Beispiel #1
0
 def create(self, pivotPos, onChangeControlMode = None, postmortemMode = False):
     self.__onChangeControlMode = onChangeControlMode
     self.__postmortemMode = postmortemMode
     targetMat = self.getTargetMProv()
     self.__aimingSystem = ArcadeAimingSystem(self.__refineVehicleMProv(targetMat), pivotPos.y, pivotPos.z, self.__calcAimMatrix(), self.__cfg['angleRange'], not postmortemMode)
     self.setCameraDistance(self.__cfg['startDist'])
     self.__aimingSystem.pitch = self.__cfg['startAngle']
     self.__aimingSystem.yaw = Math.Matrix(targetMat).yaw
     self.__updateAngles(0, 0)
     cameraPosProvider = Math.Vector4Translation(self.__aimingSystem.matrix)
     self.__cam.cameraPositionProvider = cameraPosProvider
Beispiel #2
0
 def create(self, pivotPos, onChangeControlMode = None, postmortemMode = False):
     self.__onChangeControlMode = onChangeControlMode
     self.__postmortemMode = postmortemMode
     targetMat = self.getTargetMProv()
     self.__aimingSystem = ArcadeAimingSystem(self.__refineVehicleMProv(targetMat), pivotPos.y, pivotPos.z, self.__calcAimMatrix(), self.__cfg['angleRange'], not postmortemMode)
     self.setCameraDistance(self.__cfg['startDist'])
     self.__aimingSystem.pitch = self.__cfg['startAngle']
     self.__aimingSystem.yaw = Math.Matrix(targetMat).yaw
     self.__updateAngles(0, 0)
     cameraPosProvider = Math.Vector4Translation(self.__aimingSystem.matrix)
     self.__cam.cameraPositionProvider = cameraPosProvider
Beispiel #3
0
 def create(self, pivotPos, onChangeControlMode = None, postmortemMode = False):
     self.__onChangeControlMode = onChangeControlMode
     self.__postmortemMode = postmortemMode
     replayCtrl = BattleReplay.g_replayCtrl
     if replayCtrl.isPlaying and replayCtrl.playerVehicleID != 0:
         vehicleID = replayCtrl.playerVehicleID
     else:
         vehicleID = BigWorld.player().playerVehicleID
     targetMat = BigWorld.entity(vehicleID).matrix
     self.__aimingSystem = ArcadeAimingSystem(self.__refineVehicleMProv(targetMat), pivotPos.y, pivotPos.z, self.__calcAimMatrix(), self.__cfg['angleRange'], not postmortemMode)
     self.setCameraDistance(self.__cfg['startDist'])
     self.__aimingSystem.pitch = self.__cfg['startAngle']
     self.__aimingSystem.yaw = Math.Matrix(targetMat).yaw
     self.__updateAngles(0, 0)
     cameraPosProvider = Math.Vector4Translation(self.__aimingSystem.matrix)
     self.__cam.cameraPositionProvider = cameraPosProvider
Beispiel #4
0
class ArcadeCamera(ICamera, CallbackDelayer, TimeDeltaMeter):
    REASONS_AFFECT_CAMERA_DIRECTLY = (ImpulseReason.MY_SHOT,
                                      ImpulseReason.OTHER_SHOT,
                                      ImpulseReason.VEHICLE_EXPLOSION,
                                      ImpulseReason.HE_EXPLOSION)
    _DYNAMIC_ENABLED = True
    settingsCore = dependency.descriptor(ISettingsCore)

    @staticmethod
    def enableDynamicCamera(enable):
        ArcadeCamera._DYNAMIC_ENABLED = enable

    @staticmethod
    def isCameraDynamic():
        return ArcadeCamera._DYNAMIC_ENABLED

