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getRotation

Definition


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

Callers

@/lua/ge/extensions/gameplay/markers/walkingMarker.lua
    if area and icon then
      local pos, rot, scl = area:getPosition(), quat(area:getRotation()), area:getScale()
      local zVec, yVec, xVec = rot*vecZ*scl.z, rot*vecY*scl.y, rot*vecX*scl.x
@/lua/ge/extensions/gameplay/speedTraps.lua
      -- TODO could also make a cache for the trigger direction
      local triggerRotation = quat(triggerObj:getRotation())
      triggerDir:setRotate(triggerRotation, yVec)
@/lua/vehicle/extensions/test/csvMetrics.lua
  local pos = obj:getPosition()
  local rot = quat(obj:getRotation())
@/lua/ge/extensions/scenario/quickRace.lua
      pos = vec3(spawnObj:getPosition())
      rot = quat(spawnObj:getRotation())
    else
  print("Vehcle rotation through ID")
  print(getObjectByID(veh:getId()) and getObjectByID(veh:getId()):getRotation())
  print("Vehicle Rotation:")
  print("Vehicle Rotation:")
  print(veh:getRotation())
  print("VS rotation given:")
@/lua/ge/extensions/gameplay/race/path.lua
      if cp:getField('directionalWaypoint',0) == '1' then
        pn:setNormal(quat(cp:getRotation())*vec3(1,0,0))
      else
          if wp:getField('directionalWaypoint',0) == '1' then
             rot = quat(wp:getRotation())*vec3(1,0,0)
          end
        if wp:getField('directionalWaypoint',0) == '1' then
           rot = quat(wp:getRotation())*vec3(1,0,0)
        end
    if spawnObj ~= nil then
      local rot = quat(spawnObj:getRotation())* quat(0,0,1,0)
      local x, y, z = rot * vec3(1,0,0), rot * vec3(0,1,0), rot * vec3(0,0,1)
@/lua/ge/extensions/editor/barriersEditor.lua
            local pos = vec3(obj:getPosition())
            pos = pos + quat(obj:getRotation())*vec3(0,0,0.5)
            table.insert(objects,pos)
@/lua/ge/extensions/editor/drivePathEditor/splineMgr.lua
      if not cachedVehiclePoses[vehicle.vid] then
        cachedVehiclePoses[vehicle.vid] = { pos = vec3(veh:getPosition()), rot = quat(veh:getRotation()) }
      end
      if not cachedVehiclePoses[vehicle.vid] then
        cachedVehiclePoses[vehicle.vid] = { pos = vec3(veh:getPosition()), rot = quat(veh:getRotation()) }
      end
@/lua/ge/extensions/gameplay/crawl/utils.lua
  state.crawlerData.dynamicData.vehDirectionVectorUp:set(veh:getDirectionVectorUp())
  state.crawlerData.dynamicData.vehRot:set(veh:getRotation())
  state.crawlerData.dynamicData.vehVelocity:set(veh:getVelocity())

