Clean up l_object.cpp (#10512)

Co-authored-by: Zughy <4279489-marco_a@users.noreply.gitlab.com>
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Zughy 2020-10-22 17:18:01 +02:00 committed by GitHub
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commit 33b2c5f5b1
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3 changed files with 605 additions and 668 deletions

@ -6217,18 +6217,18 @@ object you are working with still exists.
* `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
and Z is roll (bank).
* `get_rotation()`: returns the rotation, a vector (radians)
* `set_yaw(radians)`: sets the yaw (heading).
* `set_yaw(yaw)`: sets the yaw in radians (heading).
* `get_yaw()`: returns number in radians
* `set_texture_mod(mod)`
* Set a texture modifier to the base texture, for sprites and meshes.
* When calling `set_texture_mod` again, the previous one is discarded.
* `mod` the texture modifier. See [Texture modifiers].
* `get_texture_mod()` returns current texture modifier
* `set_sprite(p, num_frames, framelength, select_x_by_camera)`
* `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
* Specifies and starts a sprite animation
* Animations iterate along the frame `y` position.
* `p`: {x=column number, y=row number}, the coordinate of the first frame
default: `{x=0, y=0}`
* `start_frame`: {x=column number, y=row number}, the coordinate of the
first frame, default: `{x=0, y=0}`
* `num_frames`: Total frames in the texture, default: `1`
* `framelength`: Time per animated frame in seconds, default: `0.2`
* `select_x_by_camera`: Only for visual = `sprite`. Changes the frame `x`
@ -6391,8 +6391,8 @@ object you are working with still exists.
nodes square)
* `selected_mode` is the mode index to be selected after modes have been changed
(0 is the first mode).
* `set_sky(parameters)`
* `parameters` is a table with the following optional fields:
* `set_sky(sky_parameters)`
* `sky_parameters` is a table with the following optional fields:
* `base_color`: ColorSpec, changes fog in "skybox" and "plain".
* `type`: Available types:
* `"regular"`: Uses 0 textures, `base_color` ignored
@ -6436,8 +6436,8 @@ object you are working with still exists.
* `get_sky()`: returns base_color, type, table of textures, clouds.
* `get_sky_color()`: returns a table with the `sky_color` parameters as in
`set_sky`.
* `set_sun(parameters)`:
* `parameters` is a table with the following optional fields:
* `set_sun(sun_parameters)`:
* `sun_parameters` is a table with the following optional fields:
* `visible`: Boolean for whether the sun is visible.
(default: `true`)
* `texture`: A regular texture for the sun. Setting to `""`
@ -6451,8 +6451,8 @@ object you are working with still exists.
* `scale`: Float controlling the overall size of the sun. (default: `1`)
* `get_sun()`: returns a table with the current sun parameters as in
`set_sun`.
* `set_moon(parameters)`:
* `parameters` is a table with the following optional fields:
* `set_moon(moon_parameters)`:
* `moon_parameters` is a table with the following optional fields:
* `visible`: Boolean for whether the moon is visible.
(default: `true`)
* `texture`: A regular texture for the moon. Setting to `""`
@ -6462,8 +6462,8 @@ object you are working with still exists.
* `scale`: Float controlling the overall size of the moon (default: `1`)
* `get_moon()`: returns a table with the current moon parameters as in
`set_moon`.
* `set_stars(parameters)`:
* `parameters` is a table with the following optional fields:
* `set_stars(star_parameters)`:
* `star_parameters` is a table with the following optional fields:
* `visible`: Boolean for whether the stars are visible.
(default: `true`)
* `count`: Integer number to set the number of stars in
@ -6475,8 +6475,8 @@ object you are working with still exists.
* `scale`: Float controlling the overall size of the stars (default: `1`)
* `get_stars()`: returns a table with the current stars parameters as in
`set_stars`.
* `set_clouds(parameters)`: set cloud parameters
* `parameters` is a table with the following optional fields:
* `set_clouds(cloud_parameters)`: set cloud parameters
* `cloud_parameters` is a table with the following optional fields:
* `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
* `color`: basic cloud color with alpha channel, ColorSpec
(default `#fff0f0e5`).
