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figura-ts

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Lua Types for the Minecraft Mod Figura

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declare interface FiguraRenderer { renderFire: boolean renderVehicle: boolean renderCrosshair: boolean forcePaperdoll: boolean renderHUD: boolean shouldRenderFire(): boolean setRenderFire(renderFire: boolean): this shouldRenderVehicle(): boolean setRenderVehicle(renderVehicle: boolean): this shouldRenderCrosshair(): boolean setRenderCrosshair(renderCrosshair: boolean): this shouldForcePaperdoll(): boolean setForcePaperdoll(forcePaperdoll: boolean): this shouldRenderHUD(): boolean setRenderHUD(renderHUD: boolean): this isUpsideDown(): boolean setUpsideDown(upsideDown: boolean): this upsideDown(upsideDown: boolean): this setShadowRadius(): this setShadowRadius(radius: number): this shadowRadius(): this shadowRadius(radius: number): this getShadowRadius(): number isFirstPerson(): boolean isCameraBackwards(): boolean getCameraPos(): FiguraVec3 setCameraPos(pos: FiguraVec3): this setCameraPos(x: number,y: number,z: number): this cameraPos(pos: FiguraVec3): this cameraPos(x: number,y: number,z: number): this getCameraPivot(): FiguraVec3 setCameraPivot(pos: FiguraVec3): this setCameraPivot(x: number,y: number,z: number): this cameraPivot(pos: FiguraVec3): this cameraPivot(x: number,y: number,z: number): this getCameraOffsetPivot(): FiguraVec3 setOffsetCameraPivot(pos: FiguraVec3): this setOffsetCameraPivot(x: number,y: number,z: number): this offsetCameraPivot(pos: FiguraVec3): this offsetCameraPivot(x: number,y: number,z: number): this getCameraRot(): FiguraVec3 setCameraRot(rot: FiguraVec3): this setCameraRot(x: number,y: number,z: number): this cameraRot(rot: FiguraVec3): this cameraRot(x: number,y: number,z: number): this getCameraOffsetRot(): FiguraVec3 setOffsetCameraRot(rot: FiguraVec3): this setOffsetCameraRot(x: number,y: number,z: number): this offsetCameraRot(rot: FiguraVec3): this offsetCameraRot(x: number,y: number,z: number): this getCameraMatrix(): FiguraMat4 setCameraMatrix(matrix: FiguraMat4): this cameraMatrix(matrix: FiguraMat4): this getCameraNormal(): FiguraMat3 setCameraNormal(matrix: FiguraMat3): this cameraNormal(matrix: FiguraMat3): this setPostEffect(effect: string): this postEffect(effect: string): this getFOV(): number setFOV(): this setFOV(fov: number): this fov(): this fov(fov: number): this getCrosshairOffset(): FiguraVec2 setCrosshairOffset(vec: FiguraVec2): this setCrosshairOffset(x: number,y: number): this crosshairOffset(vec: FiguraVec2): this crosshairOffset(x: number,y: number): this getOutlineColor(): FiguraVec3 setOutlineColor(rgb: FiguraVec3): this setOutlineColor(r: number,g: number,b: number): this outlineColor(rgb: FiguraVec3): this outlineColor(r: number,g: number,b: number): this getPrimaryFireTexture(): string getSecondaryFireTexture(): string setPrimaryFireTexture(id: string): this primaryFireTexture(id: string): this setSecondaryFireTexture(id: string): this secondaryFireTexture(id: string): this setRenderLeftArm(bool: boolean): this renderLeftArm(bool: boolean): this getRenderLeftArm(): boolean getRenderRightArm(): boolean setRenderRightArm(bool: boolean): this renderRightArm(bool: boolean): this setEyeOffset(pos: FiguraVec3): this setEyeOffset(x: number,y: number,z: number): this eyeOffset(pos: FiguraVec3): this eyeOffset(x: number,y: number,z: number): this getEyeOffset(): FiguraVec3 setBlockOutlineColor(rgb: FiguraVec3): this setBlockOutlineColor(rgba: FiguraVec4): this setBlockOutlineColor(r: number,g: number,b: number,a: number): this blockOutlineColor(rgb: FiguraVec3): this blockOutlineColor(rgba: FiguraVec4): this blockOutlineColor(r: number,g: number,b: number,a: number): this getBlockOutlineColor(): FiguraVec4 setRootRotationAllowed(bool: boolean): this rootRotationAllowed(bool: boolean): this getRootRotationAllowed(): boolean } declare const renderer: FiguraRenderer