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clockhp

Definition


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

Callers

@/lua/common/extensions/tech/techCapture.lua

local lastFlush = os.clockhp()
  -- log('D', logTag, 'Handling request: ', requestData)
  local clock = os.clockhp()
  local json = jsonEncode(requestData)
  log('D', logTag, 'Handling response [' .. response.type .. '].')
  local clock = os.clockhp()
  response = convertBinaryDataToString(response)
@/lua/ge/extensions/core/input/virtualInput.lua
  if not mgr then return end
  mgr:emitEvent('vinput', deviceInstance, objType, objectInstance, action, val, os.clockhp())
end
@/lua/ge/extensions/telemetry/core.lua

  event.t = os.clockhp()
@/lua/ge/extensions/gameplay/rally/util.lua
  -- os.clockhp appears to be beamng-specific.
  return os.clockhp()
end
@/lua/ge/extensions/gameplay/markers/bigmapMarker.lua

    local extraHeight = career_modules_linearTutorial and career_modules_linearTutorial.bounceBigmapIcons and bounce((os.clockhp() * 0.9)%1) * 0.05 or 0
    self.selected = self.cluster.containedIdsLookup[freeroam_bigMapMode.selectedPoiId]
@/lua/common/utils.lua
function timeprobeStart()
  rawset(_G, '__prevtime__', os.clockhp())
end
  if not __prevtime__ then
    rawset(_G, '__prevtime__', os.clockhp())
  else
  else
    local t = os.clockhp() - __prevtime__
    if not omitPrint then
@/lua/ge/extensions/tech/capturePlayer.lua
  local ctx, captureTimestamp
  local lastRealTimestamp = os.clockhp()
  local lastCaptureTimestamp = nil
      captureTimestamp = tonumber(line)
      local realTimestamp = os.clockhp()
@/lua/ge/extensions/util/stepHandler.lua
local function taskWaitStep(step)
  if os.clockhp() - step._startingTime > step.duration then
    step.complete = true
    while stepToHandle do
      if not stepToHandle._startingTime then stepToHandle._startingTime = os.clockhp() end
      dtTable.dtReal = dtReal
      stepToHandle.processTask(stepToHandle, dtTable)
      if os.clockhp() - stepToHandle._startingTime > (stepToHandle.timeout or 120) then
        local descriptor = string.format("%s: %s", stepToHandle.name or "Unknown Step", stepToHandle.origin or "Unknown Step")
        local descriptor = string.format("%s: %s", stepToHandle.name or "Unknown Step", stepToHandle.origin or "Unknown Step")
        log("I", logTag, string.format("Completed Step %0.2f: %s ", os.clockhp(), descriptor))
        taskData.currentStep = taskData.currentStep + 1
@/gameplay/missionTypes/collection/customNodes/collectionMarkersNode.lua
    if markerObj then
      pos = pos + (vec3(0,0,math.sin(os.clockhp()*1.5) * 0.15+1.15))
      markerObj:setPosition(pos)

      local rot = quatFromEuler(0,0,(os.clockhp()*1.34567 + (1-(1-m.collectedTimer)*(1-m.collectedTimer))*math.pi*3)):toTorqueQuat()
      markerObj:setField('rotation', 0, rot.x .. ' ' .. rot.y .. ' ' .. rot.z .. ' ' .. rot.w)
@/lua/vehicle/ve_utils.lua
function HighPerfTimer()
  return setmetatable({os.clockhp()}, _HighPerfTimer)
end
function _HighPerfTimer:reset()
  self[1] = os.clockhp()
end
function _HighPerfTimer:stop()
  return (os.clockhp() - self[1]) * 1000
end
function _HighPerfTimer:stopAndReset()
  local t = (os.clockhp() - self[1]) * 1000
  self[1] = os.clockhp()
  local t = (os.clockhp() - self[1]) * 1000
  self[1] = os.clockhp()
  return t
function _HighPerfTimer:getTime()
  return os.clockhp() * 1000
end
@/lua/ge/extensions/gameplay/markers/inspectVehicleMarker.lua
      self.iconOff:normalize()
      self.iconOff:setScaled(bounce((os.clockhp() * 0.9)%1) * 0.4 * linearScale(distance, nearDist, nearDist +3, 1, 0))
      self.iconPos:setAdd(self.iconOff)
@/lua/ge/extensions/core/vehicle/partmgmt.lua
local function sendDataToUI()
  local startTime = os.clockhp()
  local playerVehID = be:getPlayerVehicleID(0)

