# Entity

The base class for all entities.

### Extended by

* [`LivingEntity`](https://scripting.breeze.rip/api/net/minecraft/entity/livingentity)

### Properties

#### dimension

> **dimension**: `number`

The dimension the entity is in: 0 for the Overworld, -1 for the Nether, and 1 for The End

***

#### entityID

> `readonly` **entityID**: `number`

***

#### height

> **height**: `number`

The height of the entity.

***

#### isDead

> **isDead**: `boolean`

***

#### motionX

> **motionX**: `number`

The X motion (velocity) of the entity.

***

#### motionY

> **motionY**: `number`

The Y motion (velocity) of the entity.

***

#### motionZ

> **motionZ**: `number`

The Z motion (velocity) of the entity.

***

#### onGround

> `readonly` **onGround**: `boolean`

***

#### posX

> **posX**: `number`

The X position of the entity.

***

#### posY

> **posY**: `number`

The Y position of the entity.

***

#### posZ

> **posZ**: `number`

The Z position of the entity.

***

#### prevPosX

> **prevPosX**: `number`

The previous X position of the entity.

***

#### prevPosY

> **prevPosY**: `number`

The previous Y position of the entity.

***

#### prevPosZ

> **prevPosZ**: `number`

The previous Z position of the entity.

***

#### prevRotationPitch

> **prevRotationPitch**: `number`

The previous pitch rotation of the entity.

***

#### prevRotationYaw

> **prevRotationYaw**: `number`

The previous yaw rotation of the entity.

***

#### rotationPitch

> **rotationPitch**: `number`

The pitch rotation of the entity.

***

#### rotationYaw

> **rotationYaw**: `number`

The yaw rotation of the entity.

***

#### ticksAlive

> `readonly` **ticksAlive**: `number`

The amount of ticks the entity has existed.

***

#### width

> **width**: `number`

The width of the entity.

### Methods

#### getCollisionBox()

> **getCollisionBox**(): [`AxisAlignedBB`](https://scripting.breeze.rip/api/net/minecraft/util/axisalignedbb)

Gets the collision box of the entity.

**Returns**

[`AxisAlignedBB`](https://scripting.breeze.rip/api/net/minecraft/util/axisalignedbb)

***

#### getEntityBoundingBox()

> **getEntityBoundingBox**(): [`AxisAlignedBB`](https://scripting.breeze.rip/api/net/minecraft/util/axisalignedbb)

**Returns**

[`AxisAlignedBB`](https://scripting.breeze.rip/api/net/minecraft/util/axisalignedbb)

The bounding box of the entity.

***

#### getLookVec()

> **getLookVec**(): [`Vec3`](https://scripting.breeze.rip/api/net/minecraft/util/vec3)

**Returns**

[`Vec3`](https://scripting.breeze.rip/api/net/minecraft/util/vec3)

A vector in the direction the entity is looking at. Very useful for raytracing.

***

#### getPosition()

> **getPosition**(): [`Vec3`](https://scripting.breeze.rip/api/net/minecraft/util/vec3)

Gets the position of the entity as vec3

**Returns**

[`Vec3`](https://scripting.breeze.rip/api/net/minecraft/util/vec3)

***

#### getPositionEyes()

> **getPositionEyes**(): [`Vec3`](https://scripting.breeze.rip/api/net/minecraft/util/vec3)

Gets the position of the eyes as vec3.

**Returns**

[`Vec3`](https://scripting.breeze.rip/api/net/minecraft/util/vec3)

***

#### isBurning()

> **isBurning**(): `boolean`

**Returns**

`boolean`

If the entity is burning.

***

#### isEating()

> **isEating**(): `boolean`

**Returns**

`boolean`

If the entity is eating.

***

#### isInWater()

> **isInWater**(): `boolean`

**Returns**

`boolean`

If the entity is in water.

***

#### isRiding()

> **isRiding**(): `boolean`

**Returns**

`boolean`

If the entity is riding something.

***

#### isSneaking()

> **isSneaking**(): `boolean`

**Returns**

`boolean`

If the entity is sneaking.

***

#### isSprinting()

> **isSprinting**(): `boolean`

**Returns**

`boolean`

If the entity is sprinting.

***

#### isWet()

> **isWet**(): `boolean`

**Returns**

`boolean`

If the entity is wet. LOL

***

#### setEntityBoundingBox()

> **setEntityBoundingBox**(`aabb`): `void`

Sets the bounding box of the entity.

**Parameters**

**aabb**

[`AxisAlignedBB`](https://scripting.breeze.rip/api/net/minecraft/util/axisalignedbb)

**Returns**

`void`

***

#### setOnGround()

> **setOnGround**(`onGround`): `void`

Sets the entities onGround state.

**Parameters**

**onGround**

`boolean`

**Returns**

`void`

***

#### setPosition()

> **setPosition**(`x`, `y`, `z`): `void`

Sets the position and updates its bounding box.

**Parameters**

**x**

`number`

**y**

`number`

**z**

`number`

**Returns**

`void`

***

#### setSneaking()

> **setSneaking**(`sneaking`): `void`

Sets the entities sneaking state.

**Parameters**

**sneaking**

`boolean`

**Returns**

`void`

***

#### setSprinting()

> **setSprinting**(`sprinting`): `void`

Sets the entities sprinting state.

**Parameters**

**sprinting**

`boolean`

**Returns**

`void`
