getNodeVelocity
Definition
-- @/=[C]:-1
function getNodeVelocity(...)
Callers
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veJBeamPicker.lua
{name = "Displacement", enabled = im.BoolPtr(false), units = "m", color = rainbowColor(8, 2, 1), data = function(id) return vEditor.vehicle:getNodePosition(id):length() end, plotData = {}},
{name = "Speed", enabled = im.BoolPtr(true), units = "m/s", color = rainbowColor(8, 3, 1), data = function(id) return vEditor.vehicle:getNodeVelocity(id):length() end, plotData = {}},
{name = "Relative Speed", enabled = im.BoolPtr(false), units = "m/s", color = rainbowColor(8, 4, 1), data = function(id) return (vEditor.vehicle:getVelocity() - vEditor.vehicle:getNodeVelocity(id)):length() end, plotData = {}},
{name = "Speed", enabled = im.BoolPtr(true), units = "m/s", color = rainbowColor(8, 3, 1), data = function(id) return vEditor.vehicle:getNodeVelocity(id):length() end, plotData = {}},
{name = "Relative Speed", enabled = im.BoolPtr(false), units = "m/s", color = rainbowColor(8, 4, 1), data = function(id) return (vEditor.vehicle:getVelocity() - vEditor.vehicle:getNodeVelocity(id)):length() end, plotData = {}},
{name = "Force", enabled = im.BoolPtr(false), units = "N", color = rainbowColor(8, 5, 1), data = function(id) getVELuaNodeData(id, "force", "obj:getNodeForceVector(" .. id .. "):length()") return M.nodeDataFromVELua[id].force end, plotData = {}}
@/lua/ge/extensions/core/cameraModes/external.lua
local offset = veh:getNodePosition(node)
local worldSpeed = veh:getNodeVelocity(node)
if worldSpeed:length() > 5/3.6 or offset:length() < spawnAABBRadius then -- avoid fallen nodes
@/lua/vehicle/thrusters.lua
for _, thruster in ipairs(autoThrusters) do
local vel = -obj:getNodeVelocity(thruster.id2, thruster.id1)
if vel > 0.3 then