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quatFromAxisAngle

Definition


-- @/lua/common/mathlib.lua:1114

function quatFromAxisAngle(axle, angleRad)
  local r = newLuaQuatxyzw(0,0,0,0)
  r:setFromAxisAngle(axle, angleRad)
  return r
end

Callers

@/lua/ge/extensions/gameplay/markers/bigmapMarker.lua
    camToClusterLeft:normalize()
    local camToUpperPoint = quatFromAxisAngle(camToClusterLeft, (resolutionFactor * 0.05 * core_camera.getFovRad())):__mul(camToCluster)
      if iconInfo then
        local iconPos = quatFromAxisAngle(camToClusterLeft, (resolutionFactor * (0.02 + extraHeight) * core_camera.getFovRad())):__mul(camToUpperPoint)
        bigMapModeColorI.alpha = bigMapMarkerAlpha *255
      if iconInfo then
        local iconPosColumn = quatFromAxisAngle(camToClusterLeft, (resolutionFactor * -0.03 * core_camera.getFovRad())):__mul(camToUpperPoint * 1.1)
        tmpVec:set(data.camPos)
@/lua/ge/extensions/editor/vehicleEditor/staticEditor/veStaticRenderView.lua
      rot = mainRVData.rot and quat(mainRVData.rot) or quatFromDir(vec3(0,1,0), unitVecs[3]),
      gridRot = mainRVData.gridRot and quat(mainRVData.gridRot) or quatFromAxisAngle(vec3(1,0,0), math.rad(90)),
      ortho = im.BoolPtr(mainRVData.ortho or false),
    if focusedWndData.mouseDragging2 and focusedWndData.lastMouseDragPos then
      mainRVData.rot = quatFromAxisAngle(vec3(1,0,0), dy) * mainRVData.rot * quatFromAxisAngle(vec3(0,0,1), dx)
    end
    if focusedWndData.mouseDragging2 and focusedWndData.lastMouseDragPos then
      mainRVData.rot = quatFromAxisAngle(vec3(1,0,0), dy) * mainRVData.rot * quatFromAxisAngle(vec3(0,0,1), dx)
    end
@/lua/ge/extensions/gameplay/crawl/general.lua

    local reverseRot180 = quatFromAxisAngle(vec3(0, 1, 0), math.pi)
    for _, node in ipairs(M.activeTrail.path.nodes) do
@/lua/ge/extensions/util/screenshotCreator.lua
  local upperCamFovAngle = fov/2
  local upperCamFovDir = quatFromAxisAngle(camLeft, (upperCamFovAngle) / 180 * math.pi):__mul(-camOffsetAxis)
  local rightCamFovAngle = horizontalFOV/2
  local rightCamFovDir = quatFromAxisAngle(camUp, (rightCamFovAngle) / 180 * math.pi):__mul(-camOffsetAxis)
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veCrashTester.lua
local startYaw = 90 -- degrees
local startDir = quatFromAxisAngle(vec3(0,0,1), math.rad(startYaw))
local tempStartYaw = startYaw
local tempStartYaw = startYaw
local tempStartDir = quatFromAxisAngle(vec3(0,0,1), math.rad(startYaw))
      tempStartYaw = tempStartYaw + io.MouseWheel * 5
      tempStartDir = quatFromAxisAngle(vec3(0,0,1), math.rad(tempStartYaw))
    end
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veVehicleSpawner.lua
local startYaw = 90 -- degrees
local startDir = quatFromAxisAngle(vec3(0,0,1), math.rad(startYaw))
local tempStartYaw = startYaw
local tempStartYaw = startYaw
local tempStartDir = quatFromAxisAngle(vec3(0,0,1), math.rad(startYaw))
      tempStartYaw = tempStartYaw + io.MouseWheel * 5
      tempStartDir = quatFromAxisAngle(vec3(0,0,1), math.rad(tempStartYaw))
    end
@/lua/ge/extensions/freeroam/bigMapMode.lua
  local upperCamFovAngle = pitch - (camMode.fovMax - (camMode.fovMax * cameraAdditionalHeightFactor))/2
  local lowerCamFovDir = quatFromAxisAngle(xVector, (lowerCamFovAngle) / 180 * math.pi):__mul(yVector)
  local upperCamFovDir = quatFromAxisAngle(xVector, (upperCamFovAngle) / 180 * math.pi):__mul(yVector)
  local lowerCamFovDir = quatFromAxisAngle(xVector, (lowerCamFovAngle) / 180 * math.pi):__mul(yVector)
  local upperCamFovDir = quatFromAxisAngle(xVector, (upperCamFovAngle) / 180 * math.pi):__mul(yVector)
  local planeNormal = upperCamFovDir:cross(xVector)
    camPos = camPos - bbox:getCenter()
    camPos = quatFromAxisAngle(zVector, (yaw) / 180 * math.pi):__mul(camPos)
    camPos = camPos + bbox:getCenter()
  bigMapCamRotation = quatFromDir(vec3(0,0,-1), yVector)
  bigMapCamRotation = quatFromAxisAngle(xVector, -(90 - camMode.angle) / 180 * math.pi):__mul(bigMapCamRotation)
  bigMapCamRotation = bigMapCamRotation:__mul(quatFromAxisAngle(zVector, camMode.rotAngle / 180 * math.pi))
  bigMapCamRotation = quatFromAxisAngle(xVector, -(90 - camMode.angle) / 180 * math.pi):__mul(bigMapCamRotation)
  bigMapCamRotation = bigMapCamRotation:__mul(quatFromAxisAngle(zVector, camMode.rotAngle / 180 * math.pi))
          local camToClusterLeft = camUp:cross(camToCluster):normalized()
          local camToUpperPoint = quatFromAxisAngle(camToClusterLeft, (resolutionFactor * 0.015 * core_camera.getFovRad())):__mul(camToCluster)
@/lua/common/jbeam/sections/wheels.lua