    _FILTER_LENGTH = 5
    _DEFAULT_MAX_ACCELERATION_DURATION = 1.5
    _FOCAL_POINT_CHANGE_SPEED = 100.0
    _FOCAL_POINT_MIN_DIFF = 5.0
    _MIN_REL_SPEED_ACC_SMOOTHING = 0.7

    def getReasonsAffectCameraDirectly(self):
        return ArcadeCamera.REASONS_AFFECT_CAMERA_DIRECTLY

    def __getVehicleMProv(self):
        refinedMProv = self.__aimingSystem.vehicleMProv
        return refinedMProv.b.source

    def __setVehicleMProv(self, vehicleMProv):
        prevAimRel = self.__cam.aimPointProvider.a if self.__cam.aimPointProvider is not None else None
        refinedVehicleMProv = self.__refineVehicleMProv(vehicleMProv)
        self.__aimingSystem.vehicleMProv = refinedVehicleMProv
        self.__setupCameraProviders(refinedVehicleMProv)
        self.__cam.speedTreeTarget = self.__aimingSystem.vehicleMProv
        self.__aimingSystem.update(0.0)
        if prevAimRel is not None:
            self.__cam.aimPointProvider.a = prevAimRel
        baseTranslation = Matrix(refinedVehicleMProv).translation
        relativePosition = self.__aimingSystem.matrix.translation - baseTranslation
        self.__setCameraPosition(relativePosition)
        return

    camera = property(lambda self: self.__cam)
    angles = property(lambda self:
                      (self.__aimingSystem.yaw, self.__aimingSystem.pitch))
    aimingSystem = property(lambda self: self.__aimingSystem)
    vehicleMProv = property(__getVehicleMProv, __setVehicleMProv)
    __aimOffset = aih_global_binding.bindRW(
        aih_global_binding.BINDING_ID.AIM_OFFSET)

    def __init__(self, dataSec, defaultOffset=None):
        CallbackDelayer.__init__(self)
        TimeDeltaMeter.__init__(self)
        self.__shiftKeySensor = None
        self.__movementOscillator = None
        self.__impulseOscillator = None
        self.__noiseOscillator = None
        self.__dynamicCfg = CameraDynamicConfig()
        self.__accelerationSmoother = None
        self.__readCfg(dataSec)
        self.__onChangeControlMode = None
        self.__aimingSystem = None
        self.__curSense = 0
        self.__curScrollSense = 0
        self.__postmortemMode = False
        self.__vehiclesToCollideWith = set()
        self.__focalPointDist = 1.0
        self.__autoUpdateDxDyDz = Vector3(0.0)
        self.__updatedByKeyboard = False
        if defaultOffset is not None:
            self.__defaultAimOffset = defaultOffset
            self.__cam = BigWorld.HomingCamera(self.__adCfg['enable'])
            if self.__adCfg['enable']:
                self.__cam.initAdvancedCollider(
                    self.__adCfg['fovRatio'], self.__adCfg['rollbackSpeed'],
                    self.__adCfg['minimalCameraDistance'],
                    self.__adCfg['speedThreshold'],
                    self.__adCfg['minimalVolume'])
                for group_name in VOLUME_GROUPS_NAMES:
                    self.__cam.addVolumeGroup(
                        self.__adCfg['volumeGroups'][group_name])

            self.__cam.aimPointClipCoords = defaultOffset
        else:
            self.__defaultAimOffset = Vector2()
            self.__cam = None
        self.__isRemoteCamera = False
        return

    def create(self, pivotPos, onChangeControlMode=None, postmortemMode=False):
        self.__onChangeControlMode = onChangeControlMode
        self.__postmortemMode = postmortemMode
        targetMat = self.getTargetMProv()
        self.__aimingSystem = ArcadeAimingSystem(
            self.__refineVehicleMProv(targetMat), pivotPos.y, pivotPos.z,
            self.__calcAimMatrix(), self.__cfg['angleRange'],
            not postmortemMode)
        self.setCameraDistance(self.__cfg['startDist'])
        self.__aimingSystem.pitch = self.__cfg['startAngle']
        self.__aimingSystem.yaw = Math.Matrix(targetMat).yaw
        self.__updateAngles(0, 0)
        cameraPosProvider = Math.Vector4Translation(self.__aimingSystem.matrix)
        self.__cam.cameraPositionProvider = cameraPosProvider

