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Math3D library

Структуры данных

class  Math3D
 

Перечисления

enum  ECurveType { CatmullRom , NaturalCubic , UniformCubic }
 

Функции

proto native vector Vector (float x, float y, float z)
 Vector constructor from components.
 
void Math3D ()
 
void ~Math3D ()
 
static proto vector ClipLine (vector start, vector end, vector norm, float d)
 
static proto float IntersectRaySphere (vector raybase, vector raycos, vector center, float radius)
 Tests whether ray is intersecting sphere.
 
static proto float IntersectRayBox (vector start, vector end, vector mins, vector maxs)
 Tests whether ray is intersecting axis aligned box.
 
static proto bool IntersectSphereBox (vector origin, float radius, vector mins, vector maxs)
 Tests whether sphere is intersecting axis aligned box.
 
static proto bool IntersectSphereCone (vector origin, float radius, vector conepos, vector axis, float angle)
 Tests whether sphere is intersecting cone.
 
static proto bool IntersectWholeSphereCone (vector origin, float radius, vector conepos, vector axis, float angle)
 Tests whether sphere is fully inside cone.
 
static proto bool IntersectCylinderOBB (vector mins, vector maxs, vector obbMat[4], vector cylMat[4], float cylinderRadius, float cylinderHeight)
 Tests whether cylinder is intersecting oriented box.
 
static proto bool IntersectRayCylinder (vector rayStart, vector rayEnd, vector center, float radius, float height)
 Tests whether ray is intersecting cylinder.
 
static proto int IntersectRayPlane (vector rayStart, vector rayEnd, vector planeNormal, float planeDist, out vector intersection)
 Tests whether ray is intersecting plane.
 
static proto void YawPitchRollMatrix (vector ang, out vector mat[3])
 Creates rotation matrix from angles.
 
static proto void DirectionAndUpMatrix (vector dir, vector up, out vector mat[4])
 Creates rotation matrix from direction and up vector.
 
static proto void MatrixMultiply4 (vector mat0[4], vector mat1[4], out vector res[4])
 Transforms matrix.
 
static proto void MatrixMultiply3 (vector mat0[3], vector mat1[3], out vector res[3])
 Transforms rotation matrix.
 
static proto void MatrixInvMultiply4 (vector mat0[4], vector mat1[4], out vector res[4])
 Invert-transforms matrix.
 
static proto void MatrixInvMultiply3 (vector mat0[3], vector mat1[3], out vector res[3])
 Invert-transforms rotation matrix.
 
static proto void MatrixInverse4 (vector mat[4])
 Inverses a matrix.
 
static proto void MatrixInverse3 (vector mat[3])
 Inverses a matrix.
 
static proto void MatrixOrthogonalize4 (vector mat[4])
 Orthogonalizes matrix.
 
static proto void MatrixOrthogonalize3 (vector mat[3])
 Orthogonalizes matrix.
 
static void MatrixIdentity4 (out vector mat[4])
 Creates identity matrix.
 
static void MatrixIdentity3 (out vector mat[3])
 Creates identity matrix.
 
static void ScaleMatrix (float scale, out vector mat[3])
 Creates scale matrix.
 
static void QuatIdentity (out float q[4])
 Creates identity quaternion.
 
static void QuatCopy (float s[4], out float d[4])
 Copies quaternion.
 
static proto void MatrixToQuat (vector mat[3], out float d[4])
 Converts rotation matrix to quaternion.
 
static proto void QuatToMatrix (float q[4], out vector mat[3])
 Converts quaternion to rotation matrix.
 
static proto vector MatrixToAngles (vector mat[3])
 Returns angles of rotation matrix.
 
static proto void QuatLerp (out float qout[4], float q1[4], float q2[4], float frac)
 Linear interpolation between q1 and q2 with weight 'frac' (0...1)
 
static proto void QuatMultiply (out float qout[4], float q1[4], float q2[4])
 Multiplies quaternions.
 