  local rayRot = quatFromAxisAngle(axis, 2 * math.pi / (wheel.numRays* 2))
  --log('D', "jbeam.addWheel","rayRot: " .. tostring(rayRot))

  local rayRot = quatFromAxisAngle(axis, 2 * math.pi / (wheel.numRays* 2))
  -- initial rotation
  local tmpRot = quatFromAxisAngle(axis, 2 * math.pi / (wheel.numRays * 4))
  -- all hub node rotation
  rayRot = quatFromAxisAngle(axis, 2 * math.pi / (wheel.numRays))
  --log('D', "jbeam.addMonoHubWheel","rayVector: " .. tostring(rayVec))
  local rayVec = axis:perpendicularN() * wheel.radius
  local rayRot = quatFromAxisAngle(axis, 2 * math.pi / (wheel.numRays* 2))
  local rayVec = axis:perpendicularN() * wheel.radius
  local rayRot = quatFromAxisAngle(axis, 2 * math.pi / (wheel.numRays* 2))

  local rayRot = quatFromAxisAngle(axis, 2 * math.pi / (wheel.numRays* 2))
  --log('D', "jbeam.addHubWheel","rayRot: " .. tostring(rayRot))

    local tmpRot = quatFromAxisAngle(axis, 2 * math.pi / (hubCapNumRays * 4))
    -- all hub node rotation
    rayRot = quatFromAxisAngle(axis, 2 * math.pi / (hubCapNumRays))

  local rayRot = quatFromAxisAngle(axis, 2 * math.pi / (wheel.numRays* 2))
  local rayVec
    rayVec = axis:perpendicularN() * wheel.radius
    rayVec = quatFromAxisAngle(axis, -wheelAngleRad) * rayVec
    local hasEvenRayCount = wheel.numRays % 2 == 0
  rayVec = axis:perpendicularN() * wheel.hubRadius
  rayVec = quatFromAxisAngle(axis, -wheelAngleRad) * rayVec
    rayVec = axis:perpendicularN() * hubcapOptions.hubcapRadius
    --rayVec = quatFromAxisAngle(axis, - wheelAngleRad + 2 * math.pi / (hubCapNumRays * 4)) * rayVec
    rayRot = quatFromAxisAngle(axis, 2 * math.pi / hubCapNumRays)
    --rayVec = quatFromAxisAngle(axis, - wheelAngleRad + 2 * math.pi / (hubCapNumRays * 4)) * rayVec
    rayRot = quatFromAxisAngle(axis, 2 * math.pi / hubCapNumRays)
@/lua/ge/extensions/gameplay/police.lua
      newQuat:setFromDir(tempFwd2, tempUp)
      newQuat:setMul2(newQuat, quatFromAxisAngle(tempUp, math.rad(angle * dir)))
      tempFwd2:set(tempPos:rotated(newQuat)) -- actual direction vector for vehicle