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RenderTask

Represents a rendering task for Figura to complete each frame. An abstract superclass of ItemTask, BlockTask, TextTask, and SpriteTask.

remove(): RenderTask​

Removes this render task from the parent model part


getName(): string​

Get this task's name


setVisible(state: boolean): RenderTask​

Sets whether or not this task should be rendered


isVisible(): boolean​

Checks if this task is visible


setLight(blockLight: number?, skyLight: number?): RenderTask​

Sets the light override value of this task Values are given from 0 to 15, indicating the block light and sky light levels you want to use Passing nil will reset the lighting override for this task


getLight(): Vector2​

Returns the light override value of this task


setOverlay(whiteOverlay: number?, hurtOverlay: number?): RenderTask​

Sets the overlay override value of this task Values you give are 0 to 15, indicating the white overlay and the damage overlay levels you want to use Passing nil will reset the overlay override for this task


getOverlay(): Vector2​

Returns the overlay override value of this task


setPos(pos: Vector3): RenderTask​

Sets the position of the task, relative with its attached part Uses model coordinates


getPos(): Vector3​

Gets this task position


setRot(rot: Vector3): RenderTask​

Sets the rotation of the task, relative with its attached part


getRot(): Vector3​

Gets this task rotation


setScale(scale: Vector3): RenderTask​

Sets the scale of the task, relative with its attached part


getScale(): RenderTask​

Gets this task scale


setMatrix(matrix: Matrix4): RenderTask​

Sets the given matrix as the position matrix for this render task The normal matrix is automatically calculated as the inverse transpose of this matrix Calling this DOES NOT CHANGE the values of position, rot, or scale in the render task If you call setPos() or a similar function, the effects of setMatrix() will be overwritten


getPositionMatrix(): Matrix4​

Recalculates the matrix for this render task, based on its current position, rotation, scale, and pivot, then returns this matrix


getPositionMatrixRaw(): Matrix4​

Returns the position matrix for this render task The Raw version of the function is different in that it doesn't recalculate the matrix before getting it


getNormalMatrix(): Matrix3​

Recalculates the normal matrix for this render task, based on its current position, rotation, scale, and pivot, then returns this matrix


getNormalMatrixRaw(): Matrix3​

Returns the normal matrix for this render task The Raw version of the function is different in that it doesn't recalculate the matrix before returning it