    def getTargetMProv(self):
        replayCtrl = BattleReplay.g_replayCtrl
        if replayCtrl.isPlaying and replayCtrl.playerVehicleID != 0:
            vehicleID = replayCtrl.playerVehicleID
        else:
            vehicleID = BigWorld.player().playerVehicleID
        return BigWorld.entity(vehicleID).matrix

    def reinitMatrix(self):
        self.__setVehicleMProv(self.getTargetMProv())

    def setToVehicleDirection(self):
        matrix = Math.Matrix(self.getTargetMProv())
        self.setYawPitch(matrix.yaw, matrix.pitch)

    def destroy(self):
        CallbackDelayer.destroy(self)
        self.disable()
        self.__onChangeControlMode = None
        self.__cam = None
        if self.__aimingSystem is not None:
            self.__aimingSystem.destroy()
            self.__aimingSystem = None
        return

    def getPivotSettings(self):
        return self.__aimingSystem.getPivotSettings()

    def setPivotSettings(self, heightAboveBase, focusRadius):
        self.__aimingSystem.setPivotSettings(heightAboveBase, focusRadius)

    def addVehicleToCollideWith(self, vehicle):
        self.__vehiclesToCollideWith.add(vehicle)
        self.__setModelsToCollideWith(self.__vehiclesToCollideWith)

    def removeVehicleToCollideWith(self, vehicle):
        lengthBefore = len(self.__vehiclesToCollideWith)
        self.__vehiclesToCollideWith = set(
            [v for v in self.__vehiclesToCollideWith if v.id != vehicle.id])
        if lengthBefore != len(self.__vehiclesToCollideWith):
            self.__setModelsToCollideWith(self.__vehiclesToCollideWith)

    def clearVehicleToCollideWith(self):
        self.__vehiclesToCollideWith = set()
        self.__setModelsToCollideWith(self.__vehiclesToCollideWith)

    def __setModelsToCollideWith(self, vehicles):
        colliders = []
        for vehicle in vehicles:
            vehicleAppearance = vehicle.appearance
            compound = vehicleAppearance.compoundModel
            if not vehicle.isTurretDetached:
                colliders.append(
                    (compound.node(TankPartNames.TURRET),
                     compound.getBoundsForPart(TankPartIndexes.TURRET),
                     compound.getPartGeometryLink(TankPartIndexes.TURRET)))
            colliders.append(
                (compound.node(TankPartNames.HULL),
                 compound.getBoundsForPart(TankPartIndexes.HULL),
                 compound.getPartGeometryLink(TankPartIndexes.HULL)))

        self.__cam.setDynamicColliders(colliders)
        self.__aimingSystem.setDynamicColliders(colliders)

    def focusOnPos(self, preferredPos):
        self.__aimingSystem.focusOnPos(preferredPos)

    def shiftCamPos(self, shift=None):
        matrixProduct = self.__aimingSystem.vehicleMProv
        shiftMat = matrixProduct.a
        if shift is not None:
            camDirection = Math.Vector3(math.sin(self.angles[0]), 0,
                                        math.cos(self.angles[0]))
            normal = Math.Vector3(camDirection)
            normal.x = camDirection.z
            normal.z = -camDirection.x
            shiftMat.translation += camDirection * shift.z + Math.Vector3(
                0, 1, 0) * shift.y + normal * shift.x
        else:
            shiftMat.setIdentity()
        return