  local vehicleRotation = veh:getRotation()
  local yaw = math.atan2(vehicleRotation.y, vehicleRotation.w) * 2
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veGeneralData.lua
      data.vel = vec3(obj:getVelocity())
      data.rot = vec3(obj:getRotation())
      data.roll, data.pitch, data.yaw = obj:getRollPitchYaw()
@/lua/ge/extensions/career/modules/delivery/precisionParking.lua
  local vehiclePos = vehicle:getPosition()
  local vehicleRot = vehicle:getRotation()
  local vehicleDir = vehicle:getDirectionVector()
@/lua/ge/extensions/gameplay/garageMode.lua
      local vehicle = scenetree.findObjectById(vehicleId)
      spawn.safeTeleport(vehicle, spawnPoint:getPosition(), quat(0,0,1,0) * spawnPoint:getRotation(), nil, nil, nil, true)
    end
@/lua/ge/extensions/editor/assemblySpline/import.lua
  -- Extract Y rotation (around Z-axis) from the quaternion.
  local rot = ordered[idx].obj:getRotation()
  tmpRot.x, tmpRot.y, tmpRot.z, tmpRot.w = rot.x, rot.y, rot.z, rot.w
      -- Get actual binormal from root mesh rotation.
      local meshRot = ordered[i].obj:getRotation()
      tmpRot.x, tmpRot.y, tmpRot.z, tmpRot.w = meshRot.x, meshRot.y, meshRot.z, meshRot.w
@/lua/ge/extensions/flowgraph/modules/prefabModule.lua
        pos = veh:getPosition(),
        rot = quat(veh:getRotation()),
        up = veh:getDirectionVectorUp()
@/lua/ge/extensions/editor/meshSpline/import.lua
  local mesh = ordered[idx].obj
  local rot = mesh:getRotation()
  meshRot.x, meshRot.y, meshRot.z, meshRot.w = rot.x, rot.y, rot.z, rot.w
@/lua/ge/extensions/tech/techCore.lua
    local pos = object:getPosition()
    local rot = object:getRotation()
    if clazz == 'BeamNGVehicle' then
  if obj.getRotation ~= nil then
    rotation = obj:getRotation()
    rotation = {rotation.x, rotation.y, rotation.z, rotation.w}
  position = {position.x, position.y, position.z}
  local rotation = obj:getRotation()
  rotation = {rotation.x, rotation.y, rotation.z, rotation.w}
@/lua/ge/extensions/core/levels.lua
      options.pos = spawnPoint:getPosition()
      options.rot = quat(spawnPoint:getRotation()) * quat(0,0,1,0)
    end
  if spawnPoint then
    return spawnPoint:getPosition(), quat(0,0,1,0) * spawnPoint:getRotation()
  end
@/lua/ge/extensions/scenario/scenarios.lua
    local vehicle = getObjectByID(vid)
    scenario.startingTransforms[vecName] = {pos = vehicle:getPosition(), rot = vehicle:getRotation()}
  end
        if o:getField('directionalWaypoint',0) == '1' then
           rota = quat(o:getRotation())*vec3(1,0,0)
        end
      local pos = cameraMark:getPosition()
      local rot = cameraMark:getRotation()
      core_camera.setPosRot(0, pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
@/lua/ge/extensions/flowgraph/nodes/mission/knockAwayCheck.lua
        pos = veh:getPosition(),
        rot = quat(veh:getRotation()),
        up = veh:getDirectionVectorUp()
@/lua/vehicle/extensions/tech/techCore.lua
    front = obj:getFrontPosition(),
    rotation = quat(obj:getRotation())
  }
@/lua/ge/extensions/core/paths.lua
          pos = vec3(marker:getPosition()),
          rot = quat(marker:getRotation()),
          time = marker.timeToNext or marker.seconds,
@/lua/ge/extensions/career/modules/tether.lua
  if area then
    local pos, rot, scl = area:getPosition(), quat(area:getRotation()), area:getScale()
    local zVec, yVec, xVec = rot*vecZ*scl.z, rot*vecY*scl.y, rot*vecX*scl.x
@/lua/ge/extensions/career/modules/vehiclePerformance.lua
      local spawnPoint = scenetree.findObject("skidpadSpawn")
      spawn.safeTeleport(vehicle, spawnPoint:getPosition(), quat(0,0,1,0) * spawnPoint:getRotation(), nil, nil, nil, true, false)
      return true
@/lua/ge/extensions/editor/objectTool.lua
        local posString = "" .. pos.x .. " " .. pos.y .. " " .. pos.z
        local rot = Sim.upcast(obj):getRotation()
        local rotString = "" .. rot.x .. " " .. rot.y .. " " .. rot.z .. " " .. rot.w
@/lua/ge/extensions/gameplay/skidpadTest.lua
      local spawnPoint = scenetree.findObject("skidpadSpawn")
      spawn.safeTeleport(vehicle, spawnPoint:getPosition(), quat(0,0,1,0) * spawnPoint:getRotation(), nil, nil, nil, true, false)
      testResults = nil
@/lua/ge/extensions/gameplay/rallyLoop.lua
-- create:
-- local veh = be:getPlayerVehicle(0); if veh then local pos = veh:getPosition(); local rot = veh:getRotation(); print(string.format("be:getPlayerVehicle(0):setPositionRotation(%f, %f, %f, %f, %f, %f, %f)", pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)) end
@/lua/ge/extensions/gameplay/markers/gasStationMarker.lua
    if area and icon then
      local pos, rot, scl = area:getPosition(), quat(area:getRotation()), area:getScale()
      local zVec, yVec, xVec = rot*vecZ*scl.z, rot*vecY*scl.y, rot*vecX*scl.x
@/flowgraphEditor/Tower/customNodes/towerNode.lua

