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