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Scene-Manager-DevRepo/SceneManager/MousePositionInWorld.cs

42 lines
1.9 KiB
C#

using Rage;
using RAGENativeUI.Elements;
namespace SceneManager
{
internal static class MousePositionInWorld
{
internal static Vector3 GetPosition { get { return GetMousePositionInWorld(); } }
internal static Vector3 GetPositionForBarrier { get { return GetMousePositionInWorld(Settings.BarrierPlacementDistance); } }
private static Vector3 GetMousePositionInWorld(float maxDistance = 100f)
{
HitResult TracePlayerView(float maxTraceDistance = 100f, TraceFlags flags = TraceFlags.IntersectWorld) => TracePlayerView2(out Vector3 v1, out Vector3 v2, maxTraceDistance, flags);
HitResult TracePlayerView2(out Vector3 start, out Vector3 end, float maxTraceDistance, TraceFlags flags)
{
Vector3 direction = GetPlayerLookingDirection(out start);
end = start + (maxTraceDistance * direction);
return World.TraceLine(start, end, flags);
}
Vector3 GetPlayerLookingDirection(out Vector3 camPosition)
{
if (Camera.RenderingCamera)
{
camPosition = Camera.RenderingCamera.Position;
return Camera.RenderingCamera.Direction;
}
else
{
float pitch = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_RELATIVE_PITCH<float>();
float heading = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_RELATIVE_HEADING<float>();
camPosition = Rage.Native.NativeFunction.Natives.GET_GAMEPLAY_CAM_COORD<Vector3>();
return (Game.LocalPlayer.Character.Rotation + new Rotator(pitch, 0, heading)).ToVector().ToNormalized();
}
}
return TracePlayerView(maxDistance, TraceFlags.IntersectWorld).HitPosition;
}
}
}