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Old 06/10/2015, 09:19 PM   #1
AbyssMorgan
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Join Date: Apr 2015
Location: Poland
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Cool 3DTryg Functions

Include contain professional functions for manipulating (coordinates / rotations / vectors / arc / areas / offset) supported (2D / 3D)

Videos:
1. Knife Shoot Thread
2. EngineV6 Thread
3. EngineX Thread
4. Missile Launch Thread
6. Vehicle Missile Launch (ColAndreas Version) Thread
7. GetGroundRotation
8. GetPlayerCollisionFlags (ColAndreas)
9. Marica Mortar V1 Thread
10. Heavy Marica Mortar Thread
11. Acid Renia (FCNPC)
12. Beta Interceptor (FCNPC)
13. GoToPlayerOnGroundCol (FCNPC)
14. IsElementOnPlayerScreen (ColAndreas)
15. Arc Points
16. Missile Launcher Aim Player
17. GetRandomPointOnSphericalSector
18. Vehicle Missile Congreve Rocket Thread
19. Magic Wand Thread
20. Vehicle Parachute Thread
21. Portal Gun #1 Thread
22. Portal Gun #2 Thread
23. Random NPC Moving In Area
24. Marica Mortar V2 Thread
25. Stingers (Cops and Robbers) Thread
26. NPC Driver Eye
27. PET SAR v1.0
28. Vehicle Speed Control
29. Prototype Grenade Detection