static proto vector QuatToAngles (float q[4])
 Returns Angles vector from quaternion.
 
static proto int CheckBoundBox (vector mins1, vector maxs1, vector mins2, vector maxs2)
 Returns 1, when bounding boxes intersects.
 
static vector GetRandomDir ()
 Returns randon normalized direction.
 
static proto native vector Curve (ECurveType type, float param, notnull array< vector > points)
 Computes curve.
 
static proto vector NearestPoint (vector beg, vector end, vector pos)
 Point on line beg .. end nearest to pos.
 
static proto float AngleFromPosition (vector origin, vector originDir, vector target)
 Angle that a target is from the direction of an origin.
 
static proto void ConePoints (vector origin, float length, float halfAngle, float angleOffset, out vector leftPoint, out vector rightPoint)
 Calculates the points of a right 2D cone in 3D space.
 

Подробное описание

Перечисления

◆ ECurveType

Элементы перечислений
CatmullRom 
NaturalCubic 
UniformCubic 
21{
25};
@ NaturalCubic
Definition EnMath3D.c:23
@ CatmullRom
Definition EnMath3D.c:22
@ UniformCubic
Definition EnMath3D.c:24

Функции

◆ AngleFromPosition()

static proto float AngleFromPosition ( vector origin,
vector originDir,
vector target )
staticprivate

Angle that a target is from the direction of an origin.

Возвращает
float Angle in radians

Используется в EvaluateComponentEx(), EvaluateHit_Player(), DayZInfected::FightLogic(), GetMeleeTargetEx() и ScriptConsoleSoundsTab::UpdateMousePos().

◆ CheckBoundBox()

static proto int CheckBoundBox ( vector mins1,
vector maxs1,
vector mins2,
vector maxs2 )
staticprivate

Returns 1, when bounding boxes intersects.

Аргументы
mins1vector minimum point of first bounding box
maxs1vector maximum point of first bounding box
mins2vector minimum point of second bounding box
maxs2vector maximum point of second bounding box
Возвращает
int 1 if boundig boxes intersects, otherwise 0
vector mins1 = "1 1 1";
vector maxs1 = "3 3 3";
vector mins2 = "2 2 2";
vector maxs2 = "4 4 4";
>> 1
Definition EnMath3D.c:28
Definition EntityAI.c:95
Definition EnConvert.c:106
proto void Print(void var)
Prints content of variable to console/log.
static proto int CheckBoundBox(vector mins1, vector maxs1, vector mins2, vector maxs2)
Returns 1, when bounding boxes intersects.

◆ ClipLine()

static proto vector ClipLine ( vector start,
vector end,
vector norm,
float d )
staticprivate

◆ ConePoints()

static proto void ConePoints ( vector origin,
float length,
float halfAngle,
float angleOffset,
out vector leftPoint,
out vector rightPoint )
staticprivate

Calculates the points of a right 2D cone in 3D space.

Аргументы
originvector Origin of cone
lengthfloat Length of the cone
halfAnglefloat Half of the angle of the cone in radians
angleOffsetfloat Angle offset of the cone in radians (handy for rotating it along with something in the world)
[out]leftPointvector Left point of the cone
[out]rightPointvector Right point of the cone

Используется в Debug::DrawCone() и MeleeTargetSettings().

◆ Curve()

static proto native vector Curve ( ECurveType type,
float param,
notnull array< vector > points )
staticprivate

Computes curve.

Возвращает
vector
auto points = new array<vector>();
points.Insert( Vector( 0, 0, 0) );
points.Insert( Vector( 5, 0, 0) );
points.Insert( Vector( 8, 3, 0) );
points.Insert( Vector( 6, 1, 0) );
float t = 0.5;
ECurveType
Definition EnMath3D.c:21
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
static proto native vector Curve(ECurveType type, float param, notnull array< vector > points)
Computes curve.

