import { CameraShake } from './enums'; import { Entity, PedBone } from './models'; import { Vector3 } from './utils'; export declare class Camera { static readonly shakeNames: string[]; private handle; constructor(handle: number); get Handle(): number; get IsActive(): boolean; set IsActive(active: boolean); get Position(): Vector3; set Position(position: Vector3); get Rotation(): Vector3; set Rotation(rotation: Vector3); /** * Gets the direction the camera is facing. Same as ForwardVector */ get Direction(): Vector3; set Direction(direction: Vector3); get ForwardVector(): Vector3; get FieldOfView(): number; set FieldOfView(fieldOfView: number); get NearClip(): number; set NearClip(nearClip: number); get FarClip(): number; set FarClip(farClip: number); set NearDepthOfField(nearDepthOfField: number); get FarDepthOfField(): number; set FarDepthOfField(farDepthOfField: number); set DepthOfFieldStrength(strength: number); set MotionBlurStrength(strength: number); shake(shakeType: CameraShake, amplitude: number): void; stopShaking(): void; get IsShaking(): boolean; set ShakeAmplitude(amplitude: number); playAnim(animName: string, animDict: string, position: Vector3, rotation: Vector3): Promise; pointAt(target: Entity | PedBone | Vector3, offset?: Vector3): void; stopPointing(): void; interpTo(to: Camera, duration: number, easePosition: boolean, easeRotation: boolean): void; get IsInterpolating(): boolean; attachTo(object: Entity | PedBone, offset: Vector3): void; detach(): void; delete(): void; exists(): boolean; }