    def enable(self,
               preferredPos=None,
               closesDist=False,
               postmortemParams=None,
               turretYaw=None,
               gunPitch=None,
               isRemoteCamera=False):
        replayCtrl = BattleReplay.g_replayCtrl
        if replayCtrl.isRecording:
            replayCtrl.setAimClipPosition(self.__aimOffset)
        self.measureDeltaTime()
        camDist = None
        vehicle = BigWorld.player().getVehicleAttached()
        initialVehicleMatrix = BigWorld.player().getOwnVehicleMatrix(
        ) if vehicle is None else vehicle.matrix
        vehicleMProv = initialVehicleMatrix
        if not self.__postmortemMode:
            if closesDist:
                camDist = self.__cfg['distRange'][0]
        elif postmortemParams is not None:
            self.__aimingSystem.yaw = postmortemParams[0][0]
            self.__aimingSystem.pitch = postmortemParams[0][1]
            camDist = postmortemParams[1]
        else:
            camDist = self.__cfg['distRange'][1]
        replayCtrl = BattleReplay.g_replayCtrl
        if replayCtrl.isPlaying:
            camDist = None
            vehicle = BigWorld.entity(replayCtrl.playerVehicleID)
            if vehicle is not None:
                vehicleMProv = vehicle.matrix
        if camDist is not None:
            self.setCameraDistance(camDist)
        else:
            self.__inputInertia.teleport(self.__calcRelativeDist())
        self.vehicleMProv = vehicleMProv
        self.__setModelsToCollideWith(self.__vehiclesToCollideWith)
        self.__isRemoteCamera = isRemoteCamera
        BigWorld.camera(self.__cam)
        self.__aimingSystem.enable(preferredPos, turretYaw, gunPitch)
        self.__aimingSystem.aimMatrix = self.__calcAimMatrix()
        self.__cameraUpdate()
        self.delayCallback(0.0, self.__cameraUpdate)
        from gui import g_guiResetters
        g_guiResetters.add(self.__onRecreateDevice)
        return

    def __refineVehicleMProv(self, vehicleMProv):
        vehicleTranslationOnly = Math.WGTranslationOnlyMP()
        vehicleTranslationOnly.source = vehicleMProv
        refinedMatrixProvider = Math.MatrixProduct()
        refinedMatrixProvider.a = mathUtils.createIdentityMatrix()
        refinedMatrixProvider.b = vehicleTranslationOnly
        return refinedMatrixProvider

    def __setupCameraProviders(self, vehicleMProv):
        vehiclePos = Math.Vector4Translation(vehicleMProv)
        cameraPositionProvider = Math.Vector4Combiner()
        cameraPositionProvider.fn = 'ADD'
        cameraPositionProvider.a = Vector4(0, 0, 0, 0)
        cameraPositionProvider.b = vehiclePos
        cameraAimPointProvider = Math.Vector4Combiner()
        cameraAimPointProvider.fn = 'ADD'
        cameraAimPointProvider.a = Vector4(0, 0, 1, 0)
        cameraAimPointProvider.b = vehiclePos
        self.__cam.cameraPositionProvider = cameraPositionProvider
        self.__cam.aimPointProvider = cameraAimPointProvider
        self.__cam.pivotPositionProvider = self.__aimingSystem.positionAboveVehicleProv

    def __setCameraPosition(self, relativeToVehiclePosition):
        self.__cam.cameraPositionProvider.a = Vector4(
            relativeToVehiclePosition.x, relativeToVehiclePosition.y,
            relativeToVehiclePosition.z, 1.0)

    def __setCameraAimPoint(self, relativeToVehiclePosition):
        self.__cam.aimPointProvider.a = Vector4(relativeToVehiclePosition.x,
                                                relativeToVehiclePosition.y,
                                                relativeToVehiclePosition.z,
                                                1.0)

    def disable(self):
        from gui import g_guiResetters
        if self.__onRecreateDevice in g_guiResetters:
            g_guiResetters.remove(self.__onRecreateDevice)
        self.__setModelsToCollideWith([])
        self.__cam.speedTreeTarget = None
        BigWorld.camera(None)
        if self.__shiftKeySensor is not None:
            self.__shiftKeySensor.reset(Math.Vector3())
        self.stopCallback(self.__cameraUpdate)
        self.__movementOscillator.reset()
        self.__impulseOscillator.reset()
        self.__noiseOscillator.reset()
        self.__accelerationSmoother.reset()
        self.__autoUpdateDxDyDz.set(0)
        self.__updatedByKeyboard = False
        self.__inputInertia.teleport(self.__calcRelativeDist())
        FovExtended.instance().resetFov()
        return

