@nativewrappers/fivem 0.0.31 → 0.0.32

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -4,7 +4,7 @@ import { Vector3 } from './utils';
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  /**
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  * Class that represents the result of a raycast.
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  */
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- export declare class RaycastResult {
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+ declare abstract class RaycastResult {
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  /**
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  * Return the entity that was hit.
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  */
@@ -33,6 +33,17 @@ export declare class RaycastResult {
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  * Raycast result's handle.
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  */
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  get Result(): number;
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+ /**
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+ * @returns if the shape test handle was already discarded
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+ */
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+ get WasDiscarded(): boolean;
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+ /**
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+ * NOTE: These will not be updated unless polled by `resolve` or the shape
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+ * test is synchronous
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+ * @returns if the raycast has been marked as ready by the engine
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+ */
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+ get HasResolved(): boolean;
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+ protected applyShapeTestResults(): void;
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  private handle;
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  private hitPositionArg;
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  private hitSomethingArg;
@@ -47,3 +58,14 @@ export declare class RaycastResult {
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  */
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  constructor(handle: number);
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  }
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+ export declare class SynchronousRaycastResult extends RaycastResult {
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+ constructor(handle: number);
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+ }
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+ export declare class AsynchronousRaycastResult extends RaycastResult {
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+ /**
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+ * waits until the shape test handle is valid and then sets the expected
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+ * values on the RaycastResult
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+ */
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+ resolve(timeoutInMs?: number): Promise<void>;
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+ }
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+ export {};
package/client/Raycast.js CHANGED
@@ -1,9 +1,10 @@
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+ import { ShapeTestStatus } from './enums/RaycastEnums';
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  import { Game } from './Game';
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- import { Vector3 } from './utils';
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+ import { Delay, Vector3 } from './utils';
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  /**
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  * Class that represents the result of a raycast.
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  */
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- export class RaycastResult {
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+ class RaycastResult {
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  /**
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  * Return the entity that was hit.
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  */
@@ -46,7 +47,33 @@ export class RaycastResult {
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  get Result() {
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  return this.result;
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  }
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- // FIXME: This only works with StartExpensiveSynchronousShapeTestLosProbe, this should have some getter you have to await afterwards for all of the data
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+ /**
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+ * @returns if the shape test handle was already discarded
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+ */
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+ get WasDiscarded() {
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+ return this.result === ShapeTestStatus.Discarded;
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+ }
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+ /**
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+ * NOTE: These will not be updated unless polled by `resolve` or the shape
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+ * test is synchronous
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+ * @returns if the raycast has been marked as ready by the engine
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+ */
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+ get HasResolved() {
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+ return this.result === ShapeTestStatus.Ready;
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+ }
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+ applyShapeTestResults() {
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+ const [result, hit, endCoords, surfaceNormal, materialHash, entityHit] = GetShapeTestResultIncludingMaterial(this.handle);
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+ this.result = result;
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+ if (!this.HasResolved || this.WasDiscarded)
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+ return;
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+ this.hitSomethingArg = hit;
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+ this.hitPositionArg = Vector3.fromArray(endCoords);
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+ this.surfaceNormalArg = Vector3.fromArray(surfaceNormal);
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+ this.materialArg = materialHash;
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+ if (entityHit !== 0) {
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+ this.entityHandleArg = Game.entityFromHandle(entityHit);
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+ }
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+ }
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  /**
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  * Create a RaycastResult object that gets the results from a StartShapeTestRay()
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  *
@@ -59,12 +86,31 @@ export class RaycastResult {
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  this.entityHandleArg = null;
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  this.surfaceNormalArg = new Vector3(0, 0, 0);
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  this.materialArg = 0;
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- const [result, hit, endCoords, surfaceNormal, materialHash, entityHit] = GetShapeTestResultIncludingMaterial(this.handle);
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- this.hitSomethingArg = hit;
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- this.hitPositionArg = Vector3.fromArray(endCoords);
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- this.surfaceNormalArg = Vector3.fromArray(surfaceNormal);
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- this.materialArg = materialHash;
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- this.entityHandleArg = Game.entityFromHandle(entityHit);
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- this.result = result;
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+ this.result = ShapeTestStatus.NotReady;
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+ }
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+ }
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+ export class SynchronousRaycastResult extends RaycastResult {
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+ constructor(handle) {
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+ super(handle);
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+ // if we're using a synchronous call then we want to instantly update our
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+ // data, if its invalid then the caller can deal with it.