PHP Code:
/*************************************************************************************************************************************
 *                                                                                                                                   *
 *                                                    )(   3DTryg Functions   )(                                                     *
 *                                                                                                                                   *
 * Copyright  2019 Abyss Morgan. All rights reserved.                                                                               *
 * Contributors: Crayder, IllidanS4, Nero_3D, RyDeR, Zoutdaxv, hesambia, Neil Lamoureux, Ivan_Ino, Ralfie, Unrea1, Katarina Calzaghe *
 * Mr.Reus                                                                                                                           *
 *                                                                                                                                   *
 * Website:  adm.ct8.pl                                                                                                              *
 * Download: adm.ct8.pl/r/download                                                                                                   *
 *                                                                                                                                   *
 * Plugins: ColAndreas, YSF, Streamer, FCNPC, VehicleStreamer                                                                        *
 * Modules: FoxForeach, Foreach                                                                                                      *
 * Internal Modules: Actor, Anims, VehicleCollision                                                                                  *
 *                                                                                                                                   *
 * File Version: 4.8.5                                                                                                               *
 * ColAndreas Version: 1.4.0                                                                                                         *
 * YSF Version: R19 (kurta999)                                                                                                       *
 * Streamer Version: 2.9.4                                                                                                           *
 * VehicleStreamer Version: 2.9.4                                                                                                    *
 * FCNPC Version: 2.0.0                                                                                                              *
 *                                                                                                                                   *
 * Foreach Types:                                                                                                                    *
 * 1. FoxForeach                                                                                                                     *
 * 2. YSIForeach                                                                                                                     *
 * 3. GetPlayerPoolSize                                                                                                              *
 *                                                                                                                                   *
 * Compiler Options:                                                                                                                 *
 * DISABLE_3D_TRYG_INIT         //Use before 3DTryg.inc for disable ColAndreas Auto Init                                             *
 * DISABLE_3D_TRYG_ACTOR        //Use before 3DTryg.inc for disable Actors Module                                                    *
 * DISABLE_3D_TRYG_FOXFOREACH   //Use before 3DTryg.inc for disable FoxForeach Module                                                *
 * DISABLE_3D_TRYG_YSIFOREACH   //Use before 3DTryg.inc for disable Foreach Module                                                   *
 * DISABLE_3D_TRYG_VEHICLECOL   //Use before 3DTryg.inc for disable VehicleCollision Module                                          *
 * DISABLE_3D_TRYG_COLANDREAS   //Use before 3DTryg.inc for disable ColAndreas Module                                                *
 * DISABLE_3D_TRYG_YSF          //Use before 3DTryg.inc for disable YSF Module                                                       *
 * DISABLE_3D_TRYG_STREAMER     //Use before 3DTryg.inc for disable Streamer Module                                                  *
 * DISABLE_3D_TRYG_FCNPC        //Use before 3DTryg.inc for disable FCNPC Module                                                     *
 * DISABLE_3D_TRYG_VEHSTREAMER  //Use before 3DTryg.inc for disable VehicleStreamer Module                                           *
 * ENABLE_3D_TRYG_YSI_SUPPORT   //Use before 3DTryg.inc for enable YSI Support (use only when 3DTryg say error for this)             *
 *                                                                                                                                   *
 * Complementary Functions:
 * Float:sqrtN(Float:value,Float:exponent);
 * abs(value);
 * Float:fabs(Float:value);
 * power(value,Float:exponent);
 * IsEven(value);
 * Tryg3D::RandomFloat(Float:min,Float:max,accuracy=4);
 * 
 * Internal Functions:
 * single_clock(max,id); //For Random::PointOnClock parameter rz
 * even_clock(max,id); //For Random::PointOnClock parameter rz
 * uneven_clock(max,id); //For Random::PointOnClock parameter rz
 * NLTZ(value); //NotLessThanZero
 * NMTZ(value); //NotMoreThanZero
 * NLTZF(Float:value); //NotLessThanZeroFloat
 * NMTZF(Float:value); //NotMoreThanZeroFloat
 * NLTV(value,min); //NotLessThanValue
 * NMTV(value,max); //NotMoreThanValue
 * NLTVF(Float:value,Float:min); //NotLessThanValueFloat
 * NMTVF(Float:value,Float:max); //NotMoreThanValueFloat
 * Tryg3D::CompressRotation(Float:rotation);
 * Tryg3D::DeCompressRotation(Float:rotation);
 * Tryg3D::IsRotationTest(Float:rotation,Float:r_min,Float:r_max);
 * Tryg3D::GivePlayerDamage(targetid,Float:amount,playerid,weaponid,bodypart);
 * Tryg3D::GetWeaponDamage(weaponid);
 * Tryg3D::SwapInt(variable1,variable2);
 * Tryg3D::IsPlayerSpawned(playerid);
 * Tryg3D::GetActiveTime();
 * 
 * General Functions:
 * CountPlayers(bool:isplayer=true,bool:isnpc=true);
 * CountActors();
 * CountVisibleActors(playerid);
 * CountVisibleVehicles(playerid);
 * CountVisiblePlayers(playerid,bool:isplayer=true,bool:isnpc=true);
 * RecoilFloat(Float:value,Float:recoil);
 * RecoilVector(&Float:vx,&Float:vy,&Float:vz,Float:sx,Float:sy,Float:sz);
 * Float:ShiftDegreeToRadian(Float:deg);
 * Float:ShiftDegreeToRadianEx(Float:deg);
 * Float:ShiftDegreeToGrades(Float:deg);
 * Float:ShiftRadianToDegree(Float:rad);
 * Float:ShiftRadianToDegreeEx(Float:rad);
 * Float:ShiftRadianToGrades(Float:rad);
 * Float:ShiftGradesToDegree(Float:grad);
 * Float:ShiftGradesToRadian(Float:grad);
 * GetRandomHit(Float:x,Float:y,Float:z,range,&Float:tx,&Float:ty,&Float:tz);
 * Float:GetDistanceBetweenPoints1D(Float:x1,Float:x2);
 * Float:GetDistanceBetweenPoints2D(Float:x1,Float:y1,Float:x2,Float:y2);
 * Float:GetDistanceBetweenPoints3D(Float:x1,Float:y1,Float:z1,Float:x2,Float:y2,Float:z2);
 * GetPointInFront2D(Float:x,Float:y,Float:rz,Float:radius,&Float:tx,&Float:ty);
 * GetPointInFront3D(Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,&Float:tx,&Float:ty,&Float:tz);
 * GetPointInFront3DEx(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:radius,&Float:tx,&Float:ty,&Float:tz);
 * Float:GetPointInFrontOfPlayer(playerid,&Float:tx,&Float:ty,Float:radius);
 * Float:GetPointInFrontOfCamera2D(playerid,&Float:tx,&Float:ty,Float:radius);
 * GetPointInFrontOfCamera3D(playerid,&Float:tx,&Float:ty,&Float:tz,Float:radius,&Float:rx=0.0,&Float:rz=0.0);
 * GetRotationFor2Point2D(Float:x,Float:y,Float:tx,Float:ty,&Float:rz);
 * GetRotationFor2Point3D(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,&Float:rx,&Float:rz);
 * GetMoveTime(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,Float:speed,&rtime=0);
 * GetSpeedForMoveTime(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,&Float:speed,rtime);
 * GetVehicleRotation(vehicleid,&Float:rx,&Float:ry,&Float:rz);
 * Float:GetPointInFrontOfVehicle2D(vehicleid,&Float:tx,&Float:ty,Float:radius);
 * GetPointInFrontOfVehicle3D(vehicleid,&Float:tx,&Float:ty,&Float:tz,Float:radius,&Float:rx=0.0,&Float:rz=0.0);
 * GetPlayerCameraRotation(playerid,&Float:rx,&Float:rz);
 * SetPlayerCameraRotation(playerid,Float:rx,Float:rz);
