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Clean up l_object.cpp (#10512)
Co-authored-by: Zughy <4279489-marco_a@users.noreply.gitlab.com>
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3 changed files with 605 additions and 668 deletions
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@ -6217,18 +6217,18 @@ object you are working with still exists.
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* `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
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and Z is roll (bank).
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* `get_rotation()`: returns the rotation, a vector (radians)
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* `set_yaw(radians)`: sets the yaw (heading).
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* `set_yaw(yaw)`: sets the yaw in radians (heading).
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* `get_yaw()`: returns number in radians
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* `set_texture_mod(mod)`
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* Set a texture modifier to the base texture, for sprites and meshes.
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* When calling `set_texture_mod` again, the previous one is discarded.
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* `mod` the texture modifier. See [Texture modifiers].
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* `get_texture_mod()` returns current texture modifier
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* `set_sprite(p, num_frames, framelength, select_x_by_camera)`
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* `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
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* Specifies and starts a sprite animation
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* Animations iterate along the frame `y` position.
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* `p`: {x=column number, y=row number}, the coordinate of the first frame
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default: `{x=0, y=0}`
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* `start_frame`: {x=column number, y=row number}, the coordinate of the
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first frame, default: `{x=0, y=0}`
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* `num_frames`: Total frames in the texture, default: `1`
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* `framelength`: Time per animated frame in seconds, default: `0.2`
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* `select_x_by_camera`: Only for visual = `sprite`. Changes the frame `x`
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@ -6391,8 +6391,8 @@ object you are working with still exists.
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nodes square)
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* `selected_mode` is the mode index to be selected after modes have been changed
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(0 is the first mode).
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* `set_sky(parameters)`
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* `parameters` is a table with the following optional fields:
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* `set_sky(sky_parameters)`
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* `sky_parameters` is a table with the following optional fields:
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* `base_color`: ColorSpec, changes fog in "skybox" and "plain".
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* `type`: Available types:
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* `"regular"`: Uses 0 textures, `base_color` ignored
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@ -6436,8 +6436,8 @@ object you are working with still exists.
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* `get_sky()`: returns base_color, type, table of textures, clouds.
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* `get_sky_color()`: returns a table with the `sky_color` parameters as in
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`set_sky`.
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* `set_sun(parameters)`:
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* `parameters` is a table with the following optional fields:
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* `set_sun(sun_parameters)`:
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* `sun_parameters` is a table with the following optional fields:
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* `visible`: Boolean for whether the sun is visible.
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(default: `true`)
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* `texture`: A regular texture for the sun. Setting to `""`
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@ -6451,8 +6451,8 @@ object you are working with still exists.
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* `scale`: Float controlling the overall size of the sun. (default: `1`)
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* `get_sun()`: returns a table with the current sun parameters as in
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`set_sun`.
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* `set_moon(parameters)`:
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* `parameters` is a table with the following optional fields:
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* `set_moon(moon_parameters)`:
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* `moon_parameters` is a table with the following optional fields:
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* `visible`: Boolean for whether the moon is visible.
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(default: `true`)
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* `texture`: A regular texture for the moon. Setting to `""`
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@ -6462,8 +6462,8 @@ object you are working with still exists.
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* `scale`: Float controlling the overall size of the moon (default: `1`)
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* `get_moon()`: returns a table with the current moon parameters as in
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`set_moon`.
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* `set_stars(parameters)`:
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* `parameters` is a table with the following optional fields:
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* `set_stars(star_parameters)`:
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* `star_parameters` is a table with the following optional fields:
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* `visible`: Boolean for whether the stars are visible.
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(default: `true`)
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* `count`: Integer number to set the number of stars in
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@ -6475,8 +6475,8 @@ object you are working with still exists.
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* `scale`: Float controlling the overall size of the stars (default: `1`)
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* `get_stars()`: returns a table with the current stars parameters as in
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`set_stars`.
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* `set_clouds(parameters)`: set cloud parameters
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* `parameters` is a table with the following optional fields:
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* `set_clouds(cloud_parameters)`: set cloud parameters
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* `cloud_parameters` is a table with the following optional fields:
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* `density`: from `0` (no clouds) to `1` (full clouds) (default `0.4`)
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* `color`: basic cloud color with alpha channel, ColorSpec
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(default `#fff0f0e5`).
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@ -6494,21 +6494,17 @@ object you are working with still exists.
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amount.
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* `nil`: Disables override, defaulting to sunlight based on day-night cycle
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* `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
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* `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`:
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set animation for player model in third person view
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set_local_animation({x=0, y=79}, -- stand/idle animation key frames
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{x=168, y=187}, -- walk animation key frames
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{x=189, y=198}, -- dig animation key frames
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{x=200, y=219}, -- walk+dig animation key frames
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frame_speed=30) -- animation frame speed
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* `get_local_animation()`: returns stand, walk, dig, dig+walk tables and
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* `set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)`:
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set animation for player model in third person view.
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* Every animation equals to a `{x=starting frame, y=ending frame}` table.
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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({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for
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camera per player.
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* `set_eye_offset(firstperson, thirdperson)`: defines offset vectors for camera
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per player.
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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 `offset_first` and `offset_third`
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* `get_eye_offset()`: returns first and third person offsets.
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* `send_mapblock(blockpos)`:
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* Sends a server-side loaded mapblock to the player.
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* Returns `false` if failed.
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