Effect Radar Implementation v1 #46
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@ -472,7 +472,7 @@ UpdateImagePattern = function(pattern, sx, sy, ix, iy, angle, alpha) end
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---@param size? integer
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UpdateLabel = function(label, text, size) end
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---@type table
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---@class gfx
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gfx = {
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BLEND_ZERO = 1,
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BLEND_ONE = 2,
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@ -595,4 +595,4 @@ gfx = {
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Translate = Translate,
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UpdateImagePattern = UpdateImagePattern,
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UpdateLabel = UpdateLabel,
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};
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};
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@ -1,117 +1,4 @@
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-- Adds a texture that was loaded with `gfx.LoadSharedTexture` to the material that can be used in the shader code
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---@param uniformName string
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---@param textureName string
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AddSharedTexture = function(uniformName, textureName) end
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-- Adds a texture to the material that can be used in the shader code
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---@param uniformName string
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---@param path string # prepended with `skins/<skin>/textures/`
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AddSkinTexture = function(uniformName, path) end
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-- Adds a texture to the material that can be used in the shader code
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---@param uniformName string
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---@param path string
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AddTexture = function(uniformName, path) end
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-- Gets the translation of the mesh
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---@return number x, number y, number z
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GetPosition = function() end
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-- Gets the rotation (in degrees) of the mesh
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---@return number roll, number yaw, number pitch
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GetRotation = function() end
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-- Gets the scale of the mesh
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---@return number x, number y, number z
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GetScale = function() end
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-- Sets the blending mode
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---@param mode integer # options also available as fields of the object prefixed with `BLEND`
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-- `Normal` = 0 (default)
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-- `Additive` = 1
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-- `Multiply` = 2
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SetBlendMode = function(mode) end
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-- Sets the geometry data
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---@param data table # array of vertices in clockwise order starting from the top left e.g.
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-- ```
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-- {
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-- { { 0, 0 }, { 0, 0 } },
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-- { { 50, 0 }, { 1, 0 } },
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-- { { 50, 50 }, { 1, 1 } },
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-- { { 0, 50 }, { 0, 1 } },
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-- }
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-- ```
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SetData = function(data) end
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-- Sets the material is opaque or non-opaque (default)
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---@param opaque boolean
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SetOpaque = function(opaque) end
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-- Sets the value of the specified uniform
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---@param uniformName string
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---@param value number # `float`
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SetParam = function(uniformName, value) end
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-- Sets the value of the specified 2d vector uniform
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---@param uniformName string
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---@param x number # `float`
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---@param y number # `float`
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SetParamVec2 = function(uniformName, x, y) end
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-- Sets the value of the specified 3d vector uniform
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---@param uniformName string
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---@param x number # `float`
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---@param y number # `float`
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---@param z number # `float`
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SetParamVec3 = function(uniformName, x, y, z) end
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-- Sets the value of the specified 4d vector uniform
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---@param uniformName string
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---@param x number # `float`
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---@param y number # `float`
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---@param z number # `float`
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---@param w number # `float`
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SetParamVec4 = function(uniformName, x, y, z, w) end
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-- Sets the translation for the mesh
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-- Relative to the screen for `ShadedMesh`
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-- Relative to the center of the crit line for `ShadedMeshOnTrack`
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---@param x number
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---@param y number
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---@param z? number # Default `0`
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SetPosition = function(x, y, z) end
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-- Sets the format for geometry data provided by `SetData`
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---@param type integer # options also available as fields of the object prefixed with `PRIM`
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-- `TriangleList` = 0 (default)
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-- `TriangleStrip` = 1
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-- `TriangleFan` = 2
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-- `LineList` = 3