Используется в RecoilBase::GetPositionOnCurve() и KuruShake::Update().

◆ DirectionAndUpMatrix()

static proto void DirectionAndUpMatrix ( vector dir,
vector up,
out vector mat[4] )
staticprivate

Creates rotation matrix from direction and up vector.

Аргументы
dirvector direction vector
upvector up vector
[out]matvector[4] created rotation matrix
vector dir = "1 0 1";
vector up = "0 1 0";
>> <0.707107,0,-0.707107>,<0,1,0>,<0.707107,0,0.707107>,<0,0,0>
static proto void DirectionAndUpMatrix(vector dir, vector up, out vector mat[4])
Creates rotation matrix from direction and up vector.

Используется в PluginBase::CalculatePos(), DayZIntroScene::DayZIntroScene() и FloatingCrossHair().

◆ GetRandomDir()

static vector GetRandomDir ( )
inlinestaticprivate

Returns randon normalized direction.

Возвращает
vector
>>vector ret = 0x0000000007c1a1c0 {<0.422565,0,-0.906333>}
static vector GetRandomDir()
Returns randon normalized direction.
Definition EnMath3D.c:447
448 {
449 float x = Math.RandomFloatInclusive(-1, 1);
450 float y = Math.RandomFloatInclusive(-1, 1);
451 float z = Math.RandomFloatInclusive(-1, 1);
452
453 return Vector(x, y, z).Normalized();
454 }
Icon x
Icon y
Definition EnMath.c:7
static float RandomFloatInclusive(float min, float max)
Returns a random float number between and min [inclusive] and max [inclusive].
Definition EnMath.c:106

Перекрестные ссылки vector::Normalized(), Math::RandomFloatInclusive(), Vector(), x и y.

◆ IntersectCylinderOBB()

static proto bool IntersectCylinderOBB ( vector mins,
vector maxs,
vector obbMat[4],
vector cylMat[4],
float cylinderRadius,
float cylinderHeight )
staticprivate

Tests whether cylinder is intersecting oriented box.

Аргументы
minsvector Minimums of bound box
maxsvector Maximums of bound box
obbMatvector Transform of box
cylMatvector Transform of cylinder
cylinderRadiusfloat Radius of cylinder
cylinderHeightfloat Height of cylinder
Возвращает
bool True when cylinder is intersecting oriented box

◆ IntersectRayBox()

static proto float IntersectRayBox ( vector start,
vector end,
vector mins,
vector maxs )
staticprivate

Tests whether ray is intersecting axis aligned box.

Аргументы
startvector Start of ray
endvector End of ray
minsvector Minimums of bound box
maxsvector Maximums of bound box
Возвращает
float -1 when not intersecting, else the fraction of ray

◆ IntersectRayCylinder()

static proto bool IntersectRayCylinder ( vector rayStart,
vector rayEnd,
vector center,
float radius,
float height )
staticprivate

Tests whether ray is intersecting cylinder.

Аргументы
rayStartvector Start of ray
rayEndvector End of ray
centervector Center of cylinder
radiusfloat Radius of cylinder
heightfloat Height of cylinder
Возвращает
bool True when ray is intersecting cylinder

◆ IntersectRayPlane()

static proto int IntersectRayPlane ( vector rayStart,
vector rayEnd,
vector planeNormal,
float planeDist,
out vector intersection )
staticprivate

Tests whether ray is intersecting plane.

Аргументы
rayStartvector Start of ray
rayEndvector End of ray
planeNormalvector Normal of the plane
planeDistfloat Length of the plane
intersectionvector Intersection point of the plane, only valid when return is 3
Возвращает
int 1 when behind, 2 when in front and 3 when intersecting the plane

◆ IntersectRaySphere()

static proto float IntersectRaySphere ( vector raybase,
vector raycos,
vector center,
float radius )
staticprivate

Tests whether ray is intersecting sphere.

