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getVelocity

Definition


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

Callers

@/lua/vehicle/extensions/telemetryLogger.lua
  local steering = input.steering
  local velocity = obj:getVelocity():length()
  local parkingbrake = input.parkingbrake
@/lua/vehicle/extensions/escMeasurement.lua
  elseif testState == measureState then
    local velocity = obj:getVelocity()
    local directionVector = obj:getDirectionVector()
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veJBeamPicker.lua
  {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/vehicle/extensions/tech/CANBus/RacingDisplay.lua

  local vehicleVelocity = obj:getVelocity():length()
  local vehicleVelocityByte1, vehicleVelocityByte2 = canBus.twoBytes(vehicleVelocity * 100 * 3.6)
@/lua/vehicle/controller/tech/idealRADARSensor.lua
  pos = obj:getPosition()
  vel = obj:getVelocity()
  fwd = obj:getForwardVector():normalized()
@/lua/vehicle/scriptai.lua
  aiPos:set(obj:getFrontPosition())
  aiVel:set(obj:getVelocity())
  local aiVelLen = aiVel:length()
@/lua/ge/extensions/career/modules/delivery/cargoScreen.lua
        if veh then
          hasTooFastVehicle = veh:getVelocity():length() > 0.25
        end
@/lua/ge/extensions/c2/panelPlugins/vehicleManager.lua
  local rot = quatFromDir(dir, up)
  local vel = veh:getVelocity()
@/lua/ge/extensions/editor/drivePathEditor/record.lua
  local pos = vec3(recordingVehicle:getPosition())
  local vel = max(minVelocity, recordingVehicle:getVelocity():length())
    recordingPos[1] = vec3(recordingVehicle:getPosition())
    recordingVel[1] = max(minVelocity, recordingVehicle:getVelocity():length())
@/lua/ge/extensions/core/groundMarkerArrows.lua
    if getPlayerVehicle(0) then
      local wrongDirection = getPlayerVehicle(0):getVelocity():dot(path[2].pos - getPlayerVehicle(0):getPosition()) < 0
      if wrongDirection then
@/lua/ge/extensions/gameplay/crawl/utils.lua
  state.crawlerData.dynamicData.vehRot:set(veh:getRotation())
  state.crawlerData.dynamicData.vehVelocity:set(veh:getVelocity())
  state.crawlerData.dynamicData.bbCenter:set(be:getObjectOOBBCenterXYZ(crawlerId))
@/lua/ge/extensions/gameplay/rally/vehicleTracker.lua
  if vehicle then
    -- vehVel = vehicle:getVelocity()
    vehVel:set(vehicle:getVelocityXYZ())
@/lua/vehicle/extensions/utRecorder.lua
    input.steering,
    obj:getVelocity():length(),
    electrics.values.airspeed,
@/lua/ge/extensions/freeroam/crashCamMode.lua
  for _, point in ipairs(bbCornerPoints) do
    local hitDist = intersectRayOBB(point, playerVeh:getVelocity():normalized(), crashCamData.futureBB2)
    if hitDist < minDist then
    if hitDist < minDist then
      hitPoint = point + playerVeh:getVelocity():normalized() * hitDist
      minDist = hitDist
@/lua/vehicle/bdebugImpl.lua
  elseif modeID == 6 then
    local vecVel = obj:getVelocity()
    for i = 0, nodesCount - 1 do
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veGeneralData.lua
      data.pos = vec3(obj:getPosition())
      data.vel = vec3(obj:getVelocity())
      data.rot = vec3(obj:getRotation())
@/lua/ge/extensions/gameplay/taxi.lua
    local veh = getObjectByID(vehId)
    local taxiSpeed = veh:getVelocity():len() * 3.6
    if state == "pullingOver" and taxiSpeed < maxPullOverSpeed then
  if not veh then return false end
  return veh:getVelocity():len() > 5 and currentStep == steps.taxiDriving
end