    local startPos, startRot = start:getPosition(), quat(start:getRotation())
    for _, id in ipairs(allChildrenIds) do
      local obj = scenetree.findObjectById(id)
      local pos, rot = obj:getPosition(), quat(obj:getRotation())
      local startToObj = (lastRot) * (pos-startPos)
    end
    local q = quat(goal:getRotation())
    lastPos = goal:getPosition() + q * vec3(0,4,0)
    lastPos = goal:getPosition() + q * vec3(0,4,0)
    lastRot = quat(goal:getRotation()) * quatFromEuler(0,0,-math.pi/2)
  end
@/lua/ge/extensions/c2/panelPlugins/tileManager.lua
          -- Store as Quaternion for better reconstruction
          local rot = obj:getRotation()
          local scale = obj:getScale()
@/lua/ge/extensions/freeroam/dragRace.lua
    local pos = triggers["opponentSpawnTrigger"]:getPosition()
    local rot = triggers["opponentSpawnTrigger"]:getRotation()
    opponentVehicle:setPositionRotation(pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
@/lua/ge/spawn.lua
  local pos = cachedTransform and cachedTransform.pos or veh:getPosition()
  local rot = cachedTransform and cachedTransform.rot or quat(veh:getRotation())
  local boundingBox = OrientedBox3F()
    options.pos = spawnPoint:getPosition()
    options.rot = quat(spawnPoint:getRotation()) * quat(0,0,1,0)
    player = core_vehicles.spawnNewVehicle(vehicleModel, options)
@/lua/ge/extensions/editor/aiTests.lua
    pos = obj:getPosition(),
    rot = quat(obj:getRotation()),
  }
      if firstVeh then
        local pos, rot = firstVeh:getPosition(), firstVeh:getRotation()
        for k, v in pairs(vehicles) do
@/lua/ge/extensions/flowgraph/nodes/types/transform.lua
      self.position = vec3(obj:getPosition())
      self.rotation = quat(obj:getRotation())
      self.scale = vec3(obj:getScale())
    self.position = vec3(obj:getPosition())
    self.rotation = quat(obj:getRotation())
    self.scale = vec3(obj:getScale())
@/lua/ge/extensions/tech/pythonExport.lua
  local cmd = [[
    local rot = quat(obj:getRotation())
    local data = { rot = rot }
@/lua/ge/extensions/gameplay/missions/missionManager.lua
                  pos = vec3(sObj:getPosition()),
                  rot = quat(sObj:getRotation())
                }
@/lua/ge/extensions/editor/roadUtils.lua
    else
      rotation = decoObject:getRotation()
    end
@/lua/ge/server/commands.lua
  core_camera.setPosition(player, playerVehicle:getPosition())
  core_camera.setRotation(player, quat(playerVehicle:getRotation()))
  core_camera.resetCamera(player)
@/lua/ge/extensions/editor/renderTest.lua
        pos = focusPos
        focusRot = quat(veh:getRotation())
        dump{'focusRot = ', focusRot:toEulerYXZ()}
@/lua/ge/extensions/flowgraph/nodes/scene/storeStatics.lua
        pos = vec3(obj:getPosition()):toTable(),
        rot = quat(obj:getRotation()):toTable(),
        scl = vec3(obj:getScale()):toTable(),
@/lua/ge/extensions/editor/api/camera.lua
    local pos = obj:getPosition()
    local rot = obj:getRotation()
    core_camera.setPosRot(0, pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
@/lua/ge/extensions/core/busRouteManager.lua
        if trigger.type == "busstop" then
          triggerPos[trigger.name] = {trigger.name,trigger.stopName, vec3(trigger:getPosition()):toTable(), quat(trigger:getRotation()):toTable(), vec3(trigger:getScale()):toTable()}
        end