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Fix set_bone_override
documentation (#15353)
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@ -8244,7 +8244,13 @@ child will follow movement and rotation of that bone.
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object.
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* `set_detach()`: Detaches object. No-op if object was not attached.
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* `set_bone_position([bone, position, rotation])`
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* Shorthand for `set_bone_override(bone, {position = position, rotation = rotation:apply(math.rad)})` using absolute values.
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* Sets absolute bone overrides, e.g. it is equivalent to
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```lua
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obj:set_bone_override(bone, {
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position = {vec = position, absolute = true},
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rotation = {vec = rotation:apply(math.rad), absolute = true}
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})
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```
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* **Note:** Rotation is in degrees, not radians.
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* **Deprecated:** Use `set_bone_override` instead.
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* `get_bone_position(bone)`: returns the previously set position and rotation of the bone
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@ -8254,15 +8260,18 @@ child will follow movement and rotation of that bone.
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* `set_bone_override(bone, override)`
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* `bone`: string
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* `override`: `{ position = property, rotation = property, scale = property }` or `nil`
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* `property`: `{ vec = vector, interpolation = 0, absolute = false}` or `nil`;
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* `vec` is in the same coordinate system as the model, and in degrees for rotation
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* `property = nil` is equivalent to no override on that property
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* `absolute`: If set to `false`, the override will be relative to the animated property:
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* Transposition in the case of `position`;
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* Composition in the case of `rotation`;
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* Multiplication in the case of `scale`
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* `interpolation`: Old and new values are interpolated over this timeframe (in seconds)
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* `override = nil` (including omission) is shorthand for `override = {}` which clears the override
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* Each `property` is a table of the form
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`{ vec = vector, interpolation = 0, absolute = false }` or `nil`
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* `vec` is in the same coordinate system as the model, and in radians for rotation.
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It defaults to `vector.zero()` for translation and rotation and `vector.new(1, 1, 1)` for scale.
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* `interpolation`: The old and new overrides are interpolated over this timeframe (in seconds).
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* `absolute`: If set to `false` (which is the default),
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the override will be relative to the animated property:
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* Translation in the case of `position`;
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* Composition in the case of `rotation`;
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* Per-axis multiplication in the case of `scale`
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* `property = nil` is equivalent to no override on that property
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* **Note:** Unlike `set_bone_position`, the rotation is in radians, not degrees.
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* Compatibility note: Clients prior to 5.9.0 only support absolute position and rotation.
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All values are treated as absolute and are set immediately (no interpolation).
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