getFrontPosition
Definition
-- @/=[C]:-1
function getFrontPosition(...)
Callers
@/lua/vehicle/extensions/tech/ACC.lua
right = obj:getDirectionVectorRight():normalized()
vehFront = obj:getFrontPosition()
local playerPosToFront = vehFront - pos
@/lua/vehicle/extensions/tech/vehiclePOI.lua
-- [Note: these are in world-space].
local pos, fwd, vehLength, vehFront = obj:getPosition(), obj:getDirectionVector(), obj:getInitialLength(), obj:getFrontPosition()
fwd:normalize()
@/lua/vehicle/controller/tech/idealRADARSensor.lua
right = obj:getDirectionVectorRight():normalized()
vehFront = obj:getFrontPosition()
local playerPosToFront = vehFront - pos
@/lua/vehicle/extensions/tech/techCore.lua
vel = obj:getVelocity(),
front = obj:getFrontPosition(),
rotation = quat(obj:getRotation())
@/lua/vehicle/extensions/tech/platooning.lua
right = obj:getDirectionVectorRight():normalized()
vehFront = obj:getFrontPosition()
@/lua/vehicle/ai.lua
local ego = {
pos = obj:getFrontPosition(),
dirVec = obj:getDirectionVector(),
ego.pos:set(obj:getFrontPosition())
ego.pos.z = max(ego.pos.z - 1, obj:getSurfaceHeightBelow(ego.pos))
-- local test4 = obj:getCornerPosition(3)
-- local frontPos = obj:getFrontPosition()
end
obj.debugDrawProxy:drawSphere(0.15, obj:getFrontPosition(), color(255, 0, 0, 255))
end
-- vehicle frontPos
local vehFrontPos = obj:getFrontPosition()
debugDrawer:drawSphere(0.1, obj:getFrontPosition(), color(255, 255, 255, 255))
local vehFrontPos = obj:getFrontPosition()
debugDrawer:drawSphere(0.1, obj:getFrontPosition(), color(255, 255, 255, 255))
-- vehicle frontPos
@/lua/vehicle/controller/tech/cosimulationCoupling.lua
kOut[33], kOut[34], kOut[35] = cogWNI.x, cogWNI.y, cogWNI.z -- Center-of-Gravity (without wheels included).
local mfb = obj:getFrontPosition()
kOut[36], kOut[37], kOut[38] = mfb.x, mfb.y, mfb.z -- Vehicle mid front bumper position.
@/lua/vehicle/scriptai.lua
local function updateGFXrecord(dt)
local pos = obj:getFrontPosition()
local scriptLen = #script
aiPos:set(obj:getFrontPosition())
aiVel:set(obj:getVelocity())