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-- `LineStrip` = 4
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-- `PointList` = 5
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SetPrimitiveType = function(type) end
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-- Sets the rotation (in degrees) of the mesh
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-- **WARNING:** For `ShadedMesh`, pitch and yaw may clip, rendering portions or the entire mesh invisible
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---@param roll number
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---@param yaw? number # Default `0`
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---@param pitch? number # Default `0`
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SetRotation = function(roll, yaw, pitch) end
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-- Sets the scale of the mesh
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---@param x number
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---@param y number
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---@param z? number # Default `0`
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SetScale = function(x, y, z) end
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-- Sets the wireframe mode of the object (does not render texture)
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-- Useful for debugging models or geometry shaders
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---@param useWireframe boolean
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SetWireframe = function(useWireframe) end
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-- Renders the `ShadedMesh` object
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Draw = function() end
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---@diagnostic disable:missing-return
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---@class ShadedMesh
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ShadedMesh = {
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@ -125,57 +12,148 @@ ShadedMesh = {
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PRIM_LINELIST = 3,
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PRIM_LINESTRIP = 4,
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PRIM_POINTLIST = 5,
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AddSharedTexture = AddSharedTexture,
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AddSkinTexture = AddSkinTexture,
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AddTexture = AddTexture,
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Draw = Draw,
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GetPosition = GetPosition,
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GetRotation = GetRotation,
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GetScale = GetScale,
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SetBlendMode = SetBlendMode,
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SetData = SetData,
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SetOpaque = SetOpaque,
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SetParam = SetParam,
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SetParamVec2 = SetParamVec2,
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SetParamVec3 = SetParamVec3,
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SetParamVec4 = SetParamVec4,
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SetPosition = SetPosition,
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SetPrimitiveType = SetPrimitiveType,
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SetRotation = SetRotation,
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SetScale = SetScale,
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SetWireframe = SetWireframe,
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};
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-- Gets the length of the mesh
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---@return number length
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GetLength = function() end
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-- Adds a texture that was loaded with `gfx.LoadSharedTexture` to the material that can be used in the shader code
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---@param uniformName string
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---@param textureName string
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function ShadedMesh:AddSharedTexture(uniformName, textureName) end
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-- Sets the y-scale of the mesh based on its length
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-- Useful for creating fake buttons which may have variable length based on duration
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---@param length number
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ScaleToLength = function(length) end
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-- Adds a texture to the material that can be used in the shader code
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---@param uniformName string
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---@param path string # prepended with `skins/<skin>/textures/`
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function ShadedMesh:AddSkinTexture(uniformName, path) end
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-- Stops meshes beyond the track from being rendered if `doClip`
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---@param doClip boolean
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SetClipWithTrack = function(doClip) end
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-- Adds a texture to the material that can be used in the shader code
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---@param uniformName string
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---@param path string
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function ShadedMesh:AddTexture(uniformName, path) end
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-- Sets the length (in the y-direction relative to the track) of the mesh
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---@param length number # Optional constants: `BUTTON_TEXTURE_LENGTH`, `FXBUTTON_TEXTURE_LENGTH`, and `TRACK_LENGTH`
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SetLength = function(length) end
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-- Gets the translation of the mesh
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---@return number x, number y, number z
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function ShadedMesh:GetPosition() end
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-- Gets the rotation (in degrees) of the mesh
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---@return number roll, number yaw, number pitch
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function ShadedMesh:GetRotation() end
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-- Gets the scale of the mesh
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---@return number x, number y, number z
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function ShadedMesh:GetScale() end
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-- Sets the blending mode
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---@param mode integer # options also available as fields of the object prefixed with `BLEND`
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-- `Normal` = 0 (default)
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-- `Additive` = 1
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-- `Multiply` = 2
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function ShadedMesh:SetBlendMode(mode) end
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-- Sets the geometry data
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---@param data table # array of vertices in clockwise order starting from the top left e.g.