    def update(self,
               dx,
               dy,
               dz,
               rotateMode=True,
               zoomMode=True,
               updatedByKeyboard=False):
        self.__curSense = self.__cfg[
            'keySensitivity'] if updatedByKeyboard else self.__cfg[
                'sensitivity']
        self.__curScrollSense = self.__cfg[
            'keySensitivity'] if updatedByKeyboard else self.__cfg[
                'scrollSensitivity']
        self.__updatedByKeyboard = updatedByKeyboard
        if updatedByKeyboard:
            self.__autoUpdateDxDyDz.set(dx, dy, dz)
        else:
            self.__autoUpdateDxDyDz.set(0)
            self.__update(dx, dy, dz, rotateMode, zoomMode, False)

    def restoreDefaultsState(self):
        LOG_ERROR('ArcadeCamera::restoreDefaultState is obsolete!')

    def getConfigValue(self, name):
        return self.__cfg.get(name)

    def getUserConfigValue(self, name):
        return self.__userCfg.get(name)

    def setUserConfigValue(self, name, value):
        if name not in self.__userCfg:
            return
        else:
            self.__userCfg[name] = value
            if name not in ('keySensitivity', 'sensitivity',
                            'scrollSensitivity'):
                self.__cfg[name] = self.__userCfg[name]
                if name == 'fovMultMinMaxDist' and getattr(
                        self, '_ArcadeCamera__aimingSystem', None) is not None:
                    self.__inputInertia.teleport(self.__calcRelativeDist(),
                                                 value)
            else:
                self.__cfg[name] = self.__baseCfg[name] * self.__userCfg[name]
            return

    def setCameraDistance(self, distance):
        distRange = self.__cfg['distRange']
        clampedDist = mathUtils.clamp(distRange[0], distRange[1], distance)
        self.__aimingSystem.distanceFromFocus = clampedDist
        self.__inputInertia.teleport(self.__calcRelativeDist())

    def getCameraDistance(self):
        return self.__aimingSystem.distanceFromFocus

    def setYawPitch(self, yaw, pitch):
        self.__aimingSystem.yaw = yaw
        self.__aimingSystem.pitch = pitch
        matrix = Math.Matrix()
        matrix.setRotateYPR(
            (self.__aimingSystem.yaw, self.__aimingSystem.pitch, 0))

    def calcYawPitchDelta(self, dx, dy):
        return (dx * self.__curSense * (-1 if self.__cfg['horzInvert'] else 1),
                dy * self.__curSense * (-1 if self.__cfg['vertInvert'] else 1))

    def __updateAngles(self, dx, dy):
        yawDelta, pitchDelta = self.calcYawPitchDelta(dx, dy)
        self.__aimingSystem.handleMovement(yawDelta, -pitchDelta)
        return (self.__aimingSystem.yaw, self.__aimingSystem.pitch, 0)

    def __update(self,
                 dx,
                 dy,
                 dz,
                 rotateMode=True,
                 zoomMode=True,
                 isCallback=False):
        prevPos = self.__inputInertia.calcWorldPos(self.__aimingSystem.matrix)
        distChanged = False
        if zoomMode and dz != 0:
            prevDist = self.__aimingSystem.distanceFromFocus
            distDelta = dz * float(self.__curScrollSense)
            distMinMax = self.__cfg['distRange']
            newDist = mathUtils.clamp(distMinMax.min, distMinMax.max,
                                      prevDist - distDelta)
            floatEps = 0.001
            if abs(newDist - prevDist) > floatEps:
                self.__aimingSystem.distanceFromFocus = newDist
                self.__userCfg['startDist'] = newDist
                self.__inputInertia.glideFov(self.__calcRelativeDist())
                self.__aimingSystem.aimMatrix = self.__calcAimMatrix()
                distChanged = True
            if not self.__updatedByKeyboard:
                if abs(newDist - prevDist) < floatEps and mathUtils.almostZero(
                        newDist - distMinMax.min):
                    if self.__onChangeControlMode is not None:
                        self.__onChangeControlMode()
                        return
        if rotateMode:
            self.__updateAngles(dx, dy)
        if ENABLE_INPUT_ROTATION_INERTIA and not distChanged:
            self.__aimingSystem.update(0.0)
        if ENABLE_INPUT_ROTATION_INERTIA or distChanged:
            worldDeltaPos = prevPos - self.__aimingSystem.matrix.translation
            matInv = Matrix(self.__aimingSystem.matrix)
            matInv.invert()
            self.__inputInertia.glide(matInv.applyVector(worldDeltaPos))
        return

