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()