@ -6494,21 +6494,17 @@ object you are working with still exists.
amount.
* `nil`: Disables override, defaulting to sunlight based on day-night cycle
* `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
* `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
set animation for player model in third person view
set_local_animation({x=0, y=79}, -- stand/idle animation key frames
{x=168, y=187}, -- walk animation key frames
{x=189, y=198}, -- dig animation key frames
{x=200, y=219}, -- walk+dig animation key frames
frame_speed=30) -- animation frame speed
* `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
* `set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)`:
set animation for player model in third person view.
* Every animation equals to a `{x=starting frame, y=ending frame}` table.
* `frame_speed` sets the animations frame speed. Default is 30.
* `get_local_animation()`: returns idle, walk, dig, walk_while_dig tables and
`frame_speed`.
* `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
camera per player.
* `set_eye_offset(firstperson, thirdperson)`: defines offset vectors for camera
per player.
* in first person view
* in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
* `get_eye_offset()`: returns `offset_first` and `offset_third`
* `get_eye_offset()`: returns first and third person offsets.
* `send_mapblock(blockpos)`:
* Sends a server-side loaded mapblock to the player.
* Returns `false` if failed.

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@ -69,29 +69,24 @@ private:
static int l_remove(lua_State *L);
// get_pos(self)
// returns: {x=num, y=num, z=num}
static int l_get_pos(lua_State *L);
// set_pos(self, pos)
static int l_set_pos(lua_State *L);
// move_to(self, pos, continuous=false)
// move_to(self, pos, continuous)
static int l_move_to(lua_State *L);
// punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
static int l_punch(lua_State *L);
// right_click(self, clicker); clicker = an another ObjectRef
// right_click(self, clicker)
static int l_right_click(lua_State *L);
// set_hp(self, hp)
// hp = number of hitpoints (2 * number of hearts)
// returns: nil
// set_hp(self, hp, reason)
static int l_set_hp(lua_State *L);
// get_hp(self)
// returns: number of hitpoints (2 * number of hearts)
// 0 if not applicable to this type of object
static int l_get_hp(lua_State *L);
// get_inventory(self)
@ -106,7 +101,7 @@ private:
// get_wielded_item(self)
static int l_get_wielded_item(lua_State *L);
// set_wielded_item(self, itemstack or itemstring or table or nil)
// set_wielded_item(self, item)
static int l_set_wielded_item(lua_State *L);
// set_armor_groups(self, groups)
@ -115,8 +110,7 @@ private:
// get_armor_groups(self)
static int l_get_armor_groups(lua_State *L);
// set_physics_override(self, physics_override_speed, physics_override_jump,
// physics_override_gravity, sneak, sneak_glitch, new_move)
// set_physics_override(self, override_table)
static int l_set_physics_override(lua_State *L);
// get_physics_override(self)
@ -131,7 +125,7 @@ private:
// get_animation(self)
static int l_get_animation(lua_State *L);
// set_bone_position(self, std::string bone, v3f position, v3f rotation)
// set_bone_position(self, bone, position, rotation)
static int l_set_bone_position(lua_State *L);
// get_bone_position(self, bone)
@ -160,28 +154,28 @@ private:
/* LuaEntitySAO-only */
// set_velocity(self, {x=num, y=num, z=num})
// set_velocity(self, velocity)
static int l_set_velocity(lua_State *L);
// add_velocity(self, {x=num, y=num, z=num})
// add_velocity(self, velocity)
static int l_add_velocity(lua_State *L);
// get_velocity(self)
static int l_get_velocity(lua_State *L);
// set_acceleration(self, {x=num, y=num, z=num})