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+ this.applyShapeTestResults();
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+ }
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+ }
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+ export class AsynchronousRaycastResult extends RaycastResult {
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+ /**
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+ * waits until the shape test handle is valid and then sets the expected
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+ * values on the RaycastResult
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+ */
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+ async resolve(timeoutInMs = 1000) {
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+ const timeout = GetGameTimer() + timeoutInMs;
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+ // this has to be polled every frame or the engien will mark the field shape
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+ // test handle as discarded
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+ while (!this.HasResolved && !this.WasDiscarded) {
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+ this.applyShapeTestResults();
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+ if (timeout < GetGameTimer())
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+ break;
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+ await Delay(0);
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+ }
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  }
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  }
package/client/World.d.ts CHANGED
@@ -1,11 +1,11 @@
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  import { Model, Prop } from './';
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  import { Blip } from './Blip';
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  import { Camera } from './Camera';
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- import { CameraTypes, CloudHat, IntersectOptions, MarkerType, PickupType, RopeType, Weather } from './enums';
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+ import { CameraTypes, CloudHat, IntersectFlags, MarkerType, PickupType, RopeType, Weather } from './enums';
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  import { Ped, Vehicle } from './models';
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  import type { BaseEntity } from './models/BaseEntity';
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  import { Pickup } from './Pickup';
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- import { RaycastResult } from './Raycast';
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+ import { AsynchronousRaycastResult, SynchronousRaycastResult } from './Raycast';
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  import { Rope } from './Rope';
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  import { Color, Vector3 } from './utils';
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  /**
@@ -340,24 +340,37 @@ export declare abstract class World {
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  */
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  static drawPoly(vertexA: Vector3, vertexB: Vector3, vertexC: Vector3, color: Color): void;
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  /**
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- * Cast ("shoot") a ray in a certain direction to detect entities in the way.
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+ * Cast a ray from {@param start} to {@param end}.
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  *
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- * @param source Starting position of raycast.
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- * @param direction Direction to cast a ray to.
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- * @param maxDistance Max distance to cast the ray.
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+ * @param start Starting position of raycast.
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+ * @param end Direction to cast a ray to.
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+ * @param losFlags The entity type(s) that the raycast should intersect with
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+ * defaults to {@enum IntersectFlags.All}
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  * @param options Possible entity types to detect.
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  * @param ignoreEntity An entity to ignore (usually player's Ped).
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- * @returns RaycastResult object.
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+ * @returns {@see SynchronousRaycastResult} object.
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+ */
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+ static expensiveRaycast(start: Vector3, end: Vector3, losFlags?: IntersectFlags, shapeTestOptions?: number, ignoreEntity?: BaseEntity): SynchronousRaycastResult;
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+ /**
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+ * Cast a ray from {@param start} to {@param end} and returns the first hit
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+ * entity or coordinate .
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+ *
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+ * @param start starting position of raycast.
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+ * @param end the ending position to raycast to.
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+ * @param losFlags The entity type(s) that the raycast should intersect with defaults to {@enum IntersectFlags.All}
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+ * @param shapeTestOptions shape test collision modifiers defaults to ignoring glass, see through, and no collided entities
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+ * @param ignoreEntity An entity to ignore (usually player's Ped).
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+ * @returns {@see AsynchronousRaycastResult} object that must be awaited to get its results.