    def __cameraUpdate(self):
        if not (self.__autoUpdateDxDyDz.x == 0.0 and self.__autoUpdateDxDyDz.y
                == 0.0 and self.__autoUpdateDxDyDz.z == 0.0):
            self.__update(self.__autoUpdateDxDyDz.x, self.__autoUpdateDxDyDz.y,
                          self.__autoUpdateDxDyDz.z)
        player = BigWorld.player()
        vehicle = player.getVehicleAttached()
        inertDt = deltaTime = self.measureDeltaTime()
        replayCtrl = BattleReplay.g_replayCtrl
        if replayCtrl.isPlaying:
            repSpeed = replayCtrl.playbackSpeed
            if repSpeed == 0.0:
                inertDt = 0.01
                deltaTime = 0.0
            else:
                inertDt = deltaTime = deltaTime / repSpeed
        self.__aimingSystem.update(deltaTime)
        virginShotPoint = self.__aimingSystem.getThirdPersonShotPoint()
        delta = self.__inputInertia.positionDelta
        sign = delta.dot(Vector3(0, 0, 1))
        self.__inputInertia.update(inertDt)
        delta = (delta - self.__inputInertia.positionDelta).length
        if delta != 0.0:
            self.__cam.setScrollDelta(math.copysign(delta, sign))
        FovExtended.instance().setFovByMultiplier(
            self.__inputInertia.fovZoomMultiplier)
        unshakenPos = self.__inputInertia.calcWorldPos(
            self.__aimingSystem.idealMatrix if self.
            __adCfg['enable'] else self.__aimingSystem.matrix)
        vehMatrix = Math.Matrix(self.__aimingSystem.vehicleMProv)
        vehiclePos = vehMatrix.translation
        fromVehicleToUnshakedPos = unshakenPos - vehiclePos
        deviationBasis = mathUtils.createRotationMatrix(
            Vector3(self.__aimingSystem.yaw, 0, 0))
        impulseDeviation, movementDeviation, oscillationsZoomMultiplier = self.__updateOscillators(
            deltaTime)
        relCamPosMatrix = mathUtils.createTranslationMatrix(impulseDeviation +
                                                            movementDeviation)
        relCamPosMatrix.postMultiply(deviationBasis)
        relCamPosMatrix.translation += fromVehicleToUnshakedPos
        upRotMat = mathUtils.createRotationMatrix(
            Vector3(
                0, 0, -impulseDeviation.x *
                self.__dynamicCfg['sideImpulseToRollRatio'] -
                self.__noiseOscillator.deviation.z))
        upRotMat.postMultiply(relCamPosMatrix)
        self.__cam.up = upRotMat.applyVector(Vector3(0, 1, 0))
        relTranslation = relCamPosMatrix.translation
        shotPoint = self.__calcFocalPoint(virginShotPoint, deltaTime)
        vehToShotPoint = shotPoint - vehiclePos
        if self.__isRemoteCamera and vehicle is not None:
            relTranslation = player.remoteCameraArcade.relTranslation
            vehToShotPoint = player.remoteCameraArcade.shotPoint
            getVector3 = getattr(player.filter, 'getVector3', None)
            if getVector3 is not None:
                time = BigWorld.serverTime()
                relTranslation = getVector3(
                    AVATAR_SUBFILTERS.CAMERA_ARCADE_REL_TRANSLATION, time)
                vehToShotPoint = getVector3(
                    AVATAR_SUBFILTERS.CAMERA_ARCADE_SHOT_POINT, time)
            else:
                LOG_WARNING(
                    "ArcadeCamera.__cameraUpdate, the filter doesn't have getVector3 method!"
                )
        self.__setCameraAimPoint(vehToShotPoint)
        self.__setCameraPosition(relTranslation)
        replayCtrl = BattleReplay.g_replayCtrl
        if replayCtrl.isPlaying and replayCtrl.isControllingCamera:
            aimOffset = replayCtrl.getAimClipPosition()
            if not BigWorld.player().isForcedGuiControlMode() and GUI.mcursor(
            ).inFocus:
                GUI.mcursor().position = aimOffset
        else:
            aimOffset = self.__calcAimOffset(oscillationsZoomMultiplier)
            if replayCtrl.isRecording:
                replayCtrl.setAimClipPosition(aimOffset)
        self.__cam.aimPointClipCoords = aimOffset
        self.__aimOffset = aimOffset
        if vehicle is not None and not player.isObserver():
            vehicle.setArcadeCameraDataForObservers(vehToShotPoint,
                                                    relTranslation)
        if self.__shiftKeySensor is not None:
            self.__shiftKeySensor.update(1.0)
            if self.__shiftKeySensor.currentVelocity.lengthSquared > 0.0:
                self.shiftCamPos(self.__shiftKeySensor.currentVelocity)
                self.__shiftKeySensor.currentVelocity = Math.Vector3()
        return 0.0

