Uses of Class
org.bukkit.util.EulerAngle
Package
Description
Interfaces for non-voxel objects that can exist in a
world
, including all players, monsters, projectiles, etc.Multi and single purpose classes to facilitate various programmatic
concepts.
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Uses of EulerAngle in org.bukkit.entity
Modifier and TypeMethodDescriptionArmorStand.getBodyPose()
Returns the armor stand's body's current pose as aEulerAngle
.ArmorStand.getHeadPose()
Returns the armor stand's head's current pose as aEulerAngle
.ArmorStand.getLeftArmPose()
Returns the armor stand's left arm's current pose as aEulerAngle
.ArmorStand.getLeftLegPose()
Returns the armor stand's left leg's current pose as aEulerAngle
.ArmorStand.getRightArmPose()
Returns the armor stand's right arm's current pose as aEulerAngle
.ArmorStand.getRightLegPose()
Returns the armor stand's right leg's current pose as aEulerAngle
.Modifier and TypeMethodDescriptionvoid
ArmorStand.setBodyPose(@NotNull EulerAngle pose)
Sets the armor stand's body's current pose as aEulerAngle
.void
ArmorStand.setHeadPose(@NotNull EulerAngle pose)
Sets the armor stand's head's current pose as aEulerAngle
.void
ArmorStand.setLeftArmPose(@NotNull EulerAngle pose)
Sets the armor stand's left arm's current pose as aEulerAngle
.void
ArmorStand.setLeftLegPose(@NotNull EulerAngle pose)
Sets the armor stand's left leg's current pose as aEulerAngle
.void
ArmorStand.setRightArmPose(@NotNull EulerAngle pose)
Sets the armor stand's right arm's current pose as aEulerAngle
.void
ArmorStand.setRightLegPose(@NotNull EulerAngle pose)
Sets the armor stand's right leg's current pose as aEulerAngle
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Uses of EulerAngle in org.bukkit.util
Modifier and TypeFieldDescriptionstatic EulerAngle
EulerAngle.ZERO
A EulerAngle with every axis set to 0Modifier and TypeMethodDescriptionEulerAngle.add(double x, double y, double z)
Creates a new EulerAngle which is the result of adding the x, y, z components to this EulerAngleEulerAngle.setX(double x)
Return a EulerAngle which is the result of changing the x axis to the passed angleEulerAngle.setY(double y)
Return a EulerAngle which is the result of changing the y axis to the passed angleEulerAngle.setZ(double z)
Return a EulerAngle which is the result of changing the z axis to the passed angleEulerAngle.subtract(double x, double y, double z)
Creates a new EulerAngle which is the result of subtracting the x, y, z components to this EulerAngle