setNodePosition
Definition
-- @/=[C]:-1
function setNodePosition(...)
Callers
@/lua/ge/extensions/util/vehicleRopeDebug.lua
-- Update intermediate node position using the new API
rope:setNodePosition(draggedNode.nodeIndex, intersectionPoint)
end
@/lua/ge/extensions/editor/roadEditor.lua
if roadNodePositions and roadNodePositions[nodeID] then
editor.setNodePosition(road, nodeID, roadNodePositions[nodeID])
end
if roadNodePositions and roadNodePositions[nodeID] then
editor.setNodePosition(road, nodeID, roadNodePositions[nodeID])
end
local function setNodePosition(road, nodeID, position)
editor.setNodePosition(road, nodeID, position)
local function setNodePosition(road, nodeID, position)
editor.setNodePosition(road, nodeID, position)
editor.updateRoadVertices(road)
local selectedRoad = scenetree.findObjectById(roadID)
setNodePosition(selectedRoad, nodeID, nodePosTbl[nodeID] + vec3(diff.x, diff.y, 0))
end
local diff = focusPoint - addTempNodeStartPos
setNodePosition(selectedRoad, roadTempNodeIndex, prevNodePos + diff)
end
@/lua/ge/extensions/editor/gen/network.lua
n.pos.z = hmap[apin[o][1]] + 0.2
-- editor.setNodePosition(rd, o, n.pos + 1*vec3(0, 0, hmap[r.apin[o]] + 0.2))
end
@/lua/ge/extensions/editor/slotTrafficEditor.lua
local function setNodePosition(nid, position, safeStartPos)
if safeStartPos then
linkToSnapTo = selectedLink
setNodePosition(tempNodes[1], n1.pos + (linkVec:normalized() * dotProduct / linkVec:length()))
mapNodes[tempNodes[1]].radius = (n1.radius + n2.radius) / 2
elseif tempNodes[1] then
setNodePosition(tempNodes[1], focusPoint)
mapNodes[tempNodes[1]].radius = (onlySelectedNode and mapNodes[onlySelectedNode].radius) or 1
-- Snap the node to the old position, if it is close enough
--setNodePosition(onlySelectedNode, nodeOldPositions, true)
else
local newPos = nodeOldPositions[nodeId] + nodeOffset + vec3(0, 0, 1 - math.min(rayDist, 10))
setNodePosition(nodeId, newPos, true)
end
@/lua/ge/extensions/editor/api/roadRiver.lua
local function setNodePosition(object, nodeID, position)
object:setNodePosition(nodeID, position)
local function setNodePosition(object, nodeID, position)
object:setNodePosition(nodeID, position)
editor.setDirty()
@/lua/ge/extensions/editor/buildingEditor.lua
n.pos.z = hmap[apin[o][1]] + 0.2
-- editor.setNodePosition(rd, o, n.pos + 1*vec3(0, 0, hmap[r.apin[o]] + 0.2))
end
@/lua/ge/extensions/editor/gen/decal.lua
-- w = 4*default.laneWidth
editor.setNodePosition(rd.body, k-1, apos[k])
editor.setNodeWidth(rd.body, k-1, w)
-- lo('?? for_node:'..i..':'..tostring(n.pos)..'>'..tostring(p)..' dir:'..tostring(bdesc.dir))
editor.setNodePosition(bdesc.body, i-1, p)
bdesc.desc.list[i] = p
-- lo('?? for_node:'..i..':'..tostring(n.pos)..'>'..tostring(p)..' dir:'..tostring(bdesc.dir))
-- editor.setNodePosition(bdesc.body, i-1, p)
apos[#apos+1] = p
-- lo('?? for_node:'..i..':'..tostring(n.pos)..'>'..tostring(p)..' dir:'..tostring(bdesc.dir))
-- editor.setNodePosition(bdesc.body, i-1, p)
apos[#apos+1] = p
-- lo('?? for_node:'..i..':'..tostring(n.pos)..'>'..tostring(p)..' dir:'..tostring(bdesc.dir))
-- editor.setNodePosition(bdesc.body, i-1, p)
apos[#apos+1] = p
-- for j,n in pairs(b.list) do
-- editor.setNodePosition(b.body, j-1, n+vec3(0,0,10))
-- end
@/lua/ge/extensions/editor/meshEditor.lua
for _, nodeID in ipairs(actionData.nodeIDs) do
editor.setNodePosition(mesh, nodeID, actionData.oldPositions[nodeID])
end
for _, nodeID in ipairs(actionData.nodeIDs) do
editor.setNodePosition(mesh, nodeID, actionData.newPositions[nodeID])
end
mesh:setNodeNormal(nodeID, actionData.oldNormals[nodeID])
editor.setNodePosition(mesh, nodeID, actionData.oldPositions[nodeID])
end
mesh:setNodeNormal(nodeID, actionData.newNormals[nodeID])
editor.setNodePosition(mesh, nodeID, actionData.newPositions[nodeID])
end
point = point + rotationPoint
editor.setNodePosition(mesh, nodeID, point)
end
local position = originalPositions[id] + (editor.getAxisGizmoTransform():getColumn(3) - originalGizmoPos)
editor.setNodePosition(selectedMesh, id, position)
end
if selectedMesh and editor.keyModifiers.alt and tempNodeIndex and not mouseButtonHeldOnNode then
editor.setNodePosition(selectedMesh, tempNodeIndex, (focusPointNoMesh + heightOffset))
end
@/lua/vehicle/beamstate.lua
cid = tonumber(cid) - 1
obj:setNodePosition(cid, vec3(node[1]))
if #node > 1 then
@/lua/ge/extensions/core/ropeVisualTest.lua
-- Update intermediate node position using the new API
rope:setNodePosition(draggedNode.nodeIndex, intersectionPoint)
end