 * Float:GetPlayerCameraZAngle(playerid,&Float:rz=0.0);
 * SetPlayerCameraZAngle(playerid,Float:rz);
 * GetPointFor2Point2D(Float:x1,Float:y1,Float:x2,Float:y2,Float:percent_size,&Float:tx,&Float:ty);
 * GetPointFor2Point3D(Float:x1,Float:y1,Float:z1,Float:x2,Float:y2,Float:z2,Float:percent_size,&Float:tx,&Float:ty,&Float:tz);
 * GetPointFor2Point2DEx(Float:x1,Float:y1,Float:x2,Float:y2,Float:distance,&Float:tx,&Float:ty);
 * GetPointFor2Point3DEx(Float:x1,Float:y1,Float:z1,Float:x2,Float:y2,Float:z2,Float:distance,&Float:tx,&Float:ty,&Float:tz);
 * ShiftVectorToRotation(Float:vx,Float:vy,Float:vz,&Float:rx,&Float:rz);
 * ShiftRotationToVector(Float:rx,Float:rz,&Float:vx,&Float:vy,&Float:vz);
 * GetPointToPointVector(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,&Float:vx,&Float:vy,&Float:vz);
 * IsPointBetween2Points2D(Float:px,Float:py,Float:xA,Float:yA,Float:xB,Float:yB);
 * IsPointBetween2Points3D(Float:px,Float:py,Float:pz,Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB);
 * Area::PointInCircle(Float:px,Float:py,Float:x,Float:y,Float:radius);
 * Area::PointInCylinder3D(Float:px,Float:py,Float:pz,Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius);
 * Area::PointInCylinder2D(Float:px,Float:py,Float:pz,Float:x,Float:y,Float:minz,Float:maxz,Float:radius);
 * Area::PointInSphere(Float:px,Float:py,Float:pz,Float:x,Float:y,Float:z,Float:radius);
 * Area::PointInRectangle(Float:x,Float:y,Float:minx,Float:miny,Float:maxx,Float:maxy);
 * Area::PointInCube(Float:x,Float:y,Float:z,Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz);
 * Area::PointInPolygon(Float:x,Float:y,Float:points[],maxpoints=sizeof(points));
 * Area::PointInCircularSector(Float:px,Float:py,Float:x,Float:y,Float:rz,Float:radius,Float:view_angle);
 * Area::PointInSphericalSector(Float:px,Float:py,Float:pz,Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,Float:vrx,Float:vrz);
 * Area::PointInCone3D(Float:px,Float:py,Float:pz,Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:pointA_radius,Float:pointB_radius);
 * Area::PointInCube3D(Float:px,Float:py,Float:pz,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:size_x,Float:size_y,Float:size_z);
 * Area::PointInEllipse(Float:px,Float:py,Float:cx,Float:cy,Float:size_x,Float:size_y);
 * Area::PointInEllipticalCylinder(Float:px,Float:py,Float:pz,Float:cx,Float:cy,Float:minz,Float:maxz,Float:size_x,Float:size_y);
 * Area::PointInSphericalSectorEx(Float:px,Float:py,Float:pz,Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,Float:vrx,Float:vrz,bool:testLOS=true,bool:veh_col=false);
 * Random::PointInCircle(Float:x,Float:y,Float:radius,&Float:tx,&Float:ty);
 * Random::PointInCylinder2D(Float:x,Float:y,Float:minz,Float:maxz,Float:radius,&Float:tx,&Float:ty,&Float:tz);
 * Random::PointInCylinder3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius,&Float:tx,&Float:ty,&Float:tz);
 * Random::PointInSphere(Float:x,Float:y,Float:z,Float:radius,&Float:tx,&Float:ty,&Float:tz);
 * Random::PointInRectangle(Float:minx,Float:miny,Float:maxx,Float:maxy,&Float:tx,&Float:ty);
 * Random::PointInCube(Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz,&Float:tx,&Float:ty,&Float:tz);
 * Random::PointInPolygon(Float:points[],&Float:tx,&Float:ty,maxpoints=sizeof(points));
 * Random::PointInCircularSector(Float:x,Float:y,Float:rz,Float:radius,Float:view_angle,&Float:tx,&Float:ty);
 * Random::PointInSphericalSector(Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,Float:vrx,Float:vrz,&Float:tx,&Float:ty,&Float:tz);
 * Random::PointInCone3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:pointA_radius,Float:pointB_radius,&Float:tx,&Float:ty,&Float:tz);
 * Random::PointInCube3D(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:size_x,Float:size_y,Float:size_z,&Float:tx,&Float:ty,&Float:tz);
 * Random::PointInEllipse(Float:cx,Float:cy,Float:size_x,Float:size_y,&Float:tx,&Float:ty);
 * Random::PointInEllipticalCyl2D(Float:cx,Float:cy,Float:minz,Float:maxz,Float:size_x,Float:size_y,&Float:tx,&Float:ty,&Float:tz);
 * Random::PointOnCircle(Float:x,Float:y,Float:radius,&Float:tx,&Float:ty);
 * Random::PointOnCylinder2D(Float:x,Float:y,Float:minz,Float:maxz,Float:radius,&Float:tx,&Float:ty,&Float:tz);
 * Random::PointOnCylinder3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius,&Float:tx,&Float:ty,&Float:tz);
 * Random::PointOnSphere(Float:x,Float:y,Float:z,Float:radius,&Float:tx,&Float:ty,&Float:tz);
 * Random::PointOnRectangle(Float:minx,Float:miny,Float:maxx,Float:maxy,&Float:tx,&Float:ty);
 * Random::PointOnCube(Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz,&Float:tx,&Float:ty,&Float:tz);
 * Random::PointOnCircularSector(Float:x,Float:y,Float:rz,Float:radius,Float:view_angle,&Float:tx,&Float:ty);
 * Random::PointOnSphericalSector(Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,Float:vrx,Float:vrz,&Float:tx,&Float:ty,&Float:tz);
 * Random::PointOnCone3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:pointA_radius,Float:pointB_radius,&Float:tx,&Float:ty,&Float:tz);
 * Random::PointOnCube3D(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:size_x,Float:size_y,Float:size_z,&Float:tx,&Float:ty,&Float:tz);
 * Random::PointOnEllipse(Float:cx,Float:cy,Float:size_x,Float:size_y,&Float:tx,&Float:ty);
 * Random::PointOnEllipticalCyl2D(Float:cx,Float:cy,Float:minz,Float:maxz,Float:size_x,Float:size_y,&Float:tx,&Float:ty,&Float:tz);
 * Random::PointOnClock(Float:x,Float:y,Float:radius,&Float:tx,&Float:ty,&Float:trz,Float:rz=INVALID_ROTATION);
 * IsProbable(chance);
 * Float:CalculatePercent(Float:value,Float:maxvalue);
 * Float:GetPlayerTargetAngle(playerid,Float:x,Float:y,&Float:rz=0.0);
 * Float:SetPlayerTargetAngle(playerid,Float:x,Float:y,&Float:rz=0.0);
 * Float:GetPlayerTargetPlayerAngle(playerid,targetid,&Float:rz=0.0);
 * Float:SetPlayerTargetPlayerAngle(playerid,targetid,&Float:rz=0.0);
 * Float:GetVehicleSpeed(vehicleid);
 * SetVehicleSpeed(vehicleid,Float:speed);
 * Float:GetPlayerSpeed(playerid);
 * CreateDynamicExplosion(Float:x,Float:y,Float:z,type,Float:radius,worldid=-1,interiorid=-1,playerid=-1,Float:distance=200.0);
 * CreateDynamicExplosionDMG(Float:x,Float:y,Float:z,type,Float:radius,worldid=-1,interiorid=-1,playerid=-1,Float:distance=200.0,Float:damage=82.5,Float:vehicle_damage=82.5,byplayerid=INVALID_PLAYER_ID);
 * SendFakeDamageInRadius(weaponid,bodypart,Float:damage,Float:vehicle_damage,Float:x,Float:y,Float:z,Float:radius,worldid=-1,interiorid=-1,playerid=-1,byplayerid=INVALID_PLAYER_ID);
 * GetVehicleFlags(vehicleid);
 * GetVehicleDefaultFlagsByModel(modelid);
 * GetVehicleFlagsByModel(modelid);
 * SetVehicleFlagsByModel(modelid,value);
 * ToggleVehicleModelFlag(modelid,flag,bool:toggle);
 * IsVehicleFlag(value,flag);
 * GetWeaponShotPos(playerid,hittype,&Float:fx,&Float:fy,&Float:fz);
 * SetPlayerLookAtPlayer(playerid,targetid,cut=CAMERA_CUT);
 * GetPlayerCameraLookAt(playerid,&Float:x,&Float:y,&Float:z);
 * IsPlayerLookAtSky(playerid);
 * GetQuatUpVector(Float:qw,Float:qx,Float:qy,Float:qz,&Float:vx,&Float:vy,&Float:vz);
 * Float:GetLineSize2D(Float:points[][],maxpoints=sizeof(points));
 * Float:GetLineSize3D(Float:points[][],maxpoints=sizeof(points));
 * IsVehicleInRangeOfPoint(vehicleid,Float:range,Float:x,Float:y,Float:z);
 * IsActorInRangeOfPoint(actorid,Float:range,Float:x,Float:y,Float:z);
 * IsObjectInRangeOfPoint(objectid,Float:range,Float:x,Float:y,Float:z);
 * ShiftLineRotation(Float:sX,Float:sY,Float:sZ,Float:eX,Float:eY,Float:eZ,Float:rx,Float:ry,Float:rz,&Float:nX,&Float:nY,&Float:nZ);
 * ShiftLineRotationVector(Float:sX,Float:sY,Float:sZ,Float:eX,Float:eY,Float:eZ,Float:rx,Float:ry,Float:rz,&Float:nX,&Float:nY,&Float:nZ);
 * Float:GetEllipseRadius(Float:x,Float:y,Float:angle);
 * GetArcPoints3D(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,Float:ry,Float:height,Float:points[][],max_points=sizeof(points));
 * GetArcPointsFloor3D(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,Float:spread,Float:points[][],max_points=sizeof(points));
 * GetArcPointsCellar3D(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,Float:spread,Float:points[][],max_points=sizeof(points));
 * GetArcPointsLarboard3D(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,Float:spread,Float:points[][],max_points=sizeof(points));
 * GetArcPointsStarboard3D(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,Float:spread,Float:points[][],max_points=sizeof(points));
 * Float:GetDistanceFromPointToLine(Float:px,Float:py,Float:pz,Float:sX,Float:sY,Float:sZ,Float:eX,Float:eY,Float:eZ,&Float:iX=0.0,&Float:iY=0.0,&Float:iZ=0.0);
 * ShiftOffsetToPosition(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:offset_x,Float:offset_y,Float:offset_z,&Float:tx,&Float:ty,&Float:tz);
 * ShiftPositionToOffset(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,&Float:offset_x,&Float:offset_y,&Float:offset_z,Float:tx,Float:ty,Float:tz);
