getSmoothRefVelocityXYZ
Definition
-- @/=[C]:-1
function getSmoothRefVelocityXYZ(...)
Callers
@/lua/vehicle/ai.lua
currentSegment = {},
vel = vec3(obj:getSmoothRefVelocityXYZ()),
speed = vec3(obj:getSmoothRefVelocityXYZ()):length(),
vel = vec3(obj:getSmoothRefVelocityXYZ()),
speed = vec3(obj:getSmoothRefVelocityXYZ()):length(),
staticFrictionCoef = 1,
ego.rightVec:setCross(ego.dirVec, ego.upVec); ego.rightVec:normalize()
ego.vel:set(obj:getSmoothRefVelocityXYZ())
ego.speed = ego.vel:length()
@/lua/vehicle/controller/tech/roadsSensor.lua
-- Compute the player vehicle pose data.
pos, fwd, vel = obj:getPosition(), obj:getDirectionVector(), vec3(obj:getSmoothRefVelocityXYZ())
fwd:normalize()
@/lua/vehicle/scriptai.lua
if recordSpeed then
v = vec3(obj:getSmoothRefVelocityXYZ()):length()
end
@/lua/vehicle/input.lua
local wheelSpeed = electrics.values["wheelspeed"]
velVec:set(obj:getSmoothRefVelocityXYZ())
local spd = max(abs(wheelSpeed), velVec:length()) -- ensure the fallback case is a high speed (using max instead of the usual min), so that autocentering happens when in doubt (airplane carriers, tanks with reported wheelspeed of zero, etc)
local wheelSpeed = electrics.values["wheelspeed"]
velVec:set(obj:getSmoothRefVelocityXYZ())
rightVec:set(obj:getDirectionVectorRightXYZ())
@/lua/vehicle/hydros.lua
smoothVelocity:set(obj:getSmoothRefVelocityXYZ())