Аргументы
raybasevector Start of ray
raycosvector End of ray
centervector Center of sphere
radiusfloat Radius of sphere
Возвращает
float -1 when not intersecting, else the fraction of ray

◆ IntersectSphereBox()

static proto bool IntersectSphereBox ( vector origin,
float radius,
vector mins,
vector maxs )
staticprivate

Tests whether sphere is intersecting axis aligned box.

Аргументы
originvector Origin of sphere
radiusfloat Radius of sphere
minsvector Minimums of bound box
maxsvector Maximums of bound box
Возвращает
bool True when intersects

◆ IntersectSphereCone()

static proto bool IntersectSphereCone ( vector origin,
float radius,
vector conepos,
vector axis,
float angle )
staticprivate

Tests whether sphere is intersecting cone.

Аргументы
originvector Origin of sphere
radiusfloat Radius of sphere
coneposvector Position of top of cone
axisvector Orientation of cone in direction from top to bottom
anglefloat Angle of cone in radians
Возвращает
bool True when sphere is intersecting cone

◆ IntersectWholeSphereCone()

static proto bool IntersectWholeSphereCone ( vector origin,
float radius,
vector conepos,
vector axis,
float angle )
staticprivate

Tests whether sphere is fully inside cone.

Аргументы
originvector Origin of sphere
radiusfloat Radius of sphere
coneposvector Position of top of cone
axisvector Orientation of cone in direction from top to bottom
anglefloat Angle of cone in radians
Возвращает
bool True when sphere is fully inside cone

◆ Math3D()

void Math3D ( )
inlineprivate
29{}

◆ MatrixIdentity3()

static void MatrixIdentity3 ( out vector mat[3])
inlinestaticprivate

Creates identity matrix.

Аргументы
[out]matcreated identity matrix
>> <1,0,0>,<0,1,0>,<0,0,1>
static void MatrixIdentity3(out vector mat[3])
Creates identity matrix.
Definition EnMath3D.c:275
276 {
277 mat[0] = "1 0 0";
278 mat[1] = "0 1 0";
279 mat[2] = "0 0 1";
280 }

◆ MatrixIdentity4()

static void MatrixIdentity4 ( out vector mat[4])
inlinestaticprivate

Creates identity matrix.

Аргументы
[out]matcreated identity matrix
>> <1,0,0>,<0,1,0>,<0,0,1>,<0,0,0>
static void MatrixIdentity4(out vector mat[4])
Creates identity matrix.
Definition EnMath3D.c:256
257 {
258 mat[0] = "1 0 0";
259 mat[1] = "0 1 0";
260 mat[2] = "0 0 1";
261 mat[3] = vector.Zero;
262 }
static const vector Zero
Definition EnConvert.c:110

Перекрестные ссылки vector::Zero.

Используется в PluginBase::CalculatePos(), DropEquipAndDestroyRootLambda::CopyOldPropertiesToNew(), DayZIntroScene::DayZIntroScene(), ArrowManagerBase::DropArrow(), FireplaceToIndoorOvenLambda(), FireplaceToIndoorsLambda(), HandleDropMagazine(), ManBase::PredictiveDropEntity(), ReplaceItemWithNewLambdaBase::PrepareLocations(), RemoveAllAttachedChildrenByTypename(), GameInventory::SetGroundPosByOwner(), Entity::SpawnEntityOnGroundPos(), ManBase::SpawnEntityOnGroundPos() и ContaminatedArea_Dynamic::SpawnItems().

◆ MatrixInverse3()

static proto void MatrixInverse3 ( vector mat[3])
staticprivate

Inverses a matrix.

Аргументы
[it]mat matrix which should be inversed

◆ MatrixInverse4()

static proto void MatrixInverse4 ( vector mat[4])
staticprivate

Inverses a matrix.

Аргументы
[it]mat matrix which should be inversed

◆ MatrixInvMultiply3()

static proto void MatrixInvMultiply3 ( vector mat0[3],
vector mat1[3],
out vector res[3] )
staticprivate

Invert-transforms rotation matrix.