    def __calcFocalPoint(self, shotPoint, deltaTime):
        aimStartPoint = self.__aimingSystem.matrix.translation
        aimDir = shotPoint - aimStartPoint
        distToShotPoint = aimDir.length
        if distToShotPoint < 0.001:
            return shotPoint
        aimDir /= distToShotPoint
        absDiff = abs(distToShotPoint - self.__focalPointDist)
        if absDiff < ArcadeCamera._FOCAL_POINT_MIN_DIFF or absDiff <= ArcadeCamera._FOCAL_POINT_CHANGE_SPEED * deltaTime:
            self.__focalPointDist = distToShotPoint
            return shotPoint
        changeDir = (distToShotPoint - self.__focalPointDist) / absDiff
        self.__focalPointDist += changeDir * ArcadeCamera._FOCAL_POINT_CHANGE_SPEED * deltaTime
        return aimStartPoint + aimDir * self.__focalPointDist

    def __calcAimOffset(self, oscillationsZoomMultiplier):
        fov = BigWorld.projection().fov
        aspect = cameras.getScreenAspectRatio()
        yTan = math.tan(fov * 0.5)
        xTan = yTan * aspect
        defaultX = self.__defaultAimOffset[0]
        defaultY = self.__defaultAimOffset[1]
        yawFromImpulse = self.__impulseOscillator.deviation.x * self.__dynamicCfg[
            'sideImpulseToYawRatio']
        xImpulseDeviationTan = math.tan(
            -(yawFromImpulse + self.__noiseOscillator.deviation.x) *
            oscillationsZoomMultiplier)
        pitchFromImpulse = self.__impulseOscillator.deviation.z * self.__dynamicCfg[
            'frontImpulseToPitchRatio']
        yImpulseDeviationTan = math.tan(
            (pitchFromImpulse + self.__noiseOscillator.deviation.y) *
            oscillationsZoomMultiplier)
        totalOffset = Vector2(
            (defaultX * xTan + xImpulseDeviationTan) /
            (xTan * (1 - defaultX * xTan * xImpulseDeviationTan)),
            (defaultY * yTan + yImpulseDeviationTan) /
            (yTan * (1 - defaultY * yTan * yImpulseDeviationTan)))
        return totalOffset

    def __calcRelativeDist(self):
        distRange = self.__cfg['distRange']
        curDist = self.__aimingSystem.distanceFromFocus
        relDist = (curDist - distRange[0]) / (distRange[1] - distRange[0])
        return relDist