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  */
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- static raycast(source: Vector3, direction: Vector3, maxDistance: number, options: IntersectOptions, ignoreEntity: BaseEntity): RaycastResult;
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+ static raycast(start: Vector3, end: Vector3, losFlags?: IntersectFlags, shapeTestOptions?: number, ignoreEntity?: BaseEntity): AsynchronousRaycastResult;
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  /**
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  * Cast a ray from the local players camera until it hits an entity
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  *
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  * @param maxDistance Max distance to cast the ray.
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- * @param options Possible entity types to detect.
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- * @returns RaycastResult object.
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+ * @param flags Possible entity types to detect.
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+ * @returns SynchronousRaycast object.
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  */
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- static raycastPlayerCamera(maxDistance: number, options: IntersectOptions): RaycastResult;
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+ static raycastPlayerCamera(maxDistance: number, flags: IntersectFlags): SynchronousRaycastResult;
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  /**
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  * Gets the closest object of this model
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  */
package/client/World.js CHANGED
@@ -1,14 +1,14 @@
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  import { Model, Prop } from './';
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  import { Blip } from './Blip';
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  import { Camera } from './Camera';
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- import { CameraTypes, CloudHat, Weather, } from './enums';
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+ import { CameraTypes, CloudHat, IntersectFlags, SHAPE_TEST_DEFAULT, Weather, } from './enums';
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  import { GameplayCamera } from './GameplayCamera';
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  import { VehicleHash } from './hashes';
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  import { Ped, Vehicle } from './models';
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  import { Pickup } from './Pickup';
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- import { RaycastResult } from './Raycast';
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+ import { AsynchronousRaycastResult, SynchronousRaycastResult } from './Raycast';
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  import { Rope } from './Rope';
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- import { Maths, Vector3, Wait } from './utils';
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+ import { Maths, Wait } from './utils';
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  /**
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  * Class with common world manipulations.
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  *
@@ -570,32 +570,47 @@ export class World {
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  static drawPoly(vertexA, vertexB, vertexC, color) {
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  DrawPoly(vertexA.x, vertexA.y, vertexA.z, vertexB.x, vertexB.y, vertexB.z, vertexC.x, vertexC.y, vertexC.z, color.r, color.g, color.b, color.a);
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  }
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+ // TODO: Add a raycast option for every type.
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  /**
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- * Cast ("shoot") a ray in a certain direction to detect entities in the way.
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+ * Cast a ray from {@param start} to {@param end}.
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  *
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- * @param source Starting position of raycast.
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- * @param direction Direction to cast a ray to.
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- * @param maxDistance Max distance to cast the ray.
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+ * @param start Starting position of raycast.
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+ * @param end Direction to cast a ray to.
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+ * @param losFlags The entity type(s) that the raycast should intersect with
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+ * defaults to {@enum IntersectFlags.All}
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  * @param options Possible entity types to detect.
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  * @param ignoreEntity An entity to ignore (usually player's Ped).
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- * @returns RaycastResult object.
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+ * @returns {@see SynchronousRaycastResult} object.
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  */
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- static raycast(source, direction, maxDistance, options, ignoreEntity) {
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- const target = Vector3.add(source, Vector3.multiply(direction, maxDistance));
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- return new RaycastResult(StartExpensiveSynchronousShapeTestLosProbe(source.x, source.y, source.z, target.x, target.y, target.z, Number(options), ignoreEntity.Handle, 7));
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+ static expensiveRaycast(start, end, losFlags = IntersectFlags.All, shapeTestOptions = SHAPE_TEST_DEFAULT, ignoreEntity) {
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+ return new SynchronousRaycastResult(StartExpensiveSynchronousShapeTestLosProbe(start.x, start.y, start.z, end.x, end.y, end.z, losFlags, ignoreEntity?.Handle ?? 0, shapeTestOptions));
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+ }
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+ /**
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+ * Cast a ray from {@param start} to {@param end} and returns the first hit
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+ * entity or coordinate .
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+ *
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+ * @param start starting position of raycast.
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+ * @param end the ending position to raycast to.
