minecraft-bedrock-json-types
Version:
Typescript types for Minecraft Bedrock's add-on json configuration files.
290 lines (289 loc) • 7.46 kB
TypeScript
/**
* This file was automatically generated by json-schema-to-typescript.
* DO NOT MODIFY IT BY HAND. Instead, modify the source JSONSchema file,
* and run json-schema-to-typescript to regenerate this file.
*/
/**
* UNDOCUMENTED.
*/
type Version = "1.0.0";
/**
* UNDOCUMENTED.
*/
type AlphaDistance = ("DestColor" | "OneMinusSrcAlpha");
/**
* UNDOCUMENTED.
*/
type StencilDepthFailOperation = ("Keep" | "Replace");
/**
* UNDOCUMENTED.
*/
type StencilFailOperation = ("Keep" | "Replace");
/**
* UNDOCUMENTED.
*/
type StencilFunction = ("Always" | "Equal" | "NotEqual");
/**
* UNDOCUMENTED.
*/
type StencilPass = "Replace";
/**
* UNDOCUMENTED.
*/
type StencilDepthFailOperation1 = ("Keep" | "Replace");
/**
* UNDOCUMENTED.
*/
type BlendDistance = ("SourceAlpha" | "OneMinusSrcAlpha" | "OneMinusSrcColor" | "SourceColor" | "Zero" | "One");
/**
* UNDOCUMENTED.
*/
type BlendSource = ("DestColor" | "One" | "OneMinusDestColor" | "SourceAlpha" | "SourceColor");
/**
* UNDOCUMENTED.
*/
type Definition = ("ALLOW_FADE" | "ALPHA_TEST" | "ALWAYS_LIT" | "ARRAY_TEXTURE_0" | "AS_ENTITY_RENDERER" | "ATLAS_TEXTURE" | "BLEND" | "BLUR_STEPS 1" | "BLUR_STEPS 10" | "BLUR_STEPS 11" | "BLUR_STEPS 12" | "BLUR_STEPS 2" | "BLUR_STEPS 3" | "BLUR_STEPS 4" | "BLUR_STEPS 5" | "BLUR_STEPS 6" | "BLUR_STEPS 7" | "BLUR_STEPS 8" | "BLUR_STEPS 9" | "Blending" | "COLOR_BASED" | "COLOR_FROMTEX" | "COLOR_MULTIPLIER" | "COLOR_SECOND_TEXTURE" | "COMFORT_MODE" | "DISABLE_TINTING" | "DisableCulling" | "EFFECTS_OFFSET" | "ENABLE_CURRENT_ALPHA_MULTIPLY" | "ENABLE_FOG" | "ENABLE_LIGHT" | "ENABLE_VERTEX_TINT_MASK" | "END_PORTAL" | "FLIP_OCCLUSION" | "FOG" | "FORCE_DEPTH_ZERO" | "GLINT" | "GRADIENT_2PT" | "GRADIENT_3PTSYMM" | "GRADIENT_FROMTEX" | "GRADIENT_LINEAR" | "GRADIENT_RADIAL" | "HAS_MASK" | "IGNORE_CURRENTCOLOR" | "INVENTORY" | "ITEM_IN_HAND" | "LINE_STRIP" | "LOW_PRECISION" | "MASKED_MULTITEXTURE" | "MSDF" | "MULTIPLICATIVE_TINT" | "MULTIPLICATIVE_TINT_COLOR" | "MULTI_COLOR_TINT" | "NO_OCCLUSION" | "NO_TEXTURE" | "NO_VARIETY" | "SEASONS" | "SEASONS_FAR" | "SMOOTH" | "SNOW" | "STEREO_LEFT_EYE_ONLY" | "TEXEL_AA" | "TINTED" | "TINTED_ALPHA_TEST" | "UI_ENTITY" | "USE_COLOR_BLEND" | "USE_COLOR_MASK" | "USE_EMISSIVE" | "USE_LIGHTING" | "USE_MASK" | "USE_MULTITEXTURE" | "USE_ONLY_EMISSIVE" | "USE_OVERLAY" | "USE_SKINNING" | "USE_STEREO_TEXTURE_ARRAY" | "USE_UV_ANIM" | "WINDOWSMR_MAGICALPHA");
/**
* UNDOCUMENTED, sets or starts definitions???.
*/
type Defines = Definition[];
/**
* UNDOCUMENTED, Add definitions???.
*/
type Defines1 = Definition[];
/**
* UNDOCUMENTED, removes definitions???.
*/
type Defines2 = Definition[];
/**
* UNDOCUMENTED.
*/
type DepthBias = number;
/**
* UNDOCUMENTED.
*/
type DepthBiasOGL = number;
/**
* UNDOCUMENTED.
*/
type DepthFunction = ("LessEqual" | "Always" | "Equal");
/**
* UNDOCUMENTED.
*/
type FragmentShader = string;
/**
* UNDOCUMENTED, think its a boolean value as a number, so 1 and 0????.
*/
type IsAnimatedTexture = number;
/**
* UNDOCUMENTED.
*/
type MSAASupport = ("Both" | "MSAA");
/**
* UNDOCUMENTED.
*/
type PrimitiveMode = "Line";
/**
* UNDOCUMENTED.
*/
type SampleState1 = number;
/**
* UNDOCUMENTED.
