@nativewrappers/redm
Version:
Native wrappers and utilities for use with RedM.
39 lines (38 loc) • 2.16 kB
TypeScript
import type { Vector3 } from "../common/utils/Vector";
import { type BoneIndex, EntityType, ForceType } from "../enums/Entity";
import type { Throwable } from "../types/Throwable";
import { BaseEntity } from "./BaseEntity";
export declare class Entity extends BaseEntity {
constructor(handle: number);
addTrackingTrails(): void;
get EntityType(): EntityType;
/**
* @param direction - the direction to apply the force towards
* @param offset - the offset to apply the force to
* @param forceType - the force type to apply
* @param boneIndex - the boneIndex to apply the force to, or 0
* @param isDirectional - whether the direction is relational?
* @param ignoreUpVec - ?
* @param isForceRel - whether to multiply the force by the object mass & acceleration
*/
applyForce(direction: Vector3, offset: Vector3, forceType?: ForceType, boneIndex?: BoneIndex, isDirectional?: boolean, ignoreUpVec?: boolean, isForceRel?: boolean): void;
/**
* @param direction - the direction to apply the force towards
* @param forceType - the force type to use
* @param isDirectional - whether the direction is local?
* @param isForceRel - whether to multiply the force by the object mass & acceleration
*/
applyForceToCenter(direction: Vector3, forceType?: ForceType, isDirectional?: boolean, isForceRel?: boolean): void;
/**
* @param tgtEntity - the entity to attach to the {@Entity}
* @param pos - the position offset
* @param rot - the rotation to apply to the entity
* @param boneIndex - the bone to attach the entity to, or 0 for the center of the entity
* @param enableCollision - whether the entity should have collision enabled
* @param useSoftPinning - when false the entity will not detach from the {@Entity}
* @param vertexIndex - ?
* @param fixedRot - ?
* @throws Error if tgtEntity and {@Entity} are the same entity
*/
attachTo(tgtEntity: Entity, pos: Vector3, rot: Vector3, boneIndex?: BoneIndex, enableCollision?: boolean, useSoftPinning?: boolean, vertexIndex?: number, fixedRot?: boolean): Throwable<void>;
}