 * Tryg3D::EulerToQuat(Float:rx,Float:ry,Float:rz,&Float:qw,&Float:qx,&Float:qy,&Float:qz);
 * Tryg3D::QuatToEuler(&Float:rx,&Float:ry,&Float:rz,Float:qw,Float:qx,Float:qy,Float:qz);
 * ShiftVectorRotation(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,&Float:tx,&Float:ty,&Float:tz);
 * GetCube3DPoint(OrientationCube3D:orientation,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:size_x,Float:size_y,Float:size_z,&Float:tx,&Float:ty,&Float:tz);
 * IsPlayerFakeSpectating(playerid,bool:force_disable=true);
 * GenerateGangZone(Float:x,Float:y,Float:radius,&Float:minx,&Float:miny,&Float:maxx,&Float:maxy);
 * Float:GetCameraTargetDistance(Float:CamX,Float:CamY,Float:CamZ,Float:ObjX,Float:ObjY,Float:ObjZ,Float:FrX,Float:FrY,Float:FrZ);
 * IsPlayerAimingAt(playerid,Float:x,Float:y,Float:z,Float:radius);
 * IPL_CreateObject(modelid,Float:x,Float:y,Float:z,Float:qx,Float:qy,Float:qz,Float:qw,Float:drawdistance=0.0);
 * 
 * Universal Functions:
 * Item::GetInvalidID(Item3D_Type:item_type);
 * Item::GetPos(elementid,Item3D_Type:element_type,&Float:x,&Float:y,&Float:z);
 * Item::GetVirtualWorld(TRYG3D_ELEMENT_TAG:elementid,Item3D_Type:element_type);
 * Item::GetRotationQuat(elementid,Item3D_Type:element_type,&Float:qw,&Float:qx,&Float:qy,&Float:qz);
 * Item::GetUpVector(elementid,Item3D_Type:element_type,&Float:vx,&Float:vy,&Float:vz);
 * Item::GetUpPos(elementid,Item3D_Type:element_type,Float:radius,&Float:x,&Float:y,&Float:z,bool:reverse=false);
 * Item::GetDistance(elementid,Item3D_Type:element_type,targetid,Item3D_Type:target_type);
 * Item::GetDistanceFromPoint(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:z);
 * Item::OnPlayerScreen(playerid,targetid,Item3D_Type:target_type=item_player,element_orientation:orientation=o_front,Float:rx=INVALID_ROTATION,Float:rz=INVALID_ROTATION,Float:vrx=VERTICAL_CAMERA_RADIUS,Float:vrz=HORIZONTAL_CAMERA_RADIUS,bool:testLOS=true,bool:testVW=true,bool:veh_col=false);
 * Item::OnFakeScreen(Float:x,Float:y,Float:z,targetid,Item3D_Type:target_type,Float:rx,Float:rz,Float:vrx=VERTICAL_CAMERA_RADIUS,Float:vrz=HORIZONTAL_CAMERA_RADIUS,bool:testLOS=true,bool:veh_col=false);
 * Item::InCircle(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:radius);
 * Item::InCylinder3D(elementid,Item3D_Type:element_type,Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius);
 * Item::InCylinder2D(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:minz,Float:maxz,Float:radius);
 * Item::InSphere(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:z,Float:radius);
 * Item::InRectangle(elementid,Item3D_Type:element_type,Float:minx,Float:miny,Float:maxx,Float:maxy);
 * Item::InCube(elementid,Item3D_Type:element_type,Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz);
 * Item::InPolygon(elementid,Item3D_Type:element_type,Float:points[],maxpoints=sizeof(points));
 * Item::InCircularSector(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:rz,Float:radius,Float:view_angle);
 * Item::InSphericalSector(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,Float:vrx,Float:vrz);
 * Item::InCone(elementid,Item3D_Type:element_type,Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:pointA_radius,Float:pointB_radius);
 * Item::InCube3D(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:size_x,Float:size_y,Float:size_z);
 * Item::GetToPointVector(elementid,Item3D_Type:element_type,Float:tx,Float:ty,Float:tz,&Float:vx,&Float:vy,&Float:vz);
 * Item::GetRotatedVector(elementid,Item3D_Type:element_type,Float:tx,Float:ty,Float:tz,&Float:vx,&Float:vy,&Float:vz,bool:return_vector=true,Float:rx=0.0,Float:ry=0.0,Float:rz=0.0);
 * Item::GetOrientationPos(elementid,Item3D_Type:element_type,element_orientation:orientation,Float:distance,&Float:tx,&Float:ty,&Float:tz);
 * Item::InEllipse(elementid,Item3D_Type:element_type,Float:cx,Float:cy,Float:size_x,Float:size_y);
 * Item::InEllipticalCylinder2D(elementid,Item3D_Type:element_type,Float:cx,Float:cy,Float:minz,Float:maxz,Float:size_x,Float:size_y);
 * 
 * Universal Functions (ColAndreas):
 * Item::ToItemIsWall(elementid,Item3D_Type:element_type,targetid,Item3D_Type:target_type);
 * Item::ToPointIsWall(Float:x,Float:y,Float:z,targetid,Item3D_Type:target_type);
 * Item::GetCollisionFlags(elementid,Item3D_Type:element_type);
 * Item::IsPlayerInRange(playerid,Float:range,targetid,Item3D_Type:target_type=item_player,bool:testLOS=true,bool:veh_col=false);
 * Item::InRangeOfPoint(Float:x,Float:y,Float:z,Float:range,targetid,Item3D_Type:target_type=item_player,bool:testLOS=true,bool:veh_col=false);
 * Item::InRangeOfItem(elementid,Item3D_Type:element_type,Float:range,targetid,Item3D_Type:target_type=item_player,bool:testLOS=true,bool:veh_col=false);
 * Item::GetOrientationPosCol(elementid,Item3D_Type:element_type,element_orientation:orientation,Float:distance,&Float:tx,&Float:ty,&Float:tz);
 * Item::IsPointInWaterOrient(TRYG3D_ELEMENT_TAG:elementid,Item3D_Type:element_type,Float:radius,element_orientation:orientation=o_front);
 *
 * Universal Functions (Streamer):
 * Item::InDynamicArea(TRYG3D_ELEMENT_TAG:elementid,Item3D_Type:element_type,STREAMER_TAG_AREA:areaid);
 * Item::GetInDynamicArea(STREAMER_TAG_AREA:areaid,Item3D_Type:element_type,element_list[],max_element=sizeof(element_list));
 * 
 * ScreenToWorld Functions:
 * ScreenToWorld(playerid,Float:screenX,Float:screenY,&Float:vX,&Float:vY,&Float:vZ);
 * WorldToScreen(playerid,Float:x,Float:y,Float:z,&Float:screenX,&Float:screenY);
 * ScreenToWorldCol(playerid,Float:distance,Float:screenX,Float:screenY,&Float:vX,&Float:vY,&Float:vZ);
 * Tryg3D::NormCrossProduct(&Float:x,&Float:y,&Float:z,Float:v1x,Float:v1y,Float:v1z,Float:v2x,Float:v2y,Float:v2z);
 * 
 * Nero_3D Rotations Functions:
 * Tryg3D::GetRotationMatrixEuler(Float:matrix[][],Float:rx,Float:ry,Float:rz,T3D:eulermode:mode=T3D:euler_default);
 * Tryg3D::MatrixRotate(Float:matrix[][],Float:oX,Float:oY,Float:oZ,&Float:x,&Float:y,&Float:z);
 * Tryg3D::QuatRotate(Float:qw,Float:qx,Float:qy,Float:qz,Float:oX,Float:oY,Float:oZ,&Float:tx,&Float:ty,&Float:tz);
 * Tryg3D::GetQuatFromEuler(Float:rx,Float:ry,Float:rz,&Float:qw,&Float:qx,&Float:qy,&Float:qz,T3D:eulermode:mode=T3D:euler_default);
 * Tryg3D::EulerRotate(Float:rX,Float:rY,Float:rZ,Float:oX,Float:oY,Float:oZ,&Float:tx,&Float:ty,&Float:tz,T3D:eulermode:mode=T3D:euler_default);
 * 
 * VehiclePartPosition Functions:
 * GetVehiclePartPos(vehicleid,partid,&Float:tx,&Float:ty,&Float:tz,Float:offset_x=0.0,Float:offset_y=0.0,Float:offset_z=0.0);
 * GetDynamicVehiclePartPos(vehicleid,partid,&Float:tx,&Float:ty,&Float:tz,Float:offset_x=0.0,Float:offset_y=0.0,Float:offset_z=0.0);
 * 
 * VehicleCollision Functions:
 * IsVehicleCollisionEnabled();
 * Tryg3D::InitVehicleCollision(); //OnGameModeInit / OnFilterScriptInit
 * Tryg3D::ExitVehicleCollision();
 * Tryg3D::SyncVehicleCollision(vehicleid); //EVF -> OnVehicleCreated
 * IsToggledVehicleCollision(vehicleid);
 * ToggleVehicleCollision(vehicleid,bool:toggle);
 * MovePointColWithVehicle(Float:StartX,Float:StartY,Float:StartZ,Float:EndX,Float:EndY,Float:EndZ,&Float:x,&Float:y,&Float:z);
 * MovePointColWithVehicleCut(Float:StartX,Float:StartY,Float:StartZ,Float:EndX,Float:EndY,Float:EndZ,&Float:x,&Float:y,&Float:z,Float:cut_size=0.0);
 * Item::ToPointIsVeh(Float:x,Float:y,Float:z,TRYG3D_ELEMENT_TAG:targetid,Item3D_Type:target_type);
 * Item::ToItemIsVeh(TRYG3D_ELEMENT_TAG:elementid,Item3D_Type:element_type,TRYG3D_ELEMENT_TAG:targetid,Item3D_Type:target_type);
 * 
 * Extended Functions:
 * Tryg3D::GetErrorCount();
 * Tryg3D::ResetErrorCount();
 * Tryg3D::SetStreamDistance(Float:streamdistance); //default 300.0
 * Tryg3D::GetStreamDistance();
 * Tryg3D::GetActiveCount();
 * Tryg3D::GetVersion(value);
 * randomex(min,max);
 * Tryg3D::KeyPressed(key);
 * Tryg3D::KeyReleased(key);
 * Tryg3D::KeyHolding(key);
 * Tryg3D::SecToTimeDay(second);      //Use: %d:%02d:%02d:%02d
 * Tryg3D::MSToTimeDay(millisecond);  //Use: %d:%02d:%02d:%02d
 * Tryg3D::SecToTime(second);         //Use: %02d:%02d:%02d
 * Tryg3D::MSToTime(millisecond);     //Use: %02d:%02d:%02d
 * Tryg3D::SecToTimeMini(second);     //Use: %02d:%02d
 * Tryg3D::MSToTimeMini(millisecond); //Use: %02d:%02d
 * 
 * Animation Functions:
 * Animation::IsPlayerSkydiving(playerid);
 * Animation::IsPlayerUsingParachute(playerid);
 * Animation::IsPlayerAiming(playerid);
 * Animation::IsPlayerStay(playerid);
 * Animation::IsPlayerRunning(playerid);
 * Animation::IsPlayerSwim(playerid);
 * Animation::IsPlayerJump(playerid);
 * Animation::IsPlayerParaFall(playerid);
 * Animation::IsPlayerParaGlide(playerid);
 * Animation::IsPlayerFall(playerid);
 * 
 * Streamer Functions:
 * IsDynamicObjectInRangeOfPoint(objectid,Float:range,Float:x,Float:y,Float:z);
 * SetPlayerAbsolutePosition(playerid,Float:x,Float:y,Float:z,Float:angle,worldid=-1,interiorid=-1,compensatedtime=-1,freezeplayer=1);