    def __calcCurOscillatorAcceleration(self, deltaTime):
        vehicle = BigWorld.player().getVehicleAttached()
        if vehicle is None:
            return Vector3(0, 0, 0)
        else:
            vehFilter = vehicle.filter
            curVelocity = getattr(vehFilter, 'velocity', Vector3(0.0))
            relativeSpeed = curVelocity.length / vehicle.typeDescriptor.physics[
                'speedLimits'][0]
            if relativeSpeed >= ArcadeCamera._MIN_REL_SPEED_ACC_SMOOTHING:
                self.__accelerationSmoother.maxAllowedAcceleration = self.__dynamicCfg[
                    'accelerationThreshold']
            else:
                self.__accelerationSmoother.maxAllowedAcceleration = self.__dynamicCfg[
                    'accelerationMax']
            acceleration = self.__accelerationSmoother.update(
                vehicle, deltaTime)
            yawMat = mathUtils.createRotationMatrix(
                (-self.__aimingSystem.yaw, 0, 0))
            acceleration = yawMat.applyVector(-acceleration)
            oscillatorAcceleration = Vector3(acceleration.x, acceleration.y,
                                             acceleration.z)
            return oscillatorAcceleration * self.__dynamicCfg[
                'accelerationSensitivity']

    def __updateOscillators(self, deltaTime):
        if not ArcadeCamera.isCameraDynamic():
            self.__impulseOscillator.reset()
            self.__movementOscillator.reset()
            self.__noiseOscillator.reset()
            return (Vector3(0), Vector3(0), 1.0)
        oscillatorAcceleration = self.__calcCurOscillatorAcceleration(
            deltaTime)
        self.__movementOscillator.externalForce += oscillatorAcceleration
        self.__impulseOscillator.update(deltaTime)
        self.__movementOscillator.update(deltaTime)
        self.__noiseOscillator.update(deltaTime)
        self.__impulseOscillator.externalForce = Vector3(0)
        self.__movementOscillator.externalForce = Vector3(0)
        self.__noiseOscillator.externalForce = Vector3(0)
        relDist = self.__calcRelativeDist()
        zoomMultiplier = mathUtils.lerp(1.0, self.__dynamicCfg['zoomExposure'],
                                        relDist)
        impulseDeviation = Vector3(self.__impulseOscillator.deviation)
        impulseDeviation.set(impulseDeviation.x * zoomMultiplier,
                             impulseDeviation.y * zoomMultiplier,
                             impulseDeviation.z * zoomMultiplier)
        movementDeviation = Vector3(self.__movementOscillator.deviation)
        movementDeviation.set(movementDeviation.x * zoomMultiplier,
                              movementDeviation.y * zoomMultiplier,
                              movementDeviation.z * zoomMultiplier)
        return (impulseDeviation, movementDeviation, zoomMultiplier)

    def applyImpulse(self, position, impulse, reason=ImpulseReason.ME_HIT):
        adjustedImpulse, noiseMagnitude = self.__dynamicCfg.adjustImpulse(
            impulse, reason)
        yawMat = mathUtils.createRotationMatrix(
            (-self.__aimingSystem.yaw, 0, 0))
        impulseLocal = yawMat.applyVector(adjustedImpulse)
        self.__impulseOscillator.applyImpulse(impulseLocal)
        self.__applyNoiseImpulse(noiseMagnitude)

    def applyDistantImpulse(self,
                            position,
                            impulseValue,
                            reason=ImpulseReason.ME_HIT):
        applicationPosition = self.__cam.position
        if reason == ImpulseReason.SPLASH:
            applicationPosition = Matrix(self.vehicleMProv).translation
        impulse = applicationPosition - position
        distance = impulse.length
        if distance < 1.0:
            distance = 1.0
        impulse.normalise()
        if reason == ImpulseReason.OTHER_SHOT and distance <= self.__dynamicCfg[
                'maxShotImpulseDistance']:
            impulse *= impulseValue / distance
        elif reason == ImpulseReason.SPLASH or reason == ImpulseReason.HE_EXPLOSION:
            impulse *= impulseValue / distance
        elif reason == ImpulseReason.VEHICLE_EXPLOSION and distance <= self.__dynamicCfg[
                'maxExplosionImