Method | Description | |
---|---|---|
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 |
Method | Description | |
---|---|---|
ScreenRelToWorld ( System.Matrix mView, GTA.Math.Vector2 screenCoordsRel ) : GTA.Math.Vector3 | ||
ViewMatrixToCameraPosition ( System.Matrix mView ) : GTA.Math.Vector3 |
public static BoundRotationDeg ( GTA.Math.Vector3 angleDeg ) : GTA.Math.Vector3 | ||
angleDeg | GTA.Math.Vector3 | |
return | GTA.Math.Vector3 |
public static BoundRotationDeg ( float angleDeg ) : float | ||
angleDeg | float | |
return | float |
public static ConecastPedsAndVehicles ( GTA.Math.Vector2 screenCoords, System.Entity &hitEntity ) : GTA.Math.Vector3 | ||
screenCoords | GTA.Math.Vector2 | |
hitEntity | System.Entity | |
return | GTA.Math.Vector3 |
public static DirectionToRotation ( GTA.Math.Vector3 direction ) : GTA.Math.Vector3 | ||
direction | GTA.Math.Vector3 | |
return | GTA.Math.Vector3 |
public static EulerDegToQuaturnion ( float yaw, float pitch, float roll ) : Quaternion | ||
yaw | float | |
pitch | float | |
roll | float | |
return | Quaternion |
public static IsInFrontOfThePlayer ( GTA.Math.Vector3 shootCoord ) : bool | ||
shootCoord | GTA.Math.Vector3 | |
return | bool |
public static IsOccluded ( System.Entity entity, GTA.Math.Vector3 target3D ) : bool | ||
entity | System.Entity | |
target3D | GTA.Math.Vector3 | |
return | bool |
public static OffsetRotation ( GTA.Math.Vector3 rotationDeg, double pitchDeg, double yawDeg ) : GTA.Math.Vector3 | ||
rotationDeg | GTA.Math.Vector3 | |
pitchDeg | double | |
yawDeg | double | |
return | GTA.Math.Vector3 |
public static QuaturnionToEulerDeg ( Quaternion q ) : GTA.Math.Vector3 | ||
q | Quaternion | |
return | GTA.Math.Vector3 |
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 | |
return | RaycastResult |
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 | |
return | GTA.Math.Vector3 |
public static RaycastEverything ( GTA.Math.Vector2 screenCoord, System.Entity &hitEntity, bool skipProjection ) : GTA.Math.Vector3 | ||
screenCoord | GTA.Math.Vector2 | |
hitEntity | System.Entity | |
skipProjection | bool | |
return | GTA.Math.Vector3 |
public static RotationToDirection ( GTA.Math.Vector3 rotation ) : GTA.Math.Vector3 | ||
rotation | GTA.Math.Vector3 | |
return | GTA.Math.Vector3 |
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 | |
return | void |
public static SearchPed ( GTA.Math.Vector2 screenCoords ) : GTA.Ped | ||
screenCoords | GTA.Math.Vector2 | |
return | GTA.Ped |
public static SearchVehicle ( GTA.Math.Vector2 screenCoords ) : GTA.Vehicle | ||
screenCoords | GTA.Math.Vector2 | |
return | GTA.Vehicle |
public static WorldToScreenRel ( GTA.Math.Vector3 entityPosition, GTA.Math.Vector2 &screenCoords ) : bool | ||
entityPosition | GTA.Math.Vector3 | |
screenCoords | GTA.Math.Vector2 | |
return | bool |
public static WorldToScreenRel_Native ( GTA.Math.Vector3 worldCoords, GTA.Math.Vector2 &screenCoords ) : bool | ||
worldCoords | GTA.Math.Vector3 | |
screenCoords | GTA.Math.Vector2 | |
return | bool |