*/
type TextureFilter = ("Point" | "Bilinear" | "TexelAA");
/**
* UNDOCUMENTED.
*/
type TextureWrap = ("Repeat" | "Clamp");
/**
* UNDOCUMENTED, set or start samplerStates???.
*/
type SamplerStates = SampleState[];
/**
* UNDOCUMENTED, Add samplerStates???.
*/
type SamplerStates1 = SampleState[];
/**
* UNDOCUMENTED.
*/
type SlopeScaledDepthBias = number;
/**
* UNDOCUMENTED.
*/
type SlopeScaledDepthBiasOGL = number;
/**
* UNDOCUMENTED.
*/
type State = ("Blending" | "DisableAlphaWrite" | "DisableColorWrite" | "DisableCulling" | "DisableDepthTest" | "DisableDepthWrite" | "EnableAlphaToCoverage" | "EnableStencilTest" | "InvertCulling" | "StencilWrite");
/**
* UNDOCUMENTED, start states???.
*/
type States = State[];
/**
* UNDOCUMENTED, Add additional states???.
*/
type States1 = State[];
/**
* UNDOCUMENTED, remove additional states???.
*/
type States2 = State[];
/**
* UNDOCUMENTED.
*/
type StencilRef = number;
/**
* UNDOCUMENTED.
*/
type StencilRefOverride = number;
/**
* UNDOCUMENTED.
*/
type StencilReadMask = number;
/**
* UNDOCUMENTED.
*/
type StencilWriteMask = number;
/**
* UNDOCUMENTED, Add definitions???.
*/
type Defines3 = Definition[];
/**
* UNDOCUMENTED.
*/
type VertexField1 = string;
/**
* UNDOCUMENTED.
*/
type VertexFields = VertexField[];
/**
* UNDOCUMENTED, start states???.
*/
type States3 = State[];
/**
* UNDOCUMENTED, Add additional states???.
*/
type States4 = State[];
/**
* UNDOCUMENTED, remove additional states???.
*/
type States5 = State[];
/**
* UNDOCUMENTED, sets the variants?.
*/
type Variants = Variant[];
/**
* UNDOCUMENTED, adds variants?.
*/
type Variants1 = Variant[];
/**
* UNDOCUMENTED.
*/
type VertexFields1 = VertexField[];
/**
* UNDOCUMENTED.
*/
type VertexShader = string;
/**
* UNDOCUMENTED.
*/
type VRGeometryShader = string;
/**
* A collection of material specifications for the render engine of minecraft.
*/
export interface Material {
materials: Materials;
}
/**
* The collection of materials, each property key is the identification key of the material, and what it implements if : are used.
*/
interface Materials {
version: Version;
[k: string]: MaterialDefinitions;
}
/**
* UNDOCUMENTED.
*/
interface MaterialDefinitions {
alphaDst?: AlphaDistance;
backFace?: BackFace;
blendDst?: BlendDistance;
blendSrc?: BlendSource;
defines?: Defines;
"+defines"?: Defines1;
"-defines"?: Defines2;
depthBias?: DepthBias;
depthBiasOGL?: DepthBiasOGL;
depthFunc?: DepthFunction;
fragmentShader?: FragmentShader;
frontFace?: FrontFace;
isAnimatedTexture?: IsAnimatedTexture;
msaaSupport?: MSAASupport;
primitiveMode?: PrimitiveMode;
samplerStates?: SamplerStates;
"+samplerStates"?: SamplerStates1;
slopeScaledDepthBias?: SlopeScaledDepthBias;
slopeScaledDepthBiasOGL?: SlopeScaledDepthBiasOGL;
states?: States;
"+states"?: States1;
"-states"?: States2;
stencilRef?: StencilRef;
stencilRefOverride?: StencilRefOverride;
stencilReadMask?: StencilReadMask;
stencilWriteMask?: StencilWriteMask;
variants?: Variants;
"+variants"?: Variants1;
vertexFields?: VertexFields1;
vertexShader?: VertexShader;
vrGeometryShader?: VRGeometryShader;
}
/**
* UNDOCUMENTED.
*/
interface BackFace {
stencilDepthFailOp?: StencilDepthFailOperation;
stencilFailOp?: StencilFailOperation;
stencilFunc?: StencilFunction;
stencilPass?: StencilPass;
stencilPassOp?: StencilDepthFailOperation1;
}
/**
* UNDOCUMENTED.
*/
interface FrontFace {
stencilDepthFailOp?: StencilDepthFailOperation;
stencilFailOp?: StencilFailOperation;
stencilFunc?: StencilFunction;
stencilPass?: StencilPass;
stencilPassOp?: StencilDepthFailOperation1;
}
/**
* UNDOCUMENTED.
*/
interface SampleState {
samplerIndex?: SampleState1;
textureFilter?: TextureFilter;
textureWrap?: TextureWrap;
}
/**
* UNDOCUMENTED.
*/
interface Variant {
[k: string]: VariantItem;
}
/**
* UNDOCUMENTED.
*/
interface VariantItem {
"+defines"?: Defines3;
vertexFields?: VertexFields;
states?: States3;
"+states"?: States4;
"-states"?: States5;
}
/**
* UNDOCUMENTED.
*/
interface VertexField {
field?: VertexField1;
}
export {};