  if currentStep == steps.taxiCalled and gameplay_walk.isWalking() and getObjectByID(currentTaxiId):getVelocity():len() < 1 then
    local dist = be:getPlayerVehicle(0):getPosition():distance(map.objects[currentTaxiId].pos)
@/lua/vehicle/extensions/vehicleStatsLogger.lua
    function()
      return obj:getVelocity():length()
    end,
    function()
      return obj:getVelocity():length()
    end,
@/lua/ge/extensions/gameplay/rally/loop/speedingDetector.lua
  if not veh then return nil end
  local velocityMs = veh:getVelocity():length()
  return velocityMs * 3.6
@/lua/ge/extensions/editor/gen/decal.lua
--                lo('?? for_time:'..ctime..':'..tostring(car.time))
--                lo('?? for_DV:'..tostring(veh:getDirectionVector())..':'..tostring(veh:getVelocity():normalized()))
            if veh:getVelocity():length() > 8 then
--                lo('?? for_DV:'..tostring(veh:getDirectionVector())..':'..tostring(veh:getVelocity():normalized()))
            if veh:getVelocity():length() > 8 then
--                lo('?? gaz_DOWN:')
            if car.gaz < 0 then
--                    lo('?? for_back_vel:'..tostring(veh:getVelocity()))
                if veh:getVelocity():length() < 0.1 then
--                    lo('?? for_back_vel:'..tostring(veh:getVelocity()))
                if veh:getVelocity():length() < 0.1 then
                        lo('?? for_back_STOP:'..tostring(veh:getVelocity()))
                if veh:getVelocity():length() < 0.1 then
                        lo('?? for_back_STOP:'..tostring(veh:getVelocity()))
                    car.gaz = 0
                car.pos = veh:getPosition()
                car.vel = veh:getVelocity()
                local inexit
                if false then
                    car.vel = veh:getVelocity()
                    car.pos = veh:getPosition()
            toTarget(ang)
--            local cvel = veh:getVelocity()
--            veh:queueLuaCommand('ai.driveToTarget("'..car.target.x..'_'..car.target.y..'_'..cpos.x..'_'..cpos.y..'_'..cvel.y..'_'..cvel.y..'",0.2,0,5,"1")')
    --        guihooks.trigger("AIStateChange") --, getState())
                lo('?? to_input:'..tostring(cpos)..':'..tostring(veh:getVelocity()))
        elseif false then
@/lua/vehicle/controller/tech/vehicleSystemsCoupling.lua
  local pos = obj:getPosition()
  local vel = obj:getVelocity()
  local roll, pitch, yaw = obj:getRollPitchYaw()
@/lua/vehicle/controller/tech/cosimulationCoupling.lua
  local kOut = master[1][1]
  local pos, vel = obj:getPosition(), obj:getVelocity()
  kOut[1], kOut[2], kOut[3] = pos.x, pos.y, pos.z                                                   -- Position, meters.
@/lua/ge/extensions/gameplay/rally/loop/rallyLoopManager.lua
        if veh then
          local velocityMs = veh:getVelocity():length()
          local currentSpeedKph = velocityMs * 3.6
      if veh then
        local velocityMs = veh:getVelocity():length()
        local currentSpeedKph = velocityMs * 3.6
        local distanceThresholdSqMin = square(self.skipParams.distanceMetersMin)
        local velocity = veh:getVelocity():length()
        if distanceSq < distanceThresholdSq and distanceSq > distanceThresholdSqMin then
@/lua/vehicle/controller/tech/tyreBarrier.lua
    thrusters.applyVelocity(obj:getDirectionVector():normalized() * (initialVel + initalVelOffset) / 3.6, 0.5)
    local pos, vel = obj:getPosition(), obj:getVelocity()
    dump("[Preamble phase]: current vehicle velocity: " .. vel:length() * 3.6)
  -- The vehicle position, velocity, and pose.
  local pos, vel = obj:getPosition(), obj:getVelocity()
  dat.posX, dat.posY, dat.posZ, dat.velX, dat.velY, dat.velZ = pos.x, pos.y, pos.z, vel.x, vel.y, vel.z
@/lua/vehicle/extensions/perfectLaunch.lua

    local velocity = obj:getVelocity()
    local directionVector = obj:getDirectionVector()
@/lua/ge/extensions/career/modules/vehiclePerformance.lua

  local vehVelocity = getObjectByID(vehId):getVelocity():length()
  local fov = linearScale(vehVelocity, 2, maxVelocity, 20, 65)
  zoomingCamera = true
  maxVelocity = getObjectByID(vehId):getVelocity():length()
  core_camera.setFOV(vehId, 65)
@/lua/ge/extensions/freeroam/dragRace.lua

        if playerDistanceFromStart <= 0.35 and playerStageReady == false and playerVehicle:getVelocity():len() < 0.1 then
          lights.stageLights.stageLightR.obj:setHidden(false)
          -- Updating right display
          updateDisplay("r", time, rightVehicle:getVelocity():len() * speedUnit)
          local currentVehicle = core_vehicles.getCurrentVehicleDetails()
          end
          table.insert(results, {time = (disqualified and "Disqualified" or time), speed = rightVehicle:getVelocity():len() * speedUnit, vehicle = vehicleName})
          table.remove(vehicles, i)
          -- Updating left display
          updateDisplay("l", time, leftVehicle:getVelocity():len() * speedUnit)
          table.insert(results, {time = time, speed = leftVehicle:getVelocity():len() * speedUnit, vehicle = opponentVehicleName .. ' (opponent)'})
          updateDisplay("l", time, leftVehicle:getVelocity():len() * speedUnit)
          table.insert(results, {time = time, speed = leftVehicle:getVelocity():len() * speedUnit, vehicle = opponentVehicleName .. ' (opponent)'})
          table.remove(vehicles, i)
@/lua/vehicle/controller/esc.lua

    local velocity = obj:getVelocity()
    local directionVector = obj:getDirectionVector()
@/lua/vehicle/extensions/tech/ACC.lua

