ego.pos:distance(mapData.positions[tSi.turnNode]) or 1
for vId, v in pairs(mapmgr.getObjects()) do
if vId ~= objectId then
for vehId in pairs(mapmgr.getObjects()) do
if vehId ~= objectId then
if dt then
for k, v in pairs(mapmgr.getObjects()) do
if k ~= objectId then
@/lua/vehicle/extensions/tech/ACC.lua
local vehicles, ctr = {}, 1
for k, _ in pairs(mapmgr.getObjects()) do
if k ~= objectId then
@/lua/vehicle/extensions/tech/platooning.lua
local vehicles, ctr = {}, 1
for k, v in pairs(mapmgr.getObjects()) do
if k == tonumber(vehicleInfront) then -- for dmpc key
for i, vehicles in ipairs(relayVehicles) do
for k, v in pairs(mapmgr.getObjects()) do
if k == tonumber(vehicles) then
@/lua/ge/extensions/editor/gen/decal.lua
if groupLines then
local aobj = groupLines:getObjects()
-- lo('?? pre:'..tableSize(editor.getAllRoads())..':'..#scenetree.getAllObjects())
@/lua/ge/extensions/editor/roadRiverCacheHandler.lua
for _, group in ipairs(groups) do
for _, name in pairs(group:getObjects()) do
local object = scenetree.findObject(name)
@/lua/ge/extensions/editor/gen/test.lua
if groupBat then
local list = groupBat:getObjects()
for _,o in pairs(list) do
-- refresh
local list = groupBat:getObjects()
-- refresh static mmeshes
@/lua/ge/extensions/ui/uiNavi.lua
if poi_set then
local poios = poi_set:getObjects() or {}
for _, pid in pairs(poios) do