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📎 Link

glib.link:: The "Link" functions allow to link an entity to another. This link consists in preserving the position and the relative orentation between the two entities, allowing then to imitate or to reverse the movements and rotations of the parent entity.


Create link to target ID

create_link_tti: Allows to create the link between two entities.

  • The glib.targetId score of the executing entity must match the glib.id score of the entity to which it will be linked.
  • Multiple entities can be linked to a single entity (generally recommended for armor_stand structures).
  • The child entity (having performed the function) will then have 9 distinct scores:
    • glib.link.r[x,y,z,h,v] representing the relative coordinates (position + orientation)
    • glib.link.l[x,y,z] representing local coordinates (position only)
    • glib.link.to identifies the entity to which it is linked
  • These scores should generally not be modified because they are used as parameters for other link functions.

Example:

  • Link all armor_stand to the entity with ID 3

    # Once
    scorebaord players set @e[type=armor_stand] glib.targetId 3
    execute as @e[type=armor_stand] run function glib.link:create_link_tti
    
    # See the result
    # In loop
    execute as @e[type=armor_stand] run function glib_debug:link/display_link
    

Create link "as to at"

create_link_ata: In the same way as create_link_to_target_id, this function creates a link between the entity executing the function and the entity closest to the execution position.

  • Multiple entities can be linked to a single entity (generally recommended for armor_stand structures).
  • The child entity (having executed the function) will then have 9 distinct scores:
    • glib.link.r[x,y,z,h,v] representing the relative coordinates (position + orientation)
    • glib.link.l[x,y,z] representing local coordinates (position only)
    • glib.link.to identifies the entity to which it is linked
  • These scores should generally not be modified because they are used as parameters for other link functions.

Example:

  • Link all armor_stand to the nearest sheep

    # Once
    execute as @e[type=armor_stand] at @e[type=sheep,limit=1,sort=nearest] run function glib.link:create_link_ata
    
    # See the result
    # In loop
    execute as @e[type=armor_stand] run function glib_debug:link/display_link
    

Imitate location

imitate_loc: Allows to replace the entity at its relative position. This operation repeated in a loop is to imitate the movements of the parent entity.

  • This function also has declinations on x, y and z to allow you to imitate the movements on one or two chosen axes.

Example:

  • Make armor_stands mimic your moves

    # Once
    execute as @e[type=armor_stand] at @s run function glib.link:create_link_ata
    
    # In a loop
    execute as @e[type=armor_stand,tag=glib.linked] run function glib.link:imitate_loc
    

Imitate orientation

  • immitate_ori: Allows to replace the entity to its relative orientation. This operation repeated in a loop is to imitate the rotations of the parent entity.
  • This function also has variations on h and v to allow you to mimic only the horizontal or vertical rotation.

Example:

  • Make armor_stands mimic your orientation changes

    # Once
    execute as @e[type=armor_stand] at @s run function glib.link:create_link_ata
    
    # In a loop
    execute as @e[type=armor_stand,tag=glib.linked] run function glib.link:imitate_ori
    

Keep local location

keep_local_location: Allows to keep the local position corresponding to the position of the child entity in the repository of the parent entity.

  • This reference frame, unlike the relative coordinates, takes into account the orientation of the entity. Thus, when the parent entity turns on itself, the child entity will turn around it keeping its distance and the angle formed between the direction of the parent entity's look and the parent->child vector.

Example:

  • Make the armor_stands lock to your orientation

    # Once
    execute as @e[type=armor_stand] at @s run function glib.link:create_link_ata
    
    # In a loop
    execute as @e[type=armor_stand,tag=glib.linked] run function glib.link:keep_local_location
    

Reverse location

reverse_loc: Allows to determine the displacement made by the parent entity, and reproduce it in the opposite direction.

  • This function also has declinations on x, y and z to allow you to reverse the movements that on one or two axes chosen.

Example:

  • Make the armor_stands do the opposite of your moves

    # Once
    execute as @e[type=armor_stand] at @s run function glib.link:create_link_ata
    
    # In a loop
    execute as @e[type=armor_stand,tag=glib.linked] run function glib.link:reverse_loc
    

Reverse orientation

reverse_ori: Allows you to determine the rotation performed by the parent entity, and reproduce it in the opposite direction.

  • This function also has variations on h and v to allow you to reverse only the horizontal or vertical rotation.

Example:

  • Make the armor_stands mimic your movements

    # Once
    execute as @e[type=armor_stand] at @s run function glib.link:create_link_ata
    
    # In a loop
    execute as @e[type=armor_stand,tag=glib.linked] run function glib.link:reverse_ori
    

Update link

update_link: This function allows to update the link between entities. If you only use immitation and/or local position keeping functions, this function will not be of any use to you. On the other hand, if you change the position of the child entity automatically, you will have to update the link so that your operation is not cancelled the next time you call the link function.

  • The link functions of the lib automatically call the update functions if necessary (example: reverse functions). No need to manage this on your side.

Example:

  • Update the armor_stands link

    # Once
    execute as @e[type=armor_stand] run function glib.link:update_link
    
    # See the result
    # In a loop
    execute as @e[tag=glib.linked] run function glib_debug:link/display_link