    local velocityyx = obj:getVelocity().x
    local velocityyy = obj:getVelocity().y
    local velocityyx = obj:getVelocity().x
    local velocityyy = obj:getVelocity().y
    local velocityyz = obj:getVelocity().z
    local velocityyy = obj:getVelocity().y
    local velocityyz = obj:getVelocity().z

    local velocityyx = obj:getVelocity().x
    local velocityyy = obj:getVelocity().y
    local velocityyx = obj:getVelocity().x
    local velocityyy = obj:getVelocity().y
    local velocityyz = obj:getVelocity().z
    local velocityyy = obj:getVelocity().y
    local velocityyz = obj:getVelocity().z
    pos = obj:getPosition()
    vel = obj:getVelocity()
    fwd = obj:getForwardVector():normalized()
    -- local velocity to prevent loading when ego vehicle is too slow
    local velocityyx = obj:getVelocity().x
    local velocityyy = obj:getVelocity().y
    local velocityyx = obj:getVelocity().x
    local velocityyy = obj:getVelocity().y
    local velocityyz = obj:getVelocity().z
    local velocityyy = obj:getVelocity().y
    local velocityyz = obj:getVelocity().z
@/lua/common/extensions/networking/editorToolchain.lua
      elseif sub.type == 'velocity' and veh then
        local vel = veh:getVelocity()
        server:send(connection, {cmd="data", type="velocity", frameId=frameId, vId=vId, velocity=vel:toTable()})
@/lua/ge/extensions/career/modules/fuel.lua
    local veh = getPlayerVehicle(0)
    if veh:getVelocity():length() < 1 then
      fuelingActive[index] = true
    local veh = getPlayerVehicle(0)
    if veh:getVelocity():length() > 2 then
      uiCancelTransaction()
@/lua/ge/map.lua

  local objVel = vec3(obj:getVelocity())
  local relativeSpeed = max(objVel:dot(relativePos / (relativePosLen + 1e-30)), 0)
@/lua/vehicle/controller/dragTimer.lua
    local currentDistance = (currentPos - startingPosition):length()
    local currentVelocity = obj:getVelocity():length()
    if currentDistance >= sixtyFeet and sixtyFeetTime <= 0 then
@/lua/ge/extensions/gameplay/crashTest/scenarioManager.lua
          else -- draw speed
            local vel = veh:getVelocity():length()
            local vel, unit = translateVelocity(vel, true)
      if veh then
        local vel = veh:getVelocity():length()
        if vel > 2 then
@/lua/ge/extensions/core/recoveryPrompt.lua

local function slowerThan(v) local veh = getPlayerVehicle(0) if veh then return veh:getVelocity():len() <= v end return false end
    if veh then
      if veh:getVelocity():len() >= movingSlowlyThreshold then
        return false, "Stop your vehicle."
    if veh then
      if veh:getVelocity():len() >= stoppedThreshold then
        return false, "Stop your vehicle completely."
@/ui/modules/apps/IndicatedAirspeed/app.js

        bngApi.activeObjectLua('(obj:getDirectionVector():dot(obj:getVelocity() - obj:getFlow())) * math.sqrt(obj:getDensityAtNode(0) / 1.225)', callback)
        var displaySpeed = Math.max(airspeed * speedScale, 0)
@/lua/ge/extensions/gameplay/markerInteraction.lua
local vel = vec3()
local function getVelocity(dtSim, position)
  if not position then return 0 end

  local playerVelocity = getVelocity(dtSim, updateData.playerPosition)
  -- this is 64 garbage
@/lua/vehicle/extensions/tech/platooning.lua

  local velocityyx = obj:getVelocity().x
  local velocityyy = obj:getVelocity().y
  local velocityyx = obj:getVelocity().x
  local velocityyy = obj:getVelocity().y
  local velocityyz = obj:getVelocity().z
  local velocityyy = obj:getVelocity().y
  local velocityyz = obj:getVelocity().z

  local velocityyx = obj:getVelocity().x
  local velocityyy = obj:getVelocity().y
  local velocityyx = obj:getVelocity().x
  local velocityyy = obj:getVelocity().y
  local velocityyz = obj:getVelocity().z
  local velocityyy = obj:getVelocity().y
  local velocityyz = obj:getVelocity().z
  pos = obj:getPosition()
  vel = obj:getVelocity()
  fwd = obj:getForwardVector():normalized()
  if launched then
    vel = obj:getVelocity()
    local vx = tonumber(vel.x)
@/lua/ge/extensions/scenario/scenarios.lua
      -- Check vehicle displacement and report if stopped moving
      local velocity = vehicle:getVelocity()
      data.totalDisplacement = data.totalDisplacement + velocity * dt
@/lua/vehicle/extensions/tech/techCore.lua
    up = obj:getDirectionVectorUp(),
    vel = obj:getVelocity(),
    front = obj:getFrontPosition(),
@/lua/vehicle/controller/drivingDynamics/sensors/sensorHub.lua
  --Reference stuff, do not use for actual logic---
  M.worldVelocity = obj:getVelocity()
  M.directionVector = obj:getDirectionVector()