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Add Lua methods 'set_rotation()' and 'get_rotation()' (#7395)

* Adds Lua methods 'set_rotation()' and 'get_rotation'. Also changed some method names to be more clear. Instead of an f32 being sent over network for yaw, now a v3f is sent for rotation on xyz axes. Perserved Lua method set_yaw/setyaw so that old mods still work, other wise to set yaw they would need to switch to set_rotation(0, yaw, 0).
This commit is contained in:
CoderForTheBetter 2018-11-28 03:38:50 -05:00 committed by Loïc Blot
parent 9519d57017
commit faa358e797
18 changed files with 211 additions and 99 deletions

View file

@ -889,19 +889,51 @@ int ObjectRef::l_get_acceleration(lua_State *L)
return 1;
}
// set_rotation(self, {x=num, y=num, z=num})
// Each 'num' is in radians
int ObjectRef::l_set_rotation(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
if (!co)
return 0;
v3f rotation = check_v3f(L, 2) * core::RADTODEG;
co->setRotation(rotation);
return 0;
}
// get_rotation(self)
// returns: {x=num, y=num, z=num}
// Each 'num' is in radians
int ObjectRef::l_get_rotation(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
if (!co)
return 0;
lua_newtable(L);
v3f rotation = co->getRotation() * core::DEGTORAD;
push_v3f(L, rotation);
return 1;
}
// set_yaw(self, radians)
int ObjectRef::l_set_yaw(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
if (co == NULL) return 0;
if (isNaN(L, 2))
throw LuaError("ObjectRef::set_yaw: NaN value is not allowed.");
float yaw = readParam<float>(L, 2) * core::RADTODEG;
// Do it
co->setYaw(yaw);
co->setRotation(v3f(0, yaw, 0));
return 0;
}
@ -911,9 +943,10 @@ int ObjectRef::l_get_yaw(lua_State *L)
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
if (co == NULL) return 0;
// Do it
float yaw = co->getYaw() * core::DEGTORAD;
if (!co)
return 0;
float yaw = co->getRotation().Y * core::DEGTORAD;
lua_pushnumber(L, yaw);
return 1;
}
@ -1046,7 +1079,7 @@ int ObjectRef::l_get_look_dir(lua_State *L)
PlayerSAO* co = getplayersao(ref);
if (co == NULL) return 0;
// Do it
float pitch = co->getRadPitchDep();
float pitch = co->getRadLookPitchDep();
float yaw = co->getRadYawDep();
v3f v(std::cos(pitch) * std::cos(yaw), std::sin(pitch), std::cos(pitch) *
std::sin(yaw));
@ -1067,7 +1100,7 @@ int ObjectRef::l_get_look_pitch(lua_State *L)
PlayerSAO* co = getplayersao(ref);
if (co == NULL) return 0;
// Do it
lua_pushnumber(L, co->getRadPitchDep());
lua_pushnumber(L, co->getRadLookPitchDep());
return 1;
}
@ -1096,7 +1129,7 @@ int ObjectRef::l_get_look_vertical(lua_State *L)
PlayerSAO* co = getplayersao(ref);
if (co == NULL) return 0;
// Do it
lua_pushnumber(L, co->getRadPitch());
lua_pushnumber(L, co->getRadLookPitch());
return 1;
}
@ -1108,7 +1141,7 @@ int ObjectRef::l_get_look_horizontal(lua_State *L)
PlayerSAO* co = getplayersao(ref);
if (co == NULL) return 0;
// Do it
lua_pushnumber(L, co->getRadYaw());
lua_pushnumber(L, co->getRadRotation().Y);
return 1;
}
@ -1121,7 +1154,7 @@ int ObjectRef::l_set_look_vertical(lua_State *L)
if (co == NULL) return 0;
float pitch = readParam<float>(L, 2) * core::RADTODEG;
// Do it
co->setPitchAndSend(pitch);
co->setLookPitchAndSend(pitch);
return 1;
}
@ -1134,7 +1167,7 @@ int ObjectRef::l_set_look_horizontal(lua_State *L)
if (co == NULL) return 0;
float yaw = readParam<float>(L, 2) * core::RADTODEG;
// Do it
co->setYawAndSend(yaw);
co->setPlayerYawAndSend(yaw);
return 1;
}
@ -1152,7 +1185,7 @@ int ObjectRef::l_set_look_pitch(lua_State *L)
if (co == NULL) return 0;
float pitch = readParam<float>(L, 2) * core::RADTODEG;
// Do it
co->setPitchAndSend(pitch);
co->setLookPitchAndSend(pitch);
return 1;
}
@ -1170,7 +1203,7 @@ int ObjectRef::l_set_look_yaw(lua_State *L)
if (co == NULL) return 0;
float yaw = readParam<float>(L, 2) * core::RADTODEG;
// Do it
co->setYawAndSend(yaw);
co->setPlayerYawAndSend(yaw);
return 1;
}
@ -1861,6 +1894,8 @@ luaL_Reg ObjectRef::methods[] = {
luamethod_aliased(ObjectRef, get_acceleration, getacceleration),
luamethod_aliased(ObjectRef, set_yaw, setyaw),
luamethod_aliased(ObjectRef, get_yaw, getyaw),
luamethod(ObjectRef, set_rotation),
luamethod(ObjectRef, get_rotation),
luamethod_aliased(ObjectRef, set_texture_mod, settexturemod),
luamethod_aliased(ObjectRef, set_sprite, setsprite),
luamethod(ObjectRef, get_entity_name),