 * SetPlayerAbsolutePositionVeh(playerid,Float:x,Float:y,Float:z,Float:angle,worldid=-1,interiorid=-1,compensatedtime=-1,freezeplayer=1);
 * IsDynamicActorInRangeOfPoint(actorid,Float:range,Float:x,Float:y,Float:z);
 * IsVehicleFullyInDynamicArea(vehicleid,areaid);
 * Random::PointInDynamicArea(STREAMER_TAG_AREA:areaid,&Float:tx,&Float:ty,&Float:tz);
 * IPL_CreateDynamicObject(modelid,Float:x,Float:y,Float:z,Float:qx,Float:qy,Float:qz,Float:qw,worldid=-1,interiorid=-1,playerid=-1,Float:streamdistance=STREAMER_OBJECT_SD,Float:drawdistance=STREAMER_OBJECT_DD,STREAMER_TAG_AREA:areaid=STREAMER_TAG_AREA:-1,priority=0);
 * 
 * ColAndreas Functions:
 * MovePointCol(Float:StartX,Float:StartY,Float:StartZ,Float:EndX,Float:EndY,Float:EndZ,&Float:x,&Float:y,&Float:z);
 * MovePointColCutLine(Float:sX,Float:sY,Float:sZ,Float:eX,Float:eY,Float:eZ,&Float:x,&Float:y,&Float:z,Float:cut_size=0.0);
 * MovePointColCutLineEx(Float:sX,Float:sY,Float:sZ,Float:eX,Float:eY,Float:eZ,&Float:x,&Float:y,&Float:z,Float:cut_size=0.0);
 * GetPointInFront3DCol(Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,&Float:tx,&Float:ty,&Float:tz);
 * GetPointInFront3DColEx(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:radius,&Float:tx,&Float:ty,&Float:tz);
 * Float:GetPointInFrontOfPlayerCol(playerid,&Float:tx,&Float:ty,Float:radius);
 * Float:GetPointInFrontOfCamera2DCol(playerid,&Float:tx,&Float:ty,Float:radius);
 * GetPointInFrontOfCamera3DCol(playerid,&Float:tx,&Float:ty,&Float:tz,Float:radius,&Float:rx=0.0,&Float:rz=0.0);
 * Float:GetPointInFrontOfVehicle2DCol(vehicleid,&Float:tx,&Float:ty,Float:radius);
 * GetPointInFrontOfVehicle3DCol(vehicleid,&Float:tx,&Float:ty,&Float:tz,Float:radius,&Float:rx=0.0,&Float:rz=0.0);
 * GetGroundRotation(Float:x,Float:y,Float:size,&Float:rx,&Float:ry);
 * GetPointCollisionFlags(Float:x,Float:y,Float:z,interiorid=0);
 * IsCollisionFlag(value,flag);
 * Float:UndergroundFindZ(Float:x,Float:y,&Float:z=0.0);
 * Float:InteriorFindZ(Float:px,Float:py,Float:pz=1000.0,Float:size=2.0,&Float:z=0.0);
 * IsPointInWater(Float:x,Float:y,Float:z=0.0);
 * IsPointInUnderwater(Float:x,Float:y,Float:z);
 * IsPointInUnderground(Float:x,Float:y,Float:z);
 * IsPointInAir(Float:x,Float:y,Float:z,bool:interior=false,Float:max_distance=2.2);
 * IsPointInGround(Float:x,Float:y,Float:z,bool:interior=false,Float:max_distance=2.2);
 * IsBetweenPlayersIsWall(playerid,targetid);
 * IsBetweenPlayerToPointIsWall(playerid,Float:x,Float:y,Float:z);
 * GetPointInWallForPoint(Float:x,Float:y,Float:z,Float:radius,&Float:tx,&Float:ty,&Float:tz,Float:sector=90.0);
 * SetPlayerCameraDirectionLookAt(playerid,Float:x,Float:y,Float:z,Float:distance = 5.0,Float:rx=20.0,Float:sector=90.0);
 * GetWallRotation(Float:sx,Float:sy,Float:sz,Float:ex,Float:ey,Float:ez,&Float:rx,&Float:rz,&Float:px=0.0,&Float:py=0.0,&Float:pz=0.0,Float:size=1.0,Float:cut_size=0.0);
 * ColAndreas::FindGroundZ(Float:x,Float:y,Float:z,&Float:gZ);
 * 
 * ColAndreas Extended Functions:
 * Tryg3D::IsColAndreasInit();
 * Tryg3D::SafeColAndreasInit();
 * 
 * ColAndreas Callbacks:
 * OnColAndreasRemoveBuilding();
 * OnPlayerDroppingGrenade(playerid,weaponid,Float:x,Float:y,Float:z);
 * 
 * YSF Functions:
 * Float:GetPlayerHydraReactorRX(playerid);
 * IsPlayerHydraReactorBoost(playerid);
 * GetPlayerRotation(playerid,&Float:rx,&Float:ry,&Float:rz);
 * CountTextDraw();
 * CountPlayerTextDraw(playerid);
 * CountVisibleTextDraw(playerid);
 * CountVisiblePlayerTextDraw(playerid);
 * CountGangZone();
 * CountVisibleGangZone(playerid);
 * CountPlayerGangZone(playerid);
 * CountVisiblePlayerGangZone(playerid);
 * IsVehicleOnSpawn(vehicleid,Float:check_radius=1.0);
 * IsPlayerOnSpawn(playerid,Float:check_radius=1.0);
 * Random::PointInGangZone(zoneid,&Float:tx,&Float:ty);
 * Random::PointInPlayerGangZone(playerid,zoneid,&Float:tx,&Float:ty);
 * 
 * FCNPC Functions:
 * FCNPC::GetPointInFront(npcid,&Float:tx,&Float:ty,Float:radius);
 * FCNPC::InRangeOfPoint(npcid,Float:range,Float:x,Float:y,Float:z);
 * FCNPC::GetTargetAngle(npcid,Float:x,Float:y,&Float:rz=0.0);
 * FCNPC::SetTargetAngle(npcid,Float:x,Float:y,&Float:rz=0.0);
 * FCNPC::SetVehicleRotation(npcid,Float:rx,Float:ry,Float:rz);
 * FCNPC::SetVehicleTargetRotation(npcid,Float:tx,Float:ty,Float:tz,Float:ry=0.0);
 * FCNPC::GoToAir(npcid,Float:x,Float:y,Float:z,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO,Float:min_distance=0.0,stopdelay=250);
 * 
 * FCNPC Functions (ColAndreas):
 * FCNPC::GetPointInFrontCol(npcid,&Float:tx,&Float:ty,Float:radius);
 * FCNPC::GoToCol(npcid,Float:x,Float:y,Float:z,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO,mode = FCNPC_MOVE_MODE_AUTO,Float:cut_size=0.0,bool:set_angle=true,Float:min_distance=0.0,stopdelay=250);
 * FCNPC::GoToPlayerCol(npcid,playerid,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO,mode = FCNPC_MOVE_MODE_AUTO,Float:cut_size=0.0,bool:set_angle=true,Float:min_distance=0.0,stopdelay=250);
 * FCNPC::GoToPlayerOnGroundCol(npcid,playerid,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO,mode = FCNPC_MOVE_MODE_AUTO,Float:cut_size=1.0,Float:climbing=2.0,bool:set_angle=true,Float:min_distance=0.0,stopdelay=250);
 * FCNPC::GoToPlayerOnGroundColVeh(npcid,playerid,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO,mode = FCNPC_MOVE_MODE_AUTO,Float:cut_size=1.0,Float:climbing=2.0,bool:set_angle=true,Float:min_distance=0.0,stopdelay=250);
 * FCNPC::GoToAirCol(npcid,Float:x,Float:y,Float:z,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO,Float:cut_size=0.0,Float:min_distance=0.0,stopdelay=250);
 * FCNPC::RandomMoveInDynamicArea(npcid,STREAMER_TAG_AREA:areaid,Float:climbing=2.0,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO,mode = FCNPC_MOVE_MODE_AUTO,bool:set_angle=true,Float:min_distance=0.0,stopdelay=250);
 * FCNPC::SetAbsolutePosition(npcid,Float:x,Float:y,Float:z,Float:angle,worldid=-1,interiorid=-1,compensatedtime=-1,freezeplayer=1);
 * FCNPC::SetFloorPos(npcid);
 * 
 * VehicleStreamer Functions:
 * GetDynamicVehicleFlags(vehicleid);
 * Float:GetDynamicVehicleSpeed(vehicleid);
 * Float:GetPointInFrontOfDynVeh2D(vehicleid,&Float:tx,&Float:ty,Float:radius);
 * GetPointInFrontOfDynVeh3D(vehicleid,&Float:tx,&Float:ty,&Float:tz,Float:radius,&Float:rx=0.0,&Float:rz=0.0);
 * IsDynVehInRangeOfPoint(vehicleid,Float:range,Float:x,Float:y,Float:z);
 * IsDynVehFullyInDynamicArea(vehicleid,areaid);
 * Float:GetPointInFrontOfDynVeh2DCol(vehicleid,&Float:tx,&Float:ty,Float:radius);
 * GetPointInFrontOfDynVeh3DCol(vehicleid,&Float:tx,&Float:ty,&Float:tz,Float:radius,&Float:rx=0.0,&Float:rz=0.0);
 * IsDynamicVehicleOnSpawn(vehicleid,Float:check_radius=1.0);
 * GetDynamicVehicleRotation(vehicleid,&Float:rx,&Float:ry,&Float:rz);
 *
 * Deprecated Functions:
 * GetDistanceBetweenPoints       -> GetDistanceBetweenPoints3D
 * GetPlayersDistance             -> Item::GetDistance
 * GetVehiclesDistance            -> Item::GetDistance
 * GetObjectsDistance             -> Item::GetDistance
 * GetActorDistanceFromPoint      -> Item::GetDistanceFromPoint
 * GetObjectDistanceFromPoint     -> Item::GetDistanceFromPoint
 * GetDistanceBetweenPlayers      -> Item::GetDistance
 * GetDistanceBetweenVehicles     -> Item::GetDistance
 * GetDistanceBetweenObjects      -> Item::GetDistance
 * GetPlayerActorDistance         -> Item::GetDistance
 * GetPlayerVehicleDistance       -> Item::GetDistance
 * GetPlayerObjectDistance        -> Item::GetDistance
 * IsPlayerInCircle               -> Item::In...
 * IsPlayerInCylinder3D           -> Item::In...
 * IsPlayerInCylinder2D           -> Item::In...
 * IsPlayerInSphere               -> Item::In...
 * IsPlayerInRectangle            -> Item::In...
 * IsPlayerInCube                 -> Item::In...
 * IsPlayerInPolygon              -> Item::In...
 * IsPlayerInCircularSector       -> Item::In...
 * IsPlayerInSphericalSector      -> Item::In...
 * IsPlayerInCone                 -> Item::In...
 * IsPlayerInCube3D               -> Item::In...
 * IsPlayerInEllipse              -> Item::In...
 * IsPlayerInEllipticalCylinder2D -> Item::InEllipticalCylinder2D
 * GetPlayerCollisionFlags        -> Item::GetCollisionFlags
 * GetVehicleCollisionFlags       -> Item::GetCollisionFlags
 * IsPointInWaterFrontOfPlayer    -> Item::IsPointInWaterOrient
 *                                                                                                                                   *
 * Symbols:                                                                                                                          *
 * FLOAT_PI                    - pi constant value                                                                                   *
 * FLOAT_EULER                 - Euler number                                                                                        *
