VE Lua Documentation

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getBeamVectorFromNode

Definition


-- @/=[C]:-1
function getBeamVectorFromNode(...)

Callers

@/lua/vehicle/extensions/tech/wheelForces.lua
        local beamStress = obj:getBeamStress(rBeam)
        local beamVector = obj:getBeamVectorFromNode(rBeam, data.axleNode1):normalized()
        local forceVector = beamVector * beamStress
        local beamStress = obj:getBeamStress(rBeam)
        local beamVector = obj:getBeamVectorFromNode(rBeam, data.axleNode2):normalized()
        local forceVector = beamVector * beamStress
        local beamStress = obj:getBeamStress(sBeamData.beamId)
        local beamVector = obj:getBeamVectorFromNode(sBeamData.beamId, sBeamData.rimNodeId):normalized()
        local forceVector = beamVector * beamStress
        local beamStress = obj:getBeamStress(sBeamData.beamId)
        local beamVector = obj:getBeamVectorFromNode(sBeamData.beamId, sBeamData.rimNodeId):normalized()
        local forceVector = beamVector * beamStress
        local beamStress = obj:getBeamStress(sBeam)
        local beamVector = obj:getBeamVectorFromNode(sBeam, data.axleNode1):normalized()
        local forceVector = beamVector * beamStress
        local beamStress = obj:getBeamStress(sBeam)
        local beamVector = obj:getBeamVectorFromNode(sBeam, data.axleNode2):normalized()
        local forceVector = beamVector * beamStress
@/lua/vehicle/controller/playerController.lua
    --jump by "extending" the uniycycle in such a way that it propels away from the ground
    local vectorUp = obj:getBeamVectorFromNode(stabilizationBeams.bottomTop, stabilizationNodes.bottomCenter):normalized()
    --pull top of the unicycle up with a given force
  --actual up vector of the unicycle
  local vectorUp = obj:getBeamVectorFromNode(stabilizationBeams.bottomTop, stabilizationNodes.bottomCenter):normalized()

  local vectorTopLeft = obj:getBeamVectorFromNode(stabilizationBeams.centerLeft, stabilizationNodes.topCenter):normalized()
  local normalLeft = vectorTopLeft:cross(-vectorUp):normalized()
  local cameraDirection = (cameraRotation * cameraRotationStandardVector):z0():normalized()
  local meshDirection = obj:getBeamVectorFromNode(stabilizationBeams.centerFront, stabilizationNodes.topCenter):z0():normalized()
  --calculate angle between the two vectors