Аргументы
mat0vector[3] first matrix
mat1vector[3] second matrix
[out]resvector[3] result of first and second matrix multiplication
vector mat0[3] = { "1.5 2.5 0", "0.1 1.3 0", "0 0 1" }; // rotation matrix
vector mat1[3] = { "1 0.4 0", "0 1 0", "0 1.3 2.7" }; // rotation matrix
>> <2.5,0.62,0>,<2.5,1.3,0>,<3.25,1.69,2.7>
static proto void MatrixInvMultiply3(vector mat0[3], vector mat1[3], out vector res[3])
Invert-transforms rotation matrix.

◆ MatrixInvMultiply4()

static proto void MatrixInvMultiply4 ( vector mat0[4],
vector mat1[4],
out vector res[4] )
staticprivate

Invert-transforms matrix.

Аргументы
mat0vector[4] first matrix
mat1vector[4] second matrix
[out]resvector[4] inverse result of first and second matrix multiplication
vector mat0[4] = { "2 0 0", "0 3 0", "0 0 1", "0 0 0" }; // scale matrix
vector mat1[4] = { "1 0 0", "0 1 0", "0 0 1", "2 4 1" }; // translation matrix
>> <2,0,0>,<0,3,1>,<0,3,1>,<4,12,4>
static proto void MatrixInvMultiply4(vector mat0[4], vector mat1[4], out vector res[4])
Invert-transforms matrix.

Используется в AddArrow(), IEntity::AddArrow(), DayZInfected::AddArrow() и ManBase::AddArrow().

◆ MatrixMultiply3()

static proto void MatrixMultiply3 ( vector mat0[3],
vector mat1[3],
out vector res[3] )
staticprivate

Transforms rotation matrix.

Аргументы
mat0vector[3] first matrix
mat1vector[3] second matrix
[out]resvector[3] result of first and second matrix multiplication
vector mat0[3] = { "1.5 2.5 0", "0.1 1.3 0", "0 0 1" }; // rotation matrix
vector mat1[3] = { "1 0.4 0", "0 1 0", "0 1.3 2.7" }; // rotation matrix
>> <1.54,3.02,0>,<0.1,1.3,0>,<0.13,1.69,2.7>
static proto void MatrixMultiply3(vector mat0[3], vector mat1[3], out vector res[3])
Transforms rotation matrix.

Используется в Hologram::AlignProjectionOnTerrain() и Weapon::LiftWeaponCheck().

◆ MatrixMultiply4()

static proto void MatrixMultiply4 ( vector mat0[4],
vector mat1[4],
out vector res[4] )
staticprivate

Transforms matrix.

Аргументы
mat0vector[4] first matrix
mat1vector[4] second matrix
[out]resvector[4] result of first and second matrix multiplication
vector mat0[4] = { "2 0 0 0", "0 3 0 0", "0 1 0 0", "0 0 0 1" }; // scale matrix
vector mat1[4] = { "1 0 0 0", "0 1 0 0", "0 1 0 0", "2 4 1 3" }; // translation matrix
>> <2,0,0>,<0,3,0>,<0,3,0>,<4,13,0>
static proto void MatrixMultiply4(vector mat0[4], vector mat1[4], out vector res[4])
Transforms matrix.

Используется в EntityAI::IsAreaAtDoorFree() и DayZPlayerCameraBase::OnUpdate().

◆ MatrixOrthogonalize3()

static proto void MatrixOrthogonalize3 ( vector mat[3])
staticprivate

Orthogonalizes matrix.

Аргументы
[it]mat matrix which should be orthogonalized

◆ MatrixOrthogonalize4()

static proto void MatrixOrthogonalize4 ( vector mat[4])
staticprivate

Orthogonalizes matrix.

Аргументы
[it]mat matrix which should be orthogonalized

Используется в AddArrow(), IEntity::AddArrow(), DayZInfected::AddArrow() и ManBase::AddArrow().

◆ MatrixToAngles()

static proto vector MatrixToAngles ( vector mat[3])
staticprivate

Returns angles of rotation matrix.

Аргументы
matvector[3] rotation matrix
Возвращает
vector roll, pitch, yaw angles
Math3D.RollPitchYawMatrix( "70 15 45", mat );
>> <70,15,-45>
static proto vector MatrixToAngles(vector mat[3])
Returns angles of rotation matrix.

Используется в Hologram::AlignProjectionOnTerrain(), FloatingCrossHair() и EntityAI::IsAreaAtDoorFree().

◆ MatrixToQuat()

static proto void MatrixToQuat ( vector mat[3],
out float d[4] )
staticprivate

Converts rotation matrix to quaternion.

Аргументы
matvector[3] rotation matrix
[out]dfloat[4] created quaternion copy
vector rot = "70 15 45";
rot.RotationMatrixFromAngles( mat );
float d[4];
Print( d );
>> {0.241626,0.566299,-0.118838,0.778973}
static proto void MatrixToQuat(vector mat[3], out float d[4])
Converts rotation matrix to quaternion.

Используется в ActionRepackTentCB::DropDuringRepacking(), FloatingCrossHair(), ActionDeployBase::MoveEntityToFinalPosition(), ItemBase::OnPlacementComplete() и ThrowAllItemsInInventory().

◆ NearestPoint()

static proto vector NearestPoint ( vector beg,
vector end,
vector pos )
staticprivate

Point on line beg .. end nearest to pos.

Возвращает
vector

Используется в EvaluateComponentEx() и GetMeleeTargetEx().

◆ QuatCopy()

static void QuatCopy ( float s[4],
out float d[4] )
inlinestaticprivate

Copies quaternion.

Аргументы
sfloat[4] quaternion to copy
[out]dfloat[4] created quaternion copy
float s[4] = { 2, 3, 4, 1 };
float d[4];
Print( d );
>> {2,3,4,1}
static void QuatCopy(float s[4], out float d[4])
Copies quaternion.
Definition EnMath3D.c:337
338 {
339 d[0] = s[0];
340 d[1] = s[1];
341 d[2] = s[2];
342 d[3] = s[3];
343 }

◆ QuatIdentity()

static void QuatIdentity ( out float q[4])
inlinestaticprivate

Creates identity quaternion.

Аргументы
[out]qfloat[4] created identity quaternion
float q[4];
Print( q );
>> {0,0,0,1}
static void QuatIdentity(out float q[4])
Creates identity quaternion.
Definition EnMath3D.c:316
317 {
318 q[0] = 0;
319 q[1] = 0;
320 q[2] = 0;
321 q[3] = 1;
322 }

◆ QuatLerp()

static proto void QuatLerp ( out float qout[4],
float q1[4],
float q2[4],
float frac )
staticprivate

Linear interpolation between q1 and q2 with weight 'frac' (0...1)

Аргументы
[out]qoutfloat[4] result quaternion
q1float[4] first quaternion
q2float[4] second quaternion
fracfloat interpolation weight
float q1[4] = { 1, 1, 1, 1 };
float q2[4] = { 2, 2, 2, 1 };
float qout[4];
Math3D.QuatLerp( qout, q1, q2, 0.5 );
>> {1.5,1.5,1.5,1}
static proto void QuatLerp(out float qout[4], float q1[4], float q2[4], float frac)
Linear interpolation between q1 and q2 with weight 'frac' (0...1)

Используется в FloatingCrossHair().

◆ QuatMultiply()

static proto void QuatMultiply ( out float qout[4],
float q1[4],
float q2[4] )
staticprivate

Multiplies quaternions.

Аргументы
[out]qoutfloat[4] result quaternion
q1float[4] first quaternion
q2float[4] second quaternion
float q1[4] = { 1, 2, 3, 1 };
float q2[4] = { 2, 2, 2, 1 };
float qout[4];
>> {2,4,6,1}
static proto void QuatMultiply(out float qout[4], float q1[4], float q2[4])
Multiplies quaternions.

◆ QuatToAngles()

static proto vector QuatToAngles ( float q[4])
staticprivate

Returns Angles vector from quaternion.

Используется в UIScriptedMenu::SetCameraData() и UIScriptedMenu::Update().

◆ QuatToMatrix()

static proto void QuatToMatrix ( float q[4],
out vector mat[3] )
staticprivate

Converts quaternion to rotation matrix.

Используется в FloatingCrossHair().

◆ ScaleMatrix()

static void ScaleMatrix ( float scale,
out vector mat[3] )
inlinestaticprivate

Creates scale matrix.

Аргументы
scalescale coeficient
[out]matcreated scale matrix
>> <2.5,0,0>,<0,2.5,0>,<0,0,2.5>
static void ScaleMatrix(float scale, out vector mat[3])
Creates scale matrix.
Definition EnMath3D.c:294
295 {
296 vector v0, v1, v2;
297 v0[0] = scale;
298 v1[1] = scale;
299 v2[2] = scale;
300 mat[0] = v0;
301 mat[1] = v1;
302 mat[2] = v2;
303 }

◆ Vector()

proto native vector Vector ( float x,
float y,
float z )

Vector constructor from components.

Аргументы
xfloat x component
yfloat y component
zfloat z component
Возвращает
vector resulting vector
Print( Vector(1, 2, 3) );
>> <1,2,3>

Используется в vector::ArrayToVec(), Barrel_ColorBase::Barrel_ColorBase(), Hit_MeatBones::BloodSplatGround(), PluginBase::CalculatePos(), DayZIntroSceneXbox::CameraCreate(), CarLightBase::CarRearLight(), TentBase::CarTent(), Math::CenterOfRectangle(), WeaponParticlesBase::CheckOrientationOverride(), CarLightBase::CivilianSedanFrontLight(), CarRearLightBase::CivilianSedanRearLight(), CGame::CloseCombatEffects(), CreateBridgeArrow(), CreateCarDestroyedEffect(), Particle::CreateOnObject(), SceneData::CreateScenePlayer(), EffectAreaLoader::CreateZones(), DayZIntroScene::DayZIntroScene(), CGame::DelayedMidAirDetonation(), EntityLightSource::DetachFromParent(), ItemBase::DoMeasurement(), Debug::DrawCone(), BuildingSuper::EEInit(), Explode(), FilterObstructedObjectsByGrouping(), FloatingCrossHair(), GameplayEffectsData::GenerateSequenceRandomPosition(), GetBoxCenter(), IEntity::GetCenter(), GetCollisionBoxSize(), Hologram::GetCollisionBoxSize(), GetCurrentOrientation(), GetFireEffectPosition(), ScriptedWidgetEventHandler::GetItemSize(), GetMeleeTarget(), GetMeleeTargetEx(), GetMouseDistance(), JsonUndergroundAreaTriggerData::GetOrientation(), JsonUndergroundAreaTriggerData::GetPosition(), SceneObject::GetPosition(), SceneObject::GetPositionAsString(), GetPositionRandomized(), Math3D::GetRandomDir(), GetRandomPos(), GetRectangularCoordsFromSize(), JsonUndergroundAreaTriggerData::GetSize(), SceneObject::GetSize(), GetSmokeEffectPosition(), FireplaceBase::GetSmokeEffectPosition(), EntityLightSource::HandleDancingShadows(), CarLightBase::Hatchback_02FrontLight(), CarRearLightBase::Hatchback_02RearLight(), BroomBase::Init(), UIScriptedMenu::Init(), IsColliding(), IsCollidingEx(), Hologram::IsCollidingZeroPos(), IsEntityBehindEntityInAngle(), IsSpaceFor(), IsSpaceForCircle(), IsSpaceForOven(), IsUnderRoofFromToCalculation(), LargeTent(), Weapon::LiftWeaponCheck(), LongTorch::LongTorch(), TentBase::MediumTent(), CarLightBase::Offroad_02FrontLight(), CarRearLightBase::Offroad_02RearLight(), CarLightBase::OffroadHatchbackFrontLight(), CarRearLightBase::OffroadHatchbackRearLight(), WeaponParticlesBase::OnActivate(), FlareSimulation::OnActivation(), ScriptConsoleGeneralTab::OnClick(), ItemBase::OnDebugSpawn(), MapHandler::OnDoubleClick(), ScriptConsoleGeneralTab::OnDoubleClick(), OnDraggingEnd(), FireworksLauncherClientEvent::OnFired(), PointLightBase::OnFrameLightSource(), ItemBase::OnInventoryExit(), Roadflare::OnInventoryExit(), Switchable_Base::OnInventoryExit(), MapHandler::OnKeyDown(), UIScriptedMenu::OnShow(), DayZPlayer::OnStepEvent(), OnUpdateClient(), Roadflare::OnWorkStart(), TentBase::PartyTent(), vector::RandomDir(), vector::RandomDir2D(), Particle::RandWiggleVector(), DayZIntroScene::ResetIntroCamera(), SeaChest::SeaChest(), CarLightBase::Sedan_02FrontLight(), CarRearLightBase::Sedan_02RearLight(), PluginBase::SelectedObjectDuplicate(), GameInventory::SetGroundPosByOwnerBounds(), UIScriptedMenu::SetItem(), Hologram::SetOnGround(), AreaDamageComponentRaycasted::SetRaycastLength(), SetWaterLevelHeight(), TentBase::ShelterBase(), DayZIntroScene::SnapToGround(), DayZIntroSceneXbox::SnapToGround(), CrashBase::SpawnRandomDeers(), ThrowAllItemsInInventory(), CarLightBase::Truck_01FrontLight(), CarRearLightBase::Truck_01RearLight(), TruncateVec(), FlammableBase::TryTransformIntoStick(), ScriptedWidgetEventHandler::UpdateItems(), InventoryGridController::UpdateItems(), FlammableBase::UpdateLight(), CGame::UpdatePathgraphRegionByObject(), UIScriptedMenu::UpdateQuickbarItemCard(), ScriptedWidgetEventHandler::UpdateQuickbarItems(), WeaponParticlesBase::WeaponParticlesBase(), WoodenCrate::WoodenCrate(), CrashBase::Wreck_Mi8_Crashed(), CrashBase::Wreck_SantasSleigh() и CrashBase::Wreck_UH1Y().

◆ YawPitchRollMatrix()

static proto void YawPitchRollMatrix ( vector ang,
out vector mat[3] )
staticprivate

Creates rotation matrix from angles.

Аргументы
angvector which contains angles
[out]matvector created rotation matrix
YawPitchRollMatrix( "70 15 45", mat );
>> <0.330366,0.0885213,-0.939693>,<0.458809,0.854988,0.241845>,<0.824835,-0.511037,0.241845>
static proto void YawPitchRollMatrix(vector ang, out vector mat[3])
Creates rotation matrix from angles.

Используется в AddArrow(), DayZInfected::AddArrow(), ManBase::AddArrow(), Hologram::AlignProjectionOnTerrain(), ActionRepackTentCB::DropDuringRepacking(), Weapon::LiftWeaponCheck(), ActionDeployBase::MoveEntityToFinalPosition(), ItemBase::OnPlacementComplete(), DayZPlayerCameraBase::OnUpdate(), OnUpdate() и ThrowAllItemsInInventory().

◆ ~Math3D()

void ~Math3D ( )
inlineprivate
30{}