 * FLOAT_NAN                   - Float NaN                                                                                           *
 * FLOAT_DEFECT                - Float defect (Arc Test)                                                                             *
 * FLOAT_INFINITY              - Float Infinity                                                                                      *
 * VBTP                        - Value Bigger Than Possible                                                                          *
 * VLTP                        - Value Lower Than Possible                                                                           *
 *                                                                                                                                   *
 * Definitions:                                                                                                                      *
 * VERTICAL_CAMERA_RADIUS      - (modifiable)                                                                                        *
 * HORIZONTAL_CAMERA_RADIUS    - (modifiable)                                                                                        *
 * INVALID_ROTATION            - (modifiable)                                                                                        *
 * MAX_POLYGON_POINTS          - (modifiable)                                                                                        *
 * VEHICLE_SPEED_MULTIPLIER    - (modifiable)                                                                                        *
 * PLAYER_SPEED_MULTIPLIER     - (modifiable)                                                                                        *
 * INVALID_MOVE_TIME           - (modifiable)                                                                                        *
 * INVALID_MOVE_SPEED          - (modifiable)                                                                                        *
 * INVALID_VIRTUAL_WORLD                                                                                                             *
 *                                                                                                                                   *
 * Position Flags:                                                                                                                   *
 * POSITION_FLAG_WORLD                                                                                                               *
 * POSITION_FLAG_INTERIOR                                                                                                            *
 * POSITION_FLAG_AIR                                                                                                                 *
 * POSITION_FLAG_GROUND                                                                                                              *
 * POSITION_FLAG_WATER                                                                                                               *
 * POSITION_FLAG_UNDERWATER                                                                                                          *
 * POSITION_FLAG_UNDERGROUND                                                                                                         *
 *                                                                                                                                   *
 * Vehicle Flags:                                                                                                                    *
 * VF_STREET        VF_AIRBORNE      VF_NATATORIAL    VF_MILITARY      VF_TRAIN         VF_RC            VF_CARRIAGE                 *
 * VF_AIRPLANE      VF_HELICOPTER    VF_BIKES         VF_TRAILER       VF_TOWABLE       VF_POLICE                                    *
 *                                                                                                                                   *
 * Vehicle Parts:                                                                                                                    *
 * VEHICLE_PART_RFTIRE         - Right Front tire                                                                                    *
 * VEHICLE_PART_LFTIRE         - Left Front tire                                                                                     *
 * VEHICLE_PART_RRTIRE         - Right Rear tire                                                                                     *
 * VEHICLE_PART_LRTIRE         - Left Rear tire                                                                                      *
 * VEHICLE_PART_HOOD           - In Front                                                                                            *
 * VEHICLE_PART_TRUNK          - Behind                                                                                              *
 * VEHICLE_PART_ROOF           - Roof                                                                                                *
 * VEHICLE_PART_CHASSIS        - Chassis                                                                                             *
 * VEHICLE_PART_PETROLCAP      - Petrolcap                                                                                           *
 *                                                                                                                                   *
 * enum 'element_orientation'                                                                                                        *
 * # o_left                    - Orientation Left                                                                                    *
 * # o_right                   - Orientation Right                                                                                   *
 * # o_up                      - Orientation UP                                                                                      *
 * # o_down                    - Orientation Down                                                                                    *
 * # o_front                   - Orientation Front                                                                                   *
 * # o_back                    - Orientation Back                                                                                    *
 *                                                                                                                                   *
 * enum 'Item3D_Type'                                                                                                                *
 * # item_player                                                                                                                     *
 * # item_npc                                                                                                                        *
 * # item_actor                                                                                                                      *
 * # item_object                                                                                                                     *
 * # item_vehicle                                                                                                                    *
 * # item_dynamic_object                                                                                                             *
 * # item_dynamic_pickup                                                                                                             *
 * # item_dynamic_cp                                                                                                                 *
 * # item_dynamic_racecp                                                                                                             *
 * # item_dynamic_mapicon                                                                                                            *
 * # item_dynamic_3dtext                                                                                                             *
 * # item_dynamic_actor                                                                                                              *
 * # item_dynamic_vehicle                                                                                                            *
 * # item_fcnpc                                                                                                                      *
 *                                                                                                                                   *
 * enum 'Vectors3D'                                                                                                                  *
