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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