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+ * @param losFlags The entity type(s) that the raycast should intersect with defaults to {@enum IntersectFlags.All}
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+ * @param shapeTestOptions shape test collision modifiers defaults to ignoring glass, see through, and no collided entities
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+ * @param ignoreEntity An entity to ignore (usually player's Ped).
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+ * @returns {@see AsynchronousRaycastResult} object that must be awaited to get its results.
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+ */
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+ static raycast(start, end, losFlags = IntersectFlags.All, shapeTestOptions = SHAPE_TEST_DEFAULT, ignoreEntity) {
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+ return new AsynchronousRaycastResult(StartShapeTestLosProbe(start.x, start.y, start.z, end.x, end.y, end.z, losFlags, ignoreEntity?.Handle ?? 0, shapeTestOptions));
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  }
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  /**
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  * Cast a ray from the local players camera until it hits an entity
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  *
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  * @param maxDistance Max distance to cast the ray.
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- * @param options Possible entity types to detect.
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- * @returns RaycastResult object.
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+ * @param flags Possible entity types to detect.
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+ * @returns SynchronousRaycast object.
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  */
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- static raycastPlayerCamera(maxDistance, options) {
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+ static raycastPlayerCamera(maxDistance, flags) {
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  const camera = GameplayCamera.Position;
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  const direction = GameplayCamera.ForwardVector;
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  const destination = direction.multiply(maxDistance).add(camera);
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- return new RaycastResult(StartExpensiveSynchronousShapeTestLosProbe(camera.x, camera.y, camera.z, destination.x, destination.y, destination.z, Number(options), PlayerPedId(), 7));
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+ return new SynchronousRaycastResult(StartExpensiveSynchronousShapeTestLosProbe(camera.x, camera.y, camera.z, destination.x, destination.y, destination.z, flags, PlayerPedId(), 7));
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  }
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  /**
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  * Gets the closest object of this model
@@ -0,0 +1,27 @@
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+ /**
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+ * List of possible entity intersections. Used for raycasting.
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+ */
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+ export declare enum IntersectFlags {
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+ None = 0,
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+ World = 1,
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+ Vehicles = 2,
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+ Ped = 4,
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+ Ragdoll = 8,
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+ Object = 16,
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+ Pickup = 32,
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+ River = 128,
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+ Foliage = 256,
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+ All = 511
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+ }
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+ export declare enum ShapeTestOptions {
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+ None = 0,
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+ IgnoreGlass = 1,
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+ IgnoreSeeThrough = 2,
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+ IgnoreNoCollision = 4
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+ }
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+ export declare enum ShapeTestStatus {
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+ Discarded = 0,
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+ NotReady = 1,
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+ Ready = 2
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+ }
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+ export declare const SHAPE_TEST_DEFAULT: number;
@@ -0,0 +1,30 @@
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+ /**
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+ * List of possible entity intersections. Used for raycasting.
