diff --git a/doc/lua_api.txt b/doc/lua_api.txt index 4ef67261a..317bbe577 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -6239,21 +6239,22 @@ object you are working with still exists. `frame_loop`. * `set_animation_frame_speed(frame_speed)` * `frame_speed`: number, default: `15.0` -* `set_attach(parent, bone, position, rotation, forced_visible)` - * `bone`: string - * `position`: `{x=num, y=num, z=num}` (relative) - * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees +* `set_attach(parent[, bone, position, rotation, forced_visible])` + * `bone`: string. Default is `""`, the root bone + * `position`: `{x=num, y=num, z=num}`, relative, default `{x=0, y=0, z=0}` + * `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees. + Default `{x=0, y=0, z=0}` * `forced_visible`: Boolean to control whether the attached entity - should appear in first person. + should appear in first person. Default `false`. * `get_attach()`: returns parent, bone, position, rotation, forced_visible, or nil if it isn't attached. * `get_children()`: returns a list of ObjectRefs that are attached to the object. * `set_detach()` -* `set_bone_position(bone, position, rotation)` - * `bone`: string - * `position`: `{x=num, y=num, z=num}` (relative) - * `rotation`: `{x=num, y=num, z=num}` +* `set_bone_position([bone, position, rotation])` + * `bone`: string. Default is `""`, the root bone + * `position`: `{x=num, y=num, z=num}`, relative, `default {x=0, y=0, z=0}` + * `rotation`: `{x=num, y=num, z=num}`, default `{x=0, y=0, z=0}` * `get_bone_position(bone)`: returns position and rotation of the bone * `set_properties(object property table)` * `get_properties()`: returns object property table @@ -6581,8 +6582,8 @@ object you are working with still exists. * `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(firstperson, thirdperson)`: defines offset vectors for camera - per player. +* `set_eye_offset([firstperson, thirdperson])`: defines offset vectors for + camera per player. An argument defaults to `{x=0, y=0, z=0}` if unspecified. * in first person view * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`) * `get_eye_offset()`: returns first and third person offsets. diff --git a/src/script/lua_api/l_object.cpp b/src/script/lua_api/l_object.cpp index f52e4892e..ba201a9d3 100644 --- a/src/script/lua_api/l_object.cpp +++ b/src/script/lua_api/l_object.cpp @@ -399,7 +399,7 @@ int ObjectRef::l_get_animation(lua_State *L) if (sao == nullptr) return 0; - v2f frames = v2f(1,1); + v2f frames = v2f(1, 1); float frame_speed = 15; float frame_blend = 0; bool frame_loop = true; @@ -463,8 +463,8 @@ int ObjectRef::l_set_eye_offset(lua_State *L) if (player == nullptr) return 0; - v3f offset_first = read_v3f(L, 2); - v3f offset_third = read_v3f(L, 3); + v3f offset_first = readParam(L, 2, v3f(0, 0, 0)); + v3f offset_third = readParam(L, 3, v3f(0, 0, 0)); // Prevent abuse of offset values (keep player always visible) offset_third.X = rangelim(offset_third.X,-10,10); @@ -537,9 +537,9 @@ int ObjectRef::l_set_bone_position(lua_State *L) if (sao == nullptr) return 0; - std::string bone = readParam(L, 2); - v3f position = check_v3f(L, 3); - v3f rotation = check_v3f(L, 4); + std::string bone = readParam(L, 2, ""); + v3f position = readParam(L, 3, v3f(0, 0, 0)); + v3f rotation = readParam(L, 4, v3f(0, 0, 0)); sao->setBonePosition(bone, position, rotation); return 0; @@ -554,7 +554,7 @@ int ObjectRef::l_get_bone_position(lua_State *L) if (sao == nullptr) return 0; - std::string bone = readParam(L, 2); + std::string bone = readParam(L, 2, ""); v3f position = v3f(0, 0, 0); v3f rotation = v3f(0, 0, 0); @@ -578,10 +578,10 @@ int ObjectRef::l_set_attach(lua_State *L) if (sao == parent) throw LuaError("ObjectRef::set_attach: attaching object to itself is not allowed."); - int parent_id = 0; + int parent_id; std::string bone; - v3f position = v3f(0, 0, 0); - v3f rotation = v3f(0, 0, 0); + v3f position; + v3f rotation; bool force_visible; sao->getAttachment(&parent_id, &bone, &position, &rotation, &force_visible); @@ -590,9 +590,9 @@ int ObjectRef::l_set_attach(lua_State *L) old_parent->removeAttachmentChild(sao->getId()); } - bone = readParam(L, 3, ""); - position = read_v3f(L, 4); - rotation = read_v3f(L, 5); + bone = readParam(L, 3, ""); + position = readParam(L, 4, v3f(0, 0, 0)); + rotation = readParam(L, 5, v3f(0, 0, 0)); force_visible = readParam(L, 6, false); sao->setAttachment(parent->getId(), bone, position, rotation, force_visible); @@ -609,10 +609,10 @@ int ObjectRef::l_get_attach(lua_State *L) if (sao == nullptr) return 0; - int parent_id = 0; + int parent_id; std::string bone; - v3f position = v3f(0, 0, 0); - v3f rotation = v3f(0, 0, 0); + v3f position; + v3f rotation; bool force_visible; sao->getAttachment(&parent_id, &bone, &position, &rotation, &force_visible); @@ -892,9 +892,6 @@ int ObjectRef::l_set_yaw(lua_State *L) if (entitysao == nullptr) return 0; - if (isNaN(L, 2)) - throw LuaError("ObjectRef::set_yaw: NaN value is not allowed."); - float yaw = readParam(L, 2) * core::RADTODEG; entitysao->setRotation(v3f(0, yaw, 0)); @@ -2199,7 +2196,7 @@ int ObjectRef::l_set_minimap_modes(lua_State *L) luaL_checktype(L, 2, LUA_TTABLE); std::vector modes; - s16 selected_mode = luaL_checkint(L, 3); + s16 selected_mode = readParam(L, 3); lua_pushnil(L); while (lua_next(L, 2) != 0) {