 * # Float: T3D:X             - Position X                                                                                           *
 * # Float: T3D:Y             - Position Y                                                                                           *
 * # Float: T3D:Z             - Position Z                                                                                           *
 * # Float: T3D:A             - Angle                                                                                                *
 *                                                                                                                                   *
 * enum 'Float3D'                                                                                                                    *
 * # Float: T3D:X             - Position X                                                                                           *
 * # Float: T3D:Y             - Position Y                                                                                           *
 * # Float: T3D:Z             - Position Z                                                                                           *
 * # Float: T3D:rX            - Rotation X                                                                                           *
 * # Float: T3D:rY            - Rotation Y                                                                                           *
 * # Float: T3D:rZ            - Rotation Z                                                                                           *
 * # Float: T3D:tX            - Target Position X                                                                                    *
 * # Float: T3D:tY            - Target Position Y                                                                                    *
 * # Float: T3D:tZ            - Target Position Z                                                                                    *
 * #        T3D:VW            - Virtual World ID                                                                                     *
 * #        T3D:INT           - Interior ID                                                                                          *
 * # Float: T3D:SPEED         - Speed                                                                                                *
 *                                                                                                                                   *
 * enum 'LongFloat3D'                                                                                                                *
 * # Float: T3D:X             - Position X                                                                                           *
 * # Float: T3D:Y             - Position Y                                                                                           *
 * # Float: T3D:Z             - Position Z                                                                                           *
 * # Float: T3D:rX            - Rotation X                                                                                           *
 * # Float: T3D:rY            - Rotation Y                                                                                           *
 * # Float: T3D:rZ            - Rotation Z                                                                                           *
 * # Float: T3D:tX            - Target Position X                                                                                    *
 * # Float: T3D:tY            - Target Position Y                                                                                    *
 * # Float: T3D:tZ            - Target Position Z                                                                                    *
 * # Float: T3D:trX           - Target Rotation X                                                                                    *
 * # Float: T3D:trY           - Target Rotation Y                                                                                    *
 * # Float: T3D:trZ           - Target Rotation Z                                                                                    *
 * # Float: T3D:VecX          - Vector Position X                                                                                    *
 * # Float: T3D:VecY          - Vector Position Y                                                                                    *
 * # Float: T3D:VecZ          - Vector Position Z                                                                                    *
 * #        T3D:VW            - Virtual World ID                                                                                     *
 * #        T3D:INT           - Interior ID                                                                                          *
 * # Float: T3D:SPEED         - Speed                                                                                                *
 *                                                                                                                                   *
 * enum 'StreamType'                                                                                                                 *
 * # s_invalid                                                                                                                       *
 * # s_circle                                                                                                                        *
 * # s_cylinder2d                                                                                                                    *
 * # s_cylinder3d                                                                                                                    *
 * # s_sphere                                                                                                                        *
 * # s_rectangle                                                                                                                     *
 * # s_cube2d                                                                                                                        *
 * # s_cube3d                                                                                                                        *
 * # s_circularsector                                                                                                                *
 * # s_sphericalsector                                                                                                               *
 * # s_cone                                                                                                                          *
 * # s_ellipse                                                                                                                       *
 * # s_ellipticalcyl2d                                                                                                               *
 *                                                                                                                                   *
 * enum 'OrientationCube3D'                                                                                                          *
 * # o_left_back_down                                                                                                                *
 * # o_right_back_down                                                                                                               *
 * # o_right_front_down                                                                                                              *
 * # o_left_front_down                                                                                                               *
 * # o_left_back_up                                                                                                                  *
 * # o_right_back_up                                                                                                                 *
 * # o_right_front_up                                                                                                                *
 * # o_left_front_up                                                                                                                 *
 *                                                                                                                                   *
 *************************************************************************************************************************************/ 
Download:
3DTryg.inc

