C# 클래스 Gta5EyeTracking.Geometry

파일 보기 프로젝트 열기: alex8b/gta5eyetracking

공개 메소드들

메소드 설명
BoundRotationDeg ( GTA.Math.Vector3 angleDeg ) : GTA.Math.Vector3
BoundRotationDeg ( float angleDeg ) : float
ConecastPedsAndVehicles ( GTA.Math.Vector2 screenCoords, System.Entity &hitEntity ) : GTA.Math.Vector3
DirectionToRotation ( GTA.Math.Vector3 direction ) : GTA.Math.Vector3
EulerDegToQuaturnion ( float yaw, float pitch, float roll ) : Quaternion
IsInFrontOfThePlayer ( GTA.Math.Vector3 shootCoord ) : bool
IsOccluded ( System.Entity entity, GTA.Math.Vector3 target3D ) : bool
OffsetRotation ( GTA.Math.Vector3 rotationDeg, double pitchDeg, double yawDeg ) : GTA.Math.Vector3
QuaturnionToEulerDeg ( Quaternion q ) : GTA.Math.Vector3
Raycast ( GTA.Math.Vector3 source, GTA.Math.Vector3 target, int options, System.Entity entity ) : RaycastResult
RaycastEverything ( System.Entity &hitEntity, GTA.Math.Vector3 target3D, GTA.Math.Vector3 source3D ) : GTA.Math.Vector3
RaycastEverything ( GTA.Math.Vector2 screenCoord, System.Entity &hitEntity, bool skipProjection ) : GTA.Math.Vector3
RotationToDirection ( GTA.Math.Vector3 rotation ) : GTA.Math.Vector3
ScreenRelToWorld ( GTA.Math.Vector2 screenCoordsRel, GTA.Math.Vector3 &camPoint, GTA.Math.Vector3 &farPoint ) : void
SearchPed ( GTA.Math.Vector2 screenCoords ) : GTA.Ped
SearchVehicle ( GTA.Math.Vector2 screenCoords ) : GTA.Vehicle
WorldToScreenRel ( GTA.Math.Vector3 entityPosition, GTA.Math.Vector2 &screenCoords ) : bool
WorldToScreenRel_Native ( GTA.Math.Vector3 worldCoords, GTA.Math.Vector2 &screenCoords ) : bool

비공개 메소드들

메소드 설명
ScreenRelToWorld ( System.Matrix mView, GTA.Math.Vector2 screenCoordsRel ) : GTA.Math.Vector3
ViewMatrixToCameraPosition ( System.Matrix mView ) : GTA.Math.Vector3

메소드 상세

BoundRotationDeg() 공개 정적인 메소드

public static BoundRotationDeg ( GTA.Math.Vector3 angleDeg ) : GTA.Math.Vector3
angleDeg GTA.Math.Vector3
리턴 GTA.Math.Vector3

BoundRotationDeg() 공개 정적인 메소드

public static BoundRotationDeg ( float angleDeg ) : float
angleDeg float
리턴 float

ConecastPedsAndVehicles() 공개 정적인 메소드

public static ConecastPedsAndVehicles ( GTA.Math.Vector2 screenCoords, System.Entity &hitEntity ) : GTA.Math.Vector3
screenCoords GTA.Math.Vector2
hitEntity System.Entity
리턴 GTA.Math.Vector3

DirectionToRotation() 공개 정적인 메소드

public static DirectionToRotation ( GTA.Math.Vector3 direction ) : GTA.Math.Vector3
direction GTA.Math.Vector3
리턴 GTA.Math.Vector3

EulerDegToQuaturnion() 공개 정적인 메소드

public static EulerDegToQuaturnion ( float yaw, float pitch, float roll ) : Quaternion
yaw float
pitch float
roll float
리턴 Quaternion

IsInFrontOfThePlayer() 공개 정적인 메소드

public static IsInFrontOfThePlayer ( GTA.Math.Vector3 shootCoord ) : bool
shootCoord GTA.Math.Vector3
리턴 bool

IsOccluded() 공개 정적인 메소드

public static IsOccluded ( System.Entity entity, GTA.Math.Vector3 target3D ) : bool
entity System.Entity
target3D GTA.Math.Vector3
리턴 bool

OffsetRotation() 공개 정적인 메소드

public static OffsetRotation ( GTA.Math.Vector3 rotationDeg, double pitchDeg, double yawDeg ) : GTA.Math.Vector3
rotationDeg GTA.Math.Vector3
pitchDeg double
yawDeg double
리턴 GTA.Math.Vector3

QuaturnionToEulerDeg() 공개 정적인 메소드

public static QuaturnionToEulerDeg ( Quaternion q ) : GTA.Math.Vector3
q Quaternion
리턴 GTA.Math.Vector3

Raycast() 공개 정적인 메소드

public static Raycast ( GTA.Math.Vector3 source, GTA.Math.Vector3 target, int options, System.Entity entity ) : RaycastResult
source GTA.Math.Vector3
target GTA.Math.Vector3
options int
entity System.Entity
리턴 RaycastResult

RaycastEverything() 공개 정적인 메소드

public static RaycastEverything ( System.Entity &hitEntity, GTA.Math.Vector3 target3D, GTA.Math.Vector3 source3D ) : GTA.Math.Vector3
hitEntity System.Entity
target3D GTA.Math.Vector3
source3D GTA.Math.Vector3
리턴 GTA.Math.Vector3

RaycastEverything() 공개 정적인 메소드

public static RaycastEverything ( GTA.Math.Vector2 screenCoord, System.Entity &hitEntity, bool skipProjection ) : GTA.Math.Vector3
screenCoord GTA.Math.Vector2
hitEntity System.Entity
skipProjection bool
리턴 GTA.Math.Vector3

RotationToDirection() 공개 정적인 메소드

public static RotationToDirection ( GTA.Math.Vector3 rotation ) : GTA.Math.Vector3
rotation GTA.Math.Vector3
리턴 GTA.Math.Vector3

ScreenRelToWorld() 공개 정적인 메소드

public static ScreenRelToWorld ( GTA.Math.Vector2 screenCoordsRel, GTA.Math.Vector3 &camPoint, GTA.Math.Vector3 &farPoint ) : void
screenCoordsRel GTA.Math.Vector2
camPoint GTA.Math.Vector3
farPoint GTA.Math.Vector3
리턴 void

SearchPed() 공개 정적인 메소드

public static SearchPed ( GTA.Math.Vector2 screenCoords ) : GTA.Ped
screenCoords GTA.Math.Vector2
리턴 GTA.Ped

SearchVehicle() 공개 정적인 메소드

public static SearchVehicle ( GTA.Math.Vector2 screenCoords ) : GTA.Vehicle
screenCoords GTA.Math.Vector2
리턴 GTA.Vehicle

WorldToScreenRel() 공개 정적인 메소드

public static WorldToScreenRel ( GTA.Math.Vector3 entityPosition, GTA.Math.Vector2 &screenCoords ) : bool
entityPosition GTA.Math.Vector3
screenCoords GTA.Math.Vector2
리턴 bool

WorldToScreenRel_Native() 공개 정적인 메소드

public static WorldToScreenRel_Native ( GTA.Math.Vector3 worldCoords, GTA.Math.Vector2 &screenCoords ) : bool
worldCoords GTA.Math.Vector3
screenCoords GTA.Math.Vector2
리턴 bool