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+ */
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+ export var IntersectFlags;
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+ (function (IntersectFlags) {
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+ IntersectFlags[IntersectFlags["None"] = 0] = "None";
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+ IntersectFlags[IntersectFlags["World"] = 1] = "World";
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+ IntersectFlags[IntersectFlags["Vehicles"] = 2] = "Vehicles";
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+ IntersectFlags[IntersectFlags["Ped"] = 4] = "Ped";
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+ IntersectFlags[IntersectFlags["Ragdoll"] = 8] = "Ragdoll";
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+ IntersectFlags[IntersectFlags["Object"] = 16] = "Object";
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+ IntersectFlags[IntersectFlags["Pickup"] = 32] = "Pickup";
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+ IntersectFlags[IntersectFlags["River"] = 128] = "River";
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+ IntersectFlags[IntersectFlags["Foliage"] = 256] = "Foliage";
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+ IntersectFlags[IntersectFlags["All"] = 511] = "All";
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+ })(IntersectFlags || (IntersectFlags = {}));
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+ export var ShapeTestOptions;
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+ (function (ShapeTestOptions) {
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+ ShapeTestOptions[ShapeTestOptions["None"] = 0] = "None";
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+ ShapeTestOptions[ShapeTestOptions["IgnoreGlass"] = 1] = "IgnoreGlass";
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+ ShapeTestOptions[ShapeTestOptions["IgnoreSeeThrough"] = 2] = "IgnoreSeeThrough";
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+ ShapeTestOptions[ShapeTestOptions["IgnoreNoCollision"] = 4] = "IgnoreNoCollision";
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+ })(ShapeTestOptions || (ShapeTestOptions = {}));
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+ export var ShapeTestStatus;
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+ (function (ShapeTestStatus) {
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+ ShapeTestStatus[ShapeTestStatus["Discarded"] = 0] = "Discarded";
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+ ShapeTestStatus[ShapeTestStatus["NotReady"] = 1] = "NotReady";
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+ ShapeTestStatus[ShapeTestStatus["Ready"] = 2] = "Ready";
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+ })(ShapeTestStatus || (ShapeTestStatus = {}));
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+ export const SHAPE_TEST_DEFAULT = ShapeTestOptions.IgnoreGlass | ShapeTestOptions.IgnoreSeeThrough | ShapeTestOptions.IgnoreNoCollision;
@@ -20,7 +20,7 @@ export { HelmetType } from './HelmetType';
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  export { HudColor } from './HudColor';
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  export { HudComponent } from './HudComponent';
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  export { InputMode } from './InputMode';
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- export { IntersectOptions } from './IntersectOptions';
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+ export { IntersectFlags, ShapeTestOptions, SHAPE_TEST_DEFAULT } from './RaycastEnums';
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  export { InvertAxis, InvertAxisFlags } from './InvertAxis';
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  export { Language } from './Language';
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  export { LeaveVehicleFlags } from './LeaveVehicleFlags';
@@ -20,7 +20,7 @@ export { HelmetType } from './HelmetType';
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  export { HudColor } from './HudColor';
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  export { HudComponent } from './HudComponent';
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  export { InputMode } from './InputMode';
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- export { IntersectOptions } from './IntersectOptions';
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+ export { IntersectFlags, ShapeTestOptions, SHAPE_TEST_DEFAULT } from './RaycastEnums';
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  export { InvertAxisFlags } from './InvertAxis';
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  export { Language } from './Language';
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  export { LeaveVehicleFlags } from './LeaveVehicleFlags';
package/client/index.d.ts CHANGED
@@ -10,7 +10,7 @@ export { GameplayCamera } from './GameplayCamera';
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  export { ParticleEffect } from './ParticleEffect';
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  export { ParticleEffectAsset } from './ParticleEffectAsset';
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  export { Pickup } from './Pickup';
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- export { RaycastResult } from './Raycast';
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+ export { AsynchronousRaycastResult, SynchronousRaycastResult } from './Raycast';
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  export { RelationshipGroup } from './RelationshipGroup';
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  export { Tasks } from './Tasks';
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  export { TaskSequence } from './TaskSequence';
package/client/index.js CHANGED
@@ -10,7 +10,7 @@ export { GameplayCamera } from './GameplayCamera';
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  export { ParticleEffect } from './ParticleEffect';
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  export { ParticleEffectAsset } from './ParticleEffectAsset';
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  export { Pickup } from './Pickup';
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- export { RaycastResult } from './Raycast';
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+ export { AsynchronousRaycastResult, SynchronousRaycastResult } from './Raycast';
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  export { RelationshipGroup } from './RelationshipGroup';
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  export { Tasks } from './Tasks';
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  export { TaskSequence } from './TaskSequence';
@@ -55,9 +55,6 @@ export declare class Vector {
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  y: number;
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  z?: number | undefined;
57
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  w?: number | undefined;
58
- /**
59
- * The type identifier for vectors.
