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add setRotation and setPosition
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@ -501,7 +501,7 @@ namespace MWLua
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});
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};
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objectT["setTransform"] = [context](const GObject& object, const osg::Vec3f& newPos,
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sol::object newRotObj, sol::optional<bool> terrainClampOpt) {
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const sol::object& newRotObj, sol::optional<bool> terrainClampOpt) {
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bool terrainClamp = terrainClampOpt.value_or(true);
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MWWorld::Ptr ptr = object.ptr();
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if (ptr.getCellRef().getCount() == 0 || !ptr.isInCell())
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@ -522,11 +522,7 @@ namespace MWLua
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finalPos.z() = terrainHeight;
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}
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osg::Vec3f rotVec = ptr.getRefData().getPosition().asRotationVec3();
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if (newRotObj != sol::nil)
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{
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rotVec = toEulerRotation(newRotObj, ptr.getClass().isActor());
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}
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osg::Vec3f rotVec = toEulerRotation(newRotObj, ptr.getClass().isActor());
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context.mLuaManager->addAction(
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[object, finalPos, rotVec] {
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@ -536,6 +532,50 @@ namespace MWLua
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},
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"SetTransformAction");
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};
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objectT["setPosition"]
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= [context](const GObject& object, const osg::Vec3f& newPos, sol::optional<bool> terrainClampOpt) {
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bool terrainClamp = terrainClampOpt.value_or(true);
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MWWorld::Ptr ptr = object.ptr();
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if (ptr.getCellRef().getCount() == 0 || !ptr.isInCell())
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throw std::runtime_error("Object is either removed or in the process of teleporting");
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osg::Vec3f finalPos = newPos;
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if (terrainClamp && ptr.getClass().isActor())
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{
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float terrainHeight = -std::numeric_limits<float>::max();
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if (ptr.getCell()->isExterior())
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{
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terrainHeight = MWBase::Environment::get().getWorld()->getTerrainHeightAt(
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finalPos, ptr.getCell()->getCell()->getWorldSpace());
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}
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if (finalPos.z() < terrainHeight)
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finalPos.z() = terrainHeight;
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}
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context.mLuaManager->addAction(
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[object, finalPos] {
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auto world = MWBase::Environment::get().getWorld();
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world->moveObject(object.ptr(), finalPos, true, false);
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},
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"SetPositionAction");
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};
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objectT["setRotation"] = [context](const GObject& object, const sol::object& newRotObj) {
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MWWorld::Ptr ptr = object.ptr();
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if (ptr.getCellRef().getCount() == 0 || !ptr.isInCell())
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throw std::runtime_error("Object is either removed or in the process of teleporting");
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// newRotObj must always be valid
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osg::Vec3f rotVec = toEulerRotation(newRotObj, ptr.getClass().isActor());
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context.mLuaManager->addAction(
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[object, rotVec] {
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auto world = MWBase::Environment::get().getWorld();
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world->rotateObject(object.ptr(), rotVec, MWBase::RotationFlag_none);
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},
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"SetRotationAction");
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};
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objectT["teleport"] = [removeFn, context](const GObject& object, const sol::object& cellOrName,
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const osg::Vec3f& pos, const sol::object& options) {
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MWWorld::CellStore* cell = findCell(cellOrName, pos);
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@ -242,9 +242,28 @@
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-- @function [parent=#GameObject] setTransform
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-- @param self
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-- @param openmw.util#Vector3 position New position.
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-- @param openmw.util#Transform rotation New rotation; if missing, then the current rotation is used.
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-- @param openmw.util#Transform rotation New rotation.
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-- @param #boolean terrainClamp (optional, true by default) If true, actors will be restricted to positions above the terrain.
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---
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-- Moves an object to a given position.
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-- Can be called only from a global script.
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-- The effect is not immediate: the position will be updated only in the next frame.
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-- If both rotation and position need to be updated, use setTransform.
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-- @function [parent=#GameObject] setPosition
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-- @param self
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-- @param openmw.util#Vector3 position New position.
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-- @param #boolean terrainClamp (optional, true by default) If true, actors will be restricted to positions above the terrain.
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---
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-- Rotates an object to a given rotation.
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-- Can be called only from a global script.
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-- The effect is not immediate: the rotation will be updated only in the next frame.
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-- If both rotation and position need to be updated, use setTransform.
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-- @function [parent=#GameObject] setRotation
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-- @param self
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-- @param openmw.util#Transform rotation New rotation.
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---
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-- Moves object to given cell and position.
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-- Can be called only from a global script.
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