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ObjectRef: fix some v3f checks (#10602)
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@ -6239,21 +6239,22 @@ object you are working with still exists.
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`frame_loop`.
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* `set_animation_frame_speed(frame_speed)`
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* `frame_speed`: number, default: `15.0`
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* `set_attach(parent, bone, position, rotation, forced_visible)`
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* `bone`: string
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* `position`: `{x=num, y=num, z=num}` (relative)
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* `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees
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* `set_attach(parent[, bone, position, rotation, forced_visible])`
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* `bone`: string. Default is `""`, the root bone
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* `position`: `{x=num, y=num, z=num}`, relative, default `{x=0, y=0, z=0}`
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* `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees.
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Default `{x=0, y=0, z=0}`
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* `forced_visible`: Boolean to control whether the attached entity
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should appear in first person.
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should appear in first person. Default `false`.
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* `get_attach()`: returns parent, bone, position, rotation, forced_visible,
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or nil if it isn't attached.
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* `get_children()`: returns a list of ObjectRefs that are attached to the
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object.
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* `set_detach()`
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* `set_bone_position(bone, position, rotation)`
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* `bone`: string
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* `position`: `{x=num, y=num, z=num}` (relative)
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* `rotation`: `{x=num, y=num, z=num}`
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* `set_bone_position([bone, position, rotation])`
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* `bone`: string. Default is `""`, the root bone
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* `position`: `{x=num, y=num, z=num}`, relative, `default {x=0, y=0, z=0}`
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* `rotation`: `{x=num, y=num, z=num}`, default `{x=0, y=0, z=0}`
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* `get_bone_position(bone)`: returns position and rotation of the bone
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* `set_properties(object property table)`
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* `get_properties()`: returns object property table
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@ -6581,8 +6582,8 @@ object you are working with still exists.
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* `frame_speed` sets the animations frame speed. Default is 30.
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* `get_local_animation()`: returns idle, walk, dig, walk_while_dig tables and
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`frame_speed`.
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* `set_eye_offset(firstperson, thirdperson)`: defines offset vectors for camera
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per player.
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* `set_eye_offset([firstperson, thirdperson])`: defines offset vectors for
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camera per player. An argument defaults to `{x=0, y=0, z=0}` if unspecified.
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* in first person view
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* in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
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* `get_eye_offset()`: returns first and third person offsets.
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@ -399,7 +399,7 @@ int ObjectRef::l_get_animation(lua_State *L)
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if (sao == nullptr)
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return 0;
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v2f frames = v2f(1,1);
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v2f frames = v2f(1, 1);
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float frame_speed = 15;
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float frame_blend = 0;
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bool frame_loop = true;
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@ -463,8 +463,8 @@ int ObjectRef::l_set_eye_offset(lua_State *L)
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if (player == nullptr)
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return 0;
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v3f offset_first = read_v3f(L, 2);
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v3f offset_third = read_v3f(L, 3);
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v3f offset_first = readParam<v3f>(L, 2, v3f(0, 0, 0));
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v3f offset_third = readParam<v3f>(L, 3, v3f(0, 0, 0));
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// Prevent abuse of offset values (keep player always visible)
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offset_third.X = rangelim(offset_third.X,-10,10);
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@ -537,9 +537,9 @@ int ObjectRef::l_set_bone_position(lua_State *L)
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if (sao == nullptr)
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return 0;
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std::string bone = readParam<std::string>(L, 2);
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v3f position = check_v3f(L, 3);
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v3f rotation = check_v3f(L, 4);
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std::string bone = readParam<std::string>(L, 2, "");
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v3f position = readParam<v3f>(L, 3, v3f(0, 0, 0));
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v3f rotation = readParam<v3f>(L, 4, v3f(0, 0, 0));
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sao->setBonePosition(bone, position, rotation);
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return 0;
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@ -554,7 +554,7 @@ int ObjectRef::l_get_bone_position(lua_State *L)
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if (sao == nullptr)
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return 0;
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std::string bone = readParam<std::string>(L, 2);
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std::string bone = readParam<std::string>(L, 2, "");
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v3f position = v3f(0, 0, 0);
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v3f rotation = v3f(0, 0, 0);
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@ -578,10 +578,10 @@ int ObjectRef::l_set_attach(lua_State *L)
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if (sao == parent)
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throw LuaError("ObjectRef::set_attach: attaching object to itself is not allowed.");
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int parent_id = 0;
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int parent_id;
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std::string bone;
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v3f position = v3f(0, 0, 0);
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v3f rotation = v3f(0, 0, 0);
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v3f position;
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v3f rotation;
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bool force_visible;
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sao->getAttachment(&parent_id, &bone, &position, &rotation, &force_visible);
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@ -591,8 +591,8 @@ int ObjectRef::l_set_attach(lua_State *L)
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}
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bone = readParam<std::string>(L, 3, "");
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position = read_v3f(L, 4);
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rotation = read_v3f(L, 5);
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position = readParam<v3f>(L, 4, v3f(0, 0, 0));
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rotation = readParam<v3f>(L, 5, v3f(0, 0, 0));
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force_visible = readParam<bool>(L, 6, false);
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sao->setAttachment(parent->getId(), bone, position, rotation, force_visible);
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@ -609,10 +609,10 @@ int ObjectRef::l_get_attach(lua_State *L)
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if (sao == nullptr)
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return 0;
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int parent_id = 0;
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int parent_id;
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std::string bone;
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v3f position = v3f(0, 0, 0);
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v3f rotation = v3f(0, 0, 0);
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v3f position;
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v3f rotation;
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bool force_visible;
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sao->getAttachment(&parent_id, &bone, &position, &rotation, &force_visible);
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@ -892,9 +892,6 @@ int ObjectRef::l_set_yaw(lua_State *L)
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if (entitysao == nullptr)
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return 0;
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if (isNaN(L, 2))
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throw LuaError("ObjectRef::set_yaw: NaN value is not allowed.");
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float yaw = readParam<float>(L, 2) * core::RADTODEG;
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entitysao->setRotation(v3f(0, yaw, 0));
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@ -2199,7 +2196,7 @@ int ObjectRef::l_set_minimap_modes(lua_State *L)
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luaL_checktype(L, 2, LUA_TTABLE);
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std::vector<MinimapMode> modes;
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s16 selected_mode = luaL_checkint(L, 3);
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s16 selected_mode = readParam<s16>(L, 3);
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lua_pushnil(L);
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while (lua_next(L, 2) != 0) {
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