60
- */
61
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  type: ClassTypes;
62
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  protected static create(x: number, y?: number): Vector2;
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  protected static create(x: number, y?: number, z?: number): Vector3;
@@ -144,6 +141,35 @@ export declare class Vector {
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  * @returns A new vector with divided components.
145
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  */
146
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  static divide<T extends VectorType, U extends VectorLike>(this: T, a: U, b: VectorLike | number): U;
144
+ /**
145
+ * Performs an operation between a vector and either another vector or scalar value converting the vector into absolute values.
146
+ * @param a - The first vector.
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+ * @param b - The second vector or scalar value.
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+ * @param operator - The function defining the operation to perform.
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+ * @returns A new vector resulting from the operation.
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+ */
151
+ private static operateAbsolute;
152
+ /**
153
+ * Subtracts one vector from another or subtracts a scalar value from a vector.
154
+ * @param a - The vector.
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+ * @param b - The second vector or scalar value.
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+ * @returns A new vector with subtracted components.
157
+ */
158
+ static subtractAbsolute<T extends VectorType, U extends VectorLike>(this: T, a: U, b: VectorLike | number): U;
159
+ /**
160
+ * Multiplies two vectors by their components, or multiplies a vector by a scalar value.
161
+ * @param a - The vector.
162
+ * @param b - The second vector or scalar value.
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+ * @returns A new vector with multiplied components.
164
+ */
165
+ static multiplyAbsolute<T extends VectorType, U extends VectorLike>(this: T, a: U, b: VectorLike | number): U;
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+ /**
167
+ * Divides two vectors by their components, or divides a vector by a scalar value
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+ * @param a - The vector.
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+ * @param b - The second vector or scalar vector.
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+ * @returns A new vector with divided components.
171
+ */
172
+ static divideAbsolute<T extends VectorType, U extends VectorLike>(this: T, a: U, b: VectorLike | number): U;
147
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  /**
148
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  * Calculates the dot product of two vectors.
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  * @param a - The first vector.
@@ -246,6 +272,18 @@ export declare class Vector {
246
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  * @see Vector.divide
247
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  */
248
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  divide(v: VectorLike | number): this;
275
+ /**
276
+ * @see Vector.subtractAbsolute
277
+ */
278
+ subtractAbsolute(v: VectorLike): this;
279
+ /**
280
+ * @see Vector.multiply
281
+ */
282
+ multiplyAbsolute(v: VectorLike | number): this;
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+ /**
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+ * @see Vector.divide
285
+ */
286
+ divideAbsolute(v: VectorLike | number): this;
249
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  /**
250
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  * Converts the vector to an array of its components.
251
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  */
@@ -296,6 +334,10 @@ export declare class Vector3 extends Vector implements Vec3 {
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  * @see Vector.crossProduct
297
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  */
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  crossProduct(v: Vec3 | Vec4): Vec3 | Vec4;
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+ /**
338
+ * @returns the x and y values as Vec2
339
+ */
340
+ toVec2(): Vector2;
299
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  }
300
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  /**
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  * Represents a 4-dimensional vector.
@@ -325,5 +367,13 @@ export declare class Vector4 extends Vector {
325
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  * @see Vector.crossProduct
326
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  */
327
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  crossProduct(v: Vec3 | Vec4): Vec3 | Vec4;
370
+ /**
371
+ * @returns the x and y values as Vec2
372
+ */
373
+ toVec2(): Vector2;
374
+ /**
375
+ * @returns the x and y values as Vec3
376
+ */
377
+ toVec3(): Vector3;
328
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  }
329
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  export {};
@@ -145,6 +145,51 @@ export class Vector {
145
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  static divide(a, b) {
146
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  return this.operate(a, b, (x, y) => x / y);
147
147
  }
148
+ /**
149
+ * Performs an operation between a vector and either another vector or scalar value converting the vector into absolute values.
150
+ * @param a - The first vector.
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+ * @param b - The second vector or scalar value.
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+ * @param operator - The function defining the operation to perform.
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+ * @returns A new vector resulting from the operation.