// set_acceleration(self, acceleration)
static int l_set_acceleration(lua_State *L);
// get_acceleration(self)
static int l_get_acceleration(lua_State *L);
// set_rotation(self, {x=num, y=num, z=num})
// set_rotation(self, rotation)
static int l_set_rotation(lua_State *L);
// get_rotation(self)
static int l_get_rotation(lua_State *L);
// set_yaw(self, radians)
// set_yaw(self, yaw)
static int l_set_yaw(lua_State *L);
// get_yaw(self)
@ -193,8 +187,7 @@ private:
// l_get_texture_mod(self)
static int l_get_texture_mod(lua_State *L);
// set_sprite(self, p={x=0,y=0}, num_frames=1, framelength=0.2,
// select_horiz_by_yawpitch=false)
// set_sprite(self, start_frame, num_frames, framelength, select_x_by_camera)
static int l_set_sprite(lua_State *L);
// DEPRECATED
@ -206,9 +199,6 @@ private:
/* Player-only */
// is_player_connected(self)
static int l_is_player_connected(lua_State *L);
// get_player_name(self)
static int l_get_player_name(lua_State *L);
@ -232,7 +222,7 @@ private:
// get_look_yaw2(self)
static int l_get_look_horizontal(lua_State *L);
// set_fov(self, degrees, is_multiplier)
// set_fov(self, degrees, is_multiplier, transition_time)
static int l_set_fov(lua_State *L);
// set_look_vertical(self, radians)
@ -255,9 +245,11 @@ private:
// get_breath(self, breath)
static int l_get_breath(lua_State *L);
// DEPRECATED
// set_attribute(self, attribute, value)
static int l_set_attribute(lua_State *L);
// DEPRECATED
// get_attribute(self, attribute)
static int l_get_attribute(lua_State *L);
@ -267,13 +259,13 @@ private:
// set_inventory_formspec(self, formspec)
static int l_set_inventory_formspec(lua_State *L);
// get_inventory_formspec(self) -> formspec
// get_inventory_formspec(self)
static int l_get_inventory_formspec(lua_State *L);
// set_formspec_prepend(self, formspec)
static int l_set_formspec_prepend(lua_State *L);
// get_formspec_prepend(self) -> formspec
// get_formspec_prepend(self)
static int l_get_formspec_prepend(lua_State *L);
// get_player_control(self)
@ -321,7 +313,7 @@ private:
// hud_get_hotbar_selected_image(self)
static int l_hud_get_hotbar_selected_image(lua_State *L);
// set_sky({base_color=, type=, textures=, clouds=, sky_colors={}})
// set_sky(self, sky_parameters)
static int l_set_sky(lua_State *L);
// get_sky(self)
@ -330,25 +322,25 @@ private:
// get_sky_color(self)
static int l_get_sky_color(lua_State* L);
// set_sun(self, {visible, texture=, tonemap=, sunrise=, rotation=, scale=})
// set_sun(self, sun_parameters)
static int l_set_sun(lua_State *L);
// get_sun(self)
static int l_get_sun(lua_State *L);
// set_moon(self, {visible, texture=, tonemap=, rotation, scale=})
// set_moon(self, moon_parameters)
static int l_set_moon(lua_State *L);
// get_moon(self)
static int l_get_moon(lua_State *L);
// set_stars(self, {visible, count=, starcolor=, rotation, scale=})
// set_stars(self, star_parameters)
static int l_set_stars(lua_State *L);
// get_stars(self)
static int l_get_stars(lua_State *L);
// set_clouds(self, {density=, color=, ambient=, height=, thickness=, speed=})
// set_clouds(self, cloud_parameters)
static int l_set_clouds(lua_State *L);
// get_clouds(self)
@ -360,13 +352,13 @@ private:
// get_day_night_ratio(self)
static int l_get_day_night_ratio(lua_State *L);
// set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed)
// set_local_animation(self, idle, walk, dig, walk_while_dig, frame_speed)
static int l_set_local_animation(lua_State *L);
// get_local_animation(self)
static int l_get_local_animation(lua_State *L);
// set_eye_offset(self, v3f first pv, v3f third pv)
// set_eye_offset(self, firstperson, thirdperson)
static int l_set_eye_offset(lua_State *L);
// get_eye_offset(self)