import type { eEulerRotationOrder } from '../enums/eEulerRotationOrder'; import type { Entity } from '../classes/Entity'; import type { Ped } from '../classes/Ped'; import { Vector3 } from '../types/Vector3'; import { IHandle } from '../types/IHandle'; import { int, float } from '../types/NativeAliases'; export declare class Cam implements IHandle { handle: number; constructor(handle: number); static fromHandle(handle: number): Cam | null; /** * @param rotationOrder * @returns */ getRot(rotationOrder: eEulerRotationOrder): Vector3; /** * Allows you to aim and shoot at the direction the camera is facing. * * @param toggle */ set AffectsAiming(toggle: boolean); /** * Allows you to aim and shoot at the direction the camera is facing. * * @param toggle * @returns The instance for method chaining */ setAffectsAiming(toggle: boolean): this; /** * Set cam DOF and focal settings. TODO: Support structs * * @returns p */ setDofParams(): number; /** * @param p1 */ set SplinePhase(p1: float); /** * @param p1 * @returns The instance for method chaining */ setSplinePhase(p1: float): this; /** * @returns */ get Coord(): Vector3; detachCam(): void; /** * @param timeDuration */ set SplineDuration(timeDuration: int); /** * @param timeDuration * @returns The instance for method chaining */ setSplineDuration(timeDuration: int): this; /** * @param distance */ set FocusDistance(distance: float); /** * @param distance * @returns The instance for method chaining */ setFocusDistance(distance: float): this; /** * Sets the position of the cam. * * @param pos */ set Coord(pos: Vector3); /** * Sets the position of the cam. * * @param pos * @returns The instance for method chaining */ setCoord(pos: Vector3): this; /** * @param smoothingStyle */ set SplineSmoothingStyle(smoothingStyle: int); /** * @param smoothingStyle * @returns The instance for method chaining */ setSplineSmoothingStyle(smoothingStyle: int): this; /** * @param farClip */ set FarClip(farClip: float); /** * @param farClip * @returns The instance for method chaining */ setFarClip(farClip: float): this; /** * @param strength */ set MotionBlurStrength(strength: float); /** * @param strength * @returns The instance for method chaining */ setMotionBlurStrength(strength: float): this; /** * @param animName * @param animDictionary * @param pos * @param rot * @param animFlags * @param rotOrder * @returns */ playAnim(animName: string, animDictionary: string, pos: Vector3, rot: Vector3, animFlags: int, rotOrder: int): boolean; /** * Returns whether or not the passed camera handle exists. * * @returns */ doesExist(): boolean; /** * p7 (length) determines the length of the spline, affects camera path and duration of transition between previous node and this one p8 big values ~100 will slow down the camera movement before reaching this node p9 != 0 seems to override the rotation/pitch (bool?) * * @param pos * @param rot * @param length * @param p8 * @param p9 */ addSplineNode(pos: Vector3, rot: Vector3, length: int, p8: int, p9: int): void; /** * Last param determines if its relative to the Entity * * @param entity * @param offset * @param isRelative */ attachToEntity(entity: Entity, offset: Vector3, isRelative: boolean): void; /** * @param p1 */ set ControlsMiniMapHeading(p1: boolean); /** * @param p1 * @returns The instance for method chaining */ setControlsMiniMapHeading(p1: boolean): this; /** * Can use this with SET_CAM_SPLINE_PHASE to set the float it this native returns. (returns 1.0f when no nodes has been added, reached end of non existing spline) * * @returns */ get SplinePhase(): float; /** * @returns */ get IsShaking(): boolean; /** * @returns */ get Fov(): float; /** * @param type * @param amplitude */ shakeCam(type: string, amplitude: float): void; /** * @returns */ get IsInterpolating(): boolean; /** * @param p1 */ stopShaking(p1: boolean): void; /** * @param nearClip */ set NearClip(nearClip: float); /** * @param nearClip * @returns The instance for method chaining */ setNearClip(nearClip: float): this; /** * @param pos */ pointAtCoord(pos: Vector3): void; /** * @param entity * @param p2 * @param p3 * @param p4 * @param p5 */ pointAtEntity(entity: Entity, p2: float, p3: float, p4: float, p5: boolean): void; /** * @param pause */ pauseCameraFocus(pause: boolean): void; /** * Set camera as active/inactive. * * @param active */ set Active(active: boolean); /** * Set camera as active/inactive. * * @param active * @returns The instance for method chaining */ setActive(active: boolean): this; /** * @param pos * @param rot * @param fieldOfView * @param p8 * @param p9 * @param p10 * @param p11 * @param p12 * @param p13 * @returns The instance for method chaining */ setParams(pos: Vector3, rot: Vector3, fieldOfView: float, p8: any, p9: int, p10: int, p11: int, p12: any, p13: any): this; /** * Sets the rotation of the cam. * * @param rot * @param rotationOrder * @returns The instance for method chaining */ setRot(rot: Vector3, rotationOrder: int): this; /** * BOOL param indicates whether the cam should be destroyed if it belongs to the calling script. * * @param p1 */ destroyCam(p1: boolean): void; /** * @returns */ get IsRendering(): boolean; /** * Returns whether or not the passed camera handle is active. * * @returns */ get IsActive(): boolean; /** * @param p1 */ allowMotionBlurDecay(p1: boolean): void; /** * boneIndex: https://github.com/femga/rdr3_discoveries/tree/master/boneNames * * @param ped * @param boneIndex * @param pos * @param heading */ attachToPedBone(ped: Ped, boneIndex: int, pos: Vector3, heading: boolean): void; /** * @param camFrom * @param duration * @param easeLocation * @param easeRotation * @returns The instance for method chaining */ setActiveWithInterp(camFrom: Cam, duration: int, easeLocation: int, easeRotation: int): this; /** * Sets the field of view of the cam. Min: 1.0f * Max: 130.0f * * @param fieldOfView */ set Fov(fieldOfView: float); /** * Sets the field of view of the cam. Min: 1.0f * Max: 130.0f * * @param fieldOfView * @returns The instance for method chaining */ setFov(fieldOfView: float): this; stopPointing(): void; } //# sourceMappingURL=Cam.d.ts.map