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+ */
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+ static operateAbsolute(a, b, operator) {
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+ let { x, y, z, w } = a;
157
+ const isNumber = typeof b === 'number';
158
+ x = operator(Math.abs(x), isNumber ? b : Math.abs(b.x ?? 0));
159
+ y = operator(Math.abs(y), isNumber ? b : Math.abs(b.y ?? 0));
160
+ if (z)
161
+ z = operator(Math.abs(z), isNumber ? b : Math.abs(b.z ?? 0));
162
+ if (w)
163
+ w = operator(Math.abs(w), isNumber ? b : Math.abs(b.w ?? 0));
164
+ return this.create(x, y, z, w);
165
+ }
166
+ /**
167
+ * Subtracts one vector from another or subtracts a scalar value from a vector.
168
+ * @param a - The vector.
169
+ * @param b - The second vector or scalar value.
170
+ * @returns A new vector with subtracted components.
171
+ */
172
+ static subtractAbsolute(a, b) {
173
+ return this.operateAbsolute(a, b, (x, y) => x - y);
174
+ }
175
+ /**
176
+ * Multiplies two vectors by their components, or multiplies a vector by a scalar value.
177
+ * @param a - The vector.
178
+ * @param b - The second vector or scalar value.
179
+ * @returns A new vector with multiplied components.
180
+ */
181
+ static multiplyAbsolute(a, b) {
182
+ return this.operateAbsolute(a, b, (x, y) => x * y);
183
+ }
184
+ /**
185
+ * Divides two vectors by their components, or divides a vector by a scalar value
186
+ * @param a - The vector.
187
+ * @param b - The second vector or scalar vector.
188
+ * @returns A new vector with divided components.
189
+ */
190
+ static divideAbsolute(a, b) {
191
+ return this.operateAbsolute(a, b, (x, y) => x / y);
192
+ }
148
193
  /**
149
194
  * Calculates the dot product of two vectors.
150
195
  * @param a - The first vector.
@@ -244,9 +289,8 @@ export class Vector {
244
289
  this.y = y;
245
290
  this.z = z;
246
291
  this.w = w;
247
- /**
248
- * The type identifier for vectors.
249
- */
292
+ // DO NOT USE, ONLY EXPOSED BECAUSE TS IS TRASH, THIS TYPE IS NOT GUARANTEED
293
+ // TO EXIST
250
294
  this.type = ClassTypes.Vector2;
251
295
  }
252
296
  *[Symbol.iterator]() {
@@ -333,6 +377,24 @@ export class Vector {
333
377
  divide(v) {
334
378
  return Vector.divide(this, v);
335
379
  }
380
+ /**
381
+ * @see Vector.subtractAbsolute
382
+ */
383
+ subtractAbsolute(v) {
384
+ return Vector.subtractAbsolute(this, v);
385
+ }
386
+ /**
387
+ * @see Vector.multiply
388
+ */
389
+ multiplyAbsolute(v) {
390
+ return Vector.multiplyAbsolute(this, v);
391
+ }
392
+ /**
393
+ * @see Vector.divide
394
+ */
395
+ divideAbsolute(v) {
396
+ return Vector.divideAbsolute(this, v);
397
+ }
336
398
  /**
337
399
  * Converts the vector to an array of its components.