  log('D', 'partmgmt', 'sendDataToUI took ' .. (os.clockhp() - startTime) .. ' seconds')
end
  partsSelectorChangedState = state
  partsSelectorChangedTime = os.clockhp()
end
  if partsSelectorChangedTime then
    if os.clockhp() - partsSelectorChangedTime > 0.1 then
      partsSelectorChangedDebounced(partsSelectorChangedState)
@/lua/ge/extensions/core/input/actions.lua
local function triggerDown(actionName)
  ActionMap.triggerBindingByNameDigital(actionName, true, os.clockhp())
end
local function triggerUp(actionName)
  ActionMap.triggerBindingByNameDigital(actionName, false, os.clockhp())
end
@/lua/ge/extensions/flowgraph/nodes/util/time.lua
function C:work()
  self.pinOut.time.value = os.clockhp()
  self.pinOut.dtReal.value = self.mgr.dtReal
@/lua/vehicle/controller/tech/cosimulationCoupling.lua
local cycleTime = 0.0                   -- The cycle time.  This is the most-recently measured time between two send operations, in seconds.
local lastTimeOfSend = os.clockhp()     -- The time at which the last message was sent from Lua to Simulink.
local function addToCSV(msgOut)
  cycleTime = os.clockhp()  - lastTimeOfSend
  lastTimeOfSend = os.clockhp()
  cycleTime = os.clockhp()  - lastTimeOfSend
  lastTimeOfSend = os.clockhp()
  csvSendData:add(os.clockhp(), unpack(msgOut))
  lastTimeOfSend = os.clockhp()
  csvSendData:add(os.clockhp(), unpack(msgOut))
end
        if enableVSL then
        csvReceiveData:add(os.clockhp(), unpack(msgIn))
        end
        if enableVSL then
        csvReceiveData:add(os.clockhp(), unpack(msgIn))
        end
    end
    cycleTime = os.clockhp() - lastTimeOfSend
    lastTimeOfSend = os.clockhp()
    cycleTime = os.clockhp() - lastTimeOfSend
    lastTimeOfSend = os.clockhp()
    -- Add to CSV for logging
    csvSendData:add(os.clockhp(), unpack(msgOut))
    -- log('I', logTag, 'VSL only from controller, logging data.')
@/lua/ge/extensions/remoteControl/remoteControl.lua
      buttonState = not buttonState
      vim:emitEvent('vinput', deviceInst, "button", 0, "change", buttonState and 1 or 0, os.clockhp())
      return {}
  if vim then
    vim:emitEvent('vinput', deviceInst, "axis", 0, "change", (math.sin(timer) + 1) / 2, os.clockhp())
  else

    vim:emitEvent('vinput', deviceInst, "button", 0, "down", 1, os.clockhp())
    vim:emitEvent('vinput', deviceInst, "button", 0, "up", 1, os.clockhp())
    vim:emitEvent('vinput', deviceInst, "button", 0, "down", 1, os.clockhp())
    vim:emitEvent('vinput', deviceInst, "button", 0, "up", 1, os.clockhp())
    vim:emitEvent('vinput', deviceInst, "axis", 0, "change", 0.5, os.clockhp())
    vim:emitEvent('vinput', deviceInst, "button", 0, "up", 1, os.clockhp())
    vim:emitEvent('vinput', deviceInst, "axis", 0, "change", 0.5, os.clockhp())
  end
@/lua/vehicle/controller/tech/vehicleSystemsCoupling.lua
  if debugFile then
    csvSendData:add(os.clockhp(), unpack(messageToSimulink))
  end
  if debugFile then
    csvReceiveData:add(os.clockhp(), unpack(decodedMessageFromSimulink))
  end
  if debugFile then
    csvPhysicsSteps:add(os.clockhp())
  end
@/lua/ge/extensions/flowgraph/nodes/gameplay/rally/trackStageTime.lua
function C:work(args)
  local stageTime = os.clockhp()
@/lua/vehicle/hydros.lua
local function virtualSendForceFeedback(o, FFBID, torque, dampCoef, inertia, friction)
  local t = clockhp()
  local dt = max(t - virtualWheelT, 0)
    -- drivers will struggle if sending too many updates per wall clock second, so we throttle them here (according to FFBperiod)
    local now = clockhp() -- important, this must be wall clock time, not sim time (steering wheel drivers don't care about sim time)
    if now > nextDriverUpdate then
local function vibrationUpdate(dt)
  local now = clockhp() -- important, this must be wall clock time, not sim time (gamepad drivers don't care about sim time)
  timeSinceLastVibrationUpdate = timeSinceLastVibrationUpdate + dt
        turnOffFFBInterfaces()
        nextDriverUpdate = clockhp() + FFBperiod
      else
@/lua/ge/extensions/core/vehicleTriggers.lua
      end
      local triggerdBindingCount = ActionMap.triggerBindingByNameDigital(lnk.inputAction, actionValue > 0.9, os.clockhp(), vehicleId)
      if debugUIEnabled then
@/lua/ge/extensions/gameplay/markers/parkingMarker.lua
      self.iconOff:normalize()
      self.iconOff:setScaled(bounce((os.clockhp() * 0.9)%1) * 0.4 * linearScale(distance, nearDist, nearDist +3, 1, 0))
      self.iconPos:setAdd(self.iconOff)
@/lua/ge/extensions/flowgraph/nodes/gameplay/decalSingle.lua
  for i = 1, 4 do
    clr[i] = lerp(self.pinIn.clrA.value[i], self.pinIn.clrB.value[i], pingpong(os.clockhp() * self.pinIn.clrFrequency.value, 1))
  end