C# Class Gta5EyeTracking.Geometry

显示文件 Open project: alex8b/gta5eyetracking

Public Methods

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

Private Methods

Method Description
ScreenRelToWorld ( System.Matrix mView, GTA.Math.Vector2 screenCoordsRel ) : GTA.Math.Vector3
ViewMatrixToCameraPosition ( System.Matrix mView ) : GTA.Math.Vector3

Method Details

BoundRotationDeg() public static method

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

BoundRotationDeg() public static method

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

ConecastPedsAndVehicles() public static method

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

DirectionToRotation() public static method

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

EulerDegToQuaturnion() public static method

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

IsInFrontOfThePlayer() public static method

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

IsOccluded() public static method

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

OffsetRotation() public static method

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

QuaturnionToEulerDeg() public static method

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

Raycast() public static method

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

RaycastEverything() public static method

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

RaycastEverything() public static method

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

RotationToDirection() public static method

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

ScreenRelToWorld() public static method

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

SearchPed() public static method

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

SearchVehicle() public static method

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

WorldToScreenRel() public static method

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

WorldToScreenRel_Native() public static method

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