More functions available with plugins:
Use ColAndreas Functions (NOT REQUIRED)
Use YSF Functions (NOT REQUIRED)
Use Streamer Functions (NOT REQUIRED)
Use FCNPC Functions (NOT REQUIRED)
Use VehicleStreamer Functions (NOT REQUIRED)

Supported Includes:
FoxForeach (NOT REQUIRED)
Foreach (NOT REQUIRED)

Compatibility includes:
rotation.inc by Nero_3D
i_quat.inc by IllidanS4

Supported elements:
1. Character Elements:
- Player's
- NPC's
- Actor's
- FCNPC's

2. Static Elements:
- Object's
- Vehicle's
- GangZone's

3. Dynamic Elements:
- DynamicObject's
- DynamicPickup's
- DynamicCP's
- DynamicRaceCP's
- DynamicMapIcon's
- Dynamic3DText's
- DynamicActor's
- DynamicVehicles's

4. Areas 2D / 3D:
a) Geometric Figures:
- Circle
- Rectangle
- Polygon
- CircularSector
- Ellipse

b) Chunk:
- Cylinder2D
- Sphere
- Cube
- EllipticalCylinder2D

c) Rotated Chunk:
- Cylinder3D
- SphericalSector
- Cube3D
- Cone3D

3DTryg Tree:



Non-Registered Users:
Bug Report

Last edited by AbyssMorgan; 01/11/2019 at 08:50 AM. Reason: Update v4.8.5
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Old 07/10/2015, 02:28 PM   #2
Stanford
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Default Re: Get Point In Front 2D 3D

I like the fact that you are trying actually to help out the whole community, well done and keep up with this beneficial work
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******: "I've said this before. People think that MySQL is some simple plug-and-play magic bullet that you can use to just make your mode instantly better. They don't realise that the "L" in "SQL" means "language". So instead of programming PAWN, and using a bit of this mystery thing, you are now programming in two languages at once. If you spend months learning PAWN, you should spend the same time learning SQL, if not more - it is probably the more complex of the two languages, and not something that just gets bolted on to the side."
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Old 07/10/2015, 02:42 PM   #3
FSAOskar
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Default AW: Get Point In Front 2D 3D

Thanks really needed the 3D version of it for quite a long time
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Old 07/10/2015, 05:01 PM   #4
Crayder
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Default Re: Get Point In Front 2D 3D

This is not an include, it's a snippet that belongs in the "Useful Snippets" thread.

Plus, I made the 3D version already (it's in the useful snippets)! You have the parameters named wrong too, it's not RX and RZ. It's latitude and longitude.
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Old 07/10/2015, 06:00 PM   #5
AbyssMorgan
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Default Re: Get Point In Front 2D 3D

not, the parameters are valid RX and RZ !
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Old 07/10/2015, 08:28 PM   #6
Crayder
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Default Re: Get Point In Front 2D 3D

Quote:
Originally Posted by AbyssMorgan View Post
not, the parameters are valid RX and RZ !
No. Sure RZ is a valid latitude, but neither RX or RY are longitude. They can both be adjusted to be longitude, but then the correct term would be in fact longitude.
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Old 07/10/2015, 08:29 PM   #7
AbyssMorgan
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Default Re: Get Point In Front 2D 3D

these are rotations, wake up
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Old 07/10/2015, 10:14 PM   #8
Crayder
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Default Re: Get Point In Front 2D 3D

Quote:
Originally Posted by AbyssMorgan View Post
these are rotations, wake up
Latitude and longitude are rotations. Do some research child.

https://upload.wikimedia.org/wikiped..._Earth.svg.png

Last edited by Crayder; 26/03/2017 at 03:58 PM.
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Old 08/10/2015, 06:08 AM   #9
AbyssMorgan
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Default Re: Get Point In Front 2D 3D

Map of GTA is flat
Do not lecture.
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Old 08/10/2015, 07:04 AM   #10
codectile
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Default Re: Get Point In Front 2D 3D

In geography it's latitude and longitude but in mathematical geometry they are rotations. AbyssMoragan, here GTA map structure does not come into action in any way, Crayder just showed you an example with respect to the Earth.
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