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-- ```
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-- {
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-- { { 0, 0 }, { 0, 0 } },
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-- { { 50, 0 }, { 1, 0 } },
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-- { { 50, 50 }, { 1, 1 } },
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-- { { 0, 50 }, { 0, 1 } },
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-- }
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-- ```
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function ShadedMesh:SetData(data) end
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-- Sets the material is opaque or non-opaque (default)
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---@param opaque boolean
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function ShadedMesh:SetOpaque(opaque) end
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-- Sets the value of the specified uniform
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---@param uniformName string
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---@param value number # `float`
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function ShadedMesh:SetParam(uniformName, value) end
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-- Sets the value of the specified 2d vector uniform
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---@param uniformName string
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---@param x number # `float`
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---@param y number # `float`
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function ShadedMesh:SetParamVec2(uniformName, x, y) end
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-- Sets the value of the specified 3d vector uniform
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---@param uniformName string
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---@param x number # `float`
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---@param y number # `float`
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---@param z number # `float`
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function ShadedMesh:SetParamVec3(uniformName, x, y, z) end
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-- Sets the value of the specified 4d vector uniform
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---@param uniformName string
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---@param x number # `float`
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---@param y number # `float`
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---@param z number # `float`
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---@param w number # `float`
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function ShadedMesh:SetParamVec4(uniformName, x, y, z, w) end
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-- Sets the translation for the mesh
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-- Relative to the screen for `ShadedMesh`
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-- Relative to the center of the crit line for `ShadedMeshOnTrack`
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---@param x number
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---@param y number
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---@param z? number # Default `0`
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function ShadedMesh:SetPosition(x, y, z) end
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-- Sets the format for geometry data provided by `SetData`
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---@param type integer # options also available as fields of the object prefixed with `PRIM`
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-- `TriangleList` = 0 (default)
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-- `TriangleStrip` = 1
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-- `TriangleFan` = 2
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-- `LineList` = 3
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-- `LineStrip` = 4
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-- `PointList` = 5
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function ShadedMesh:SetPrimitiveType(type) end
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-- Sets the rotation (in degrees) of the mesh
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-- **WARNING:** For `ShadedMesh`, pitch and yaw may clip, rendering portions or the entire mesh invisible
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---@param roll number
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---@param yaw? number # Default `0`
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---@param pitch? number # Default `0`
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function ShadedMesh:SetRotation(roll, yaw, pitch) end
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-- Sets the scale of the mesh
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---@param x number
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---@param y number
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---@param z? number # Default `0`
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function ShadedMesh:SetScale(x, y, z) end
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-- Sets the wireframe mode of the object (does not render texture)
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-- Useful for debugging models or geometry shaders
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---@param useWireframe boolean
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function ShadedMesh:SetWireframe(useWireframe) end
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-- Renders the `ShadedMesh` object
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function ShadedMesh:Draw() end
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-- Uses an existing game mesh
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---@param meshName string # Options: `'button'`, `'fxbutton'`, and `'track'`
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UseGameMesh = function(meshName) end
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---@class ShadedMeshOnTrack : ShadedMesh
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---@field BUTTON_TEXTURE_LENGTH number
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---@field FXBUTTON_TEXTURE_LENGTH number
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---@field TRACK_LENGTH number
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ShadedMeshOnTrack = {
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GetLength = GetLength,
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UseGameMesh = UseGameMesh,
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ScaleToLength = ScaleToLength,
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SetClipWithTrack = SetClipWithTrack,
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SetLength = SetLength,
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};
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};
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-- Gets the length of the mesh
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---@return number length
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function ShadedMeshOnTrack:GetLength() end
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-- Sets the y-scale of the mesh based on its length
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-- Useful for creating fake buttons which may have variable length based on duration
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---@param length number
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function ShadedMeshOnTrack:ScaleToLength(length) end
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-- Stops meshes beyond the track from being rendered if `doClip`
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---@param doClip boolean
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function ShadedMeshOnTrack:SetClipWithTrack(doClip) end
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-- Sets the length (in the y-direction relative to the track) of the mesh
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---@param length number # Optional constants: `BUTTON_TEXTURE_LENGTH`, `FXBUTTON_TEXTURE_LENGTH`, and `TRACK_LENGTH`
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function ShadedMeshOnTrack:SetLength(length) end
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-- Uses an existing game mesh
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---@param meshName string # Options: `'button'`, `'fxbutton'`, and `'track'`
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function ShadedMeshOnTrack:UseGameMesh(meshName) end
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