338
400
  */
@@ -371,6 +433,8 @@ export class Vector2 extends Vector {
371
433
  */
372
434
  constructor(x, y = x) {
373
435
  super(2, x, y);
436
+ // DO NOT USE, ONLY EXPOSED BECAUSE TS IS TRASH, THIS TYPE IS NOT GUARANTEED
437
+ // TO EXIST, CHANGING IT WILL BREAK STUFF
374
438
  this.type = ClassTypes.Vector2;
375
439
  }
376
440
  }
@@ -387,6 +451,8 @@ export class Vector3 extends Vector {
387
451
  */
388
452
  constructor(x, y = x, z = y) {
389
453
  super(3, x, y, z);
454
+ // DO NOT USE, ONLY EXPOSED BECAUSE TS IS TRASH, THIS TYPE IS NOT GUARANTEED
455
+ // TO EXIST, CHANGING IT WILL BREAK STUFF
390
456
  this.type = ClassTypes.Vector3;
391
457
  this.z = z;
392
458
  }
@@ -402,6 +468,12 @@ export class Vector3 extends Vector {
402
468
  crossProduct(v) {
403
469
  return Vector.crossProduct(this, v);
404
470
  }
471
+ /**
472
+ * @returns the x and y values as Vec2
473
+ */
474
+ toVec2() {
475
+ return new Vector2(this.x, this.y);
476
+ }
405
477
  }
406
478
  Vector3.Zero = new Vector3(0, 0, 0);
407
479
  /**
@@ -417,6 +489,8 @@ export class Vector4 extends Vector {
417
489
  */
418
490
  constructor(x, y = x, z = y, w = z) {
419
491
  super(4, x, y, z, w);
492
+ // DO NOT USE, ONLY EXPOSED BECAUSE TS IS TRASH, THIS TYPE IS NOT GUARANTEED
493
+ // TO EXIST, CHANGING IT WILL BREAK STUFF
420
494
  this.type = ClassTypes.Vector4;
421
495
  this.z = z;
422
496
  this.w = w;
@@ -439,5 +513,17 @@ export class Vector4 extends Vector {
439
513
  crossProduct(v) {
440
514
  return Vector.crossProduct(this, v);
441
515
  }
516
+ /**
517
+ * @returns the x and y values as Vec2
518
+ */
519
+ toVec2() {
520
+ return new Vector2(this.x, this.y);
521
+ }
522
+ /**
523
+ * @returns the x and y values as Vec3
524
+ */
525
+ toVec3() {
526
+ return new Vector3(this.x, this.y, this.z);
527
+ }
442
528
  }
443
529
  Vector4.Zero = new Vector4(0, 0, 0, 0);
package/package.json CHANGED
@@ -4,7 +4,7 @@
4
4
  "author": "Remco Troost <d0p3t>",
5
5
  "license": "MIT",
6
6
  "type": "module",
7
- "version": "0.0.31",
7
+ "version": "0.0.32",
8
8
  "publishConfig": {
9
9
  "directory": "lib"
10
10
  },
@@ -1,15 +0,0 @@
1
- /**
2
- * List of possible entity intersections. Used for raycasting.
3
- */
4
- export declare enum IntersectOptions {
5
- Everything = -1,
6
- None = 0,
7
- World = 1,
8
- Vehicles = 2,
9
- PedsSimpleCollision = 4,
10
- Peds = 8,
11
- Objects = 16,
12
- Water = 32,
13
- Unk3 = 128,
14
- Foliage = 256
15
- }
@@ -1,16 +0,0 @@
1
- /**
2
- * List of possible entity intersections. Used for raycasting.
3
- */
4
- export var IntersectOptions;
5
- (function (IntersectOptions) {
6
- IntersectOptions[IntersectOptions["Everything"] = -1] = "Everything";
7
- IntersectOptions[IntersectOptions["None"] = 0] = "None";
8
- IntersectOptions[IntersectOptions["World"] = 1] = "World";
9
- IntersectOptions[IntersectOptions["Vehicles"] = 2] = "Vehicles";
10
- IntersectOptions[IntersectOptions["PedsSimpleCollision"] = 4] = "PedsSimpleCollision";
11
- IntersectOptions[IntersectOptions["Peds"] = 8] = "Peds";
12
- IntersectOptions[IntersectOptions["Objects"] = 16] = "Objects";
13
- IntersectOptions[IntersectOptions["Water"] = 32] = "Water";
14
- IntersectOptions[IntersectOptions["Unk3"] = 128] = "Unk3";
15
- IntersectOptions[IntersectOptions["Foliage"] = 256] = "Foliage";
16
- })(IntersectOptions || (IntersectOptions = {}));