3D ESP source code PUBG

DREDD

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DREDD

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A simple box helps to estimate the enemy's distance. This option learn you box size change, understand how the 3d method works.

Create a function, initialize the size of a standing player and being in a vehicle

Code:
public void Draw3DBox(FMinimalViewInfo POV, AActor actor)
    {
        float l, w, h, o;
        l = 60f; w = 60f; h = 160f; o = 50f; //box size for standing player
    
        float zOffset = -100f;
    
        if (actor.Type == ActorTypes.Vehicle) //vehicles have a bigger box
        {
            zOffset = 50;
            l = 200f; w = 160f; h = 80f; o = 0f;
        }

Build box

Code:
Vector3 p00 = new Vector3(o, -w / 2,0f);
        Vector3 p01 = new Vector3(o, w / 2, 0f);
        Vector3 p02 = new Vector3(o - l, w / 2, 0f);
        Vector3 p03 = new Vector3(o - l, -w / 2, 0f);

Set the rotation

Code:
float theta1 = 2.0f * (float)Math.PI * (actor****tation.Y) / 180.0f;
Matrix rotM = Matrix****tationZ((float)(theta1 / 2)); // rotate around Z-axis

Set curPos

Code:
Vector3 curPos = new Vector3(actor.Location.X, actor.Location.Y, actor.Location.Z + zOffset);
        p00 = Vector3.TransformCoordinate(p00, rotM) + curPos;
        p01 = Vector3.TransformCoordinate(p01, rotM) + curPos;
        p02 = Vector3.TransformCoordinate(p02, rotM) + curPos;
        p03 = Vector3.TransformCoordinate(p03, rotM) + curPos;

We initialize the last and do the display

Code:
 RawVector2 s00 = W2S(p00, POV);
        RawVector2 s01 = W2S(p01, POV);
        RawVector2 s02 = W2S(p02, POV);
        RawVector2 s03 = W2S(p03, POV);
        RawVector2[] square0 = { s00, s01, s02, s03, s00 };
    
        DrawLines(square0);
        
        // top rectangle
        p00.Z += h; s00 = W2S(p00, POV);
        p01.Z += h; s01 = W2S(p01, POV);
        p02.Z += h; s02 = W2S(p02, POV);
        p03.Z += h; s03 = W2S(p03, POV);
    
        RawVector2[] square1 = { s00, s01, s02, s03, s00 };
        DrawLines(square1);
    
        // upper/lower rectangles get connected
        DrawLine(new RawVector2(square0[0].X, square0[0].Y), new RawVector2(square1[0].X, square1[0].Y));
        DrawLine(new RawVector2(square0[1].X, square0[1].Y), new RawVector2(square1[1].X, square1[1].Y));
        DrawLine(new RawVector2(square0[2].X, square0[2].Y), new RawVector2(square1[2].X, square1[2].Y));
        DrawLine(new RawVector2(square0[3].X, square0[3].Y), new RawVector2(square1[3].X, square1[3].Y));
    }

Full Code:

Code:
public void Draw3DBox(FMinimalViewInfo POV, AActor actor)
    {
        float l, w, h, o;
        l = 60f; w = 60f; h = 160f; o = 50f; //box size for standing player
    
        float zOffset = -100f;
    
        if (actor.Type == ActorTypes.Vehicle) //vehicles have a bigger box
        {
            zOffset = 50;
            l = 200f; w = 160f; h = 80f; o = 0f;
        }         
    
        //build box
        Vector3 p00 = new Vector3(o, -w / 2,0f);
        Vector3 p01 = new Vector3(o, w / 2, 0f);
        Vector3 p02 = new Vector3(o - l, w / 2, 0f);
        Vector3 p03 = new Vector3(o - l, -w / 2, 0f);
    
        //rotate rectangle to match actor rotation
        float theta1 = 2.0f * (float)Math.PI * (actor****tation.Y) / 180.0f;
        Matrix rotM = Matrix****tationZ((float)(theta1 / 2)); // rotate around Z-axis
    
        Vector3 curPos = new Vector3(actor.Location.X, actor.Location.Y, actor.Location.Z + zOffset);
        p00 = Vector3.TransformCoordinate(p00, rotM) + curPos;
        p01 = Vector3.TransformCoordinate(p01, rotM) + curPos;
        p02 = Vector3.TransformCoordinate(p02, rotM) + curPos;
        p03 = Vector3.TransformCoordinate(p03, rotM) + curPos;
    
        RawVector2 s00 = W2S(p00, POV);
        RawVector2 s01 = W2S(p01, POV);
        RawVector2 s02 = W2S(p02, POV);
        RawVector2 s03 = W2S(p03, POV);
        RawVector2[] square0 = { s00, s01, s02, s03, s00 };
    
        DrawLines(square0);
        
        // top rectangle
        p00.Z += h; s00 = W2S(p00, POV);
        p01.Z += h; s01 = W2S(p01, POV);
        p02.Z += h; s02 = W2S(p02, POV);
        p03.Z += h; s03 = W2S(p03, POV);
    
        RawVector2[] square1 = { s00, s01, s02, s03, s00 };
        DrawLines(square1);
    
        // upper/lower rectangles get connected
        DrawLine(new RawVector2(square0[0].X, square0[0].Y), new RawVector2(square1[0].X, square1[0].Y));
        DrawLine(new RawVector2(square0[1].X, square0[1].Y), new RawVector2(square1[1].X, square1[1].Y));
        DrawLine(new RawVector2(square0[2].X, square0[2].Y), new RawVector2(square1[2].X, square1[2].Y));
        DrawLine(new RawVector2(square0[3].X, square0[3].Y), new RawVector2(square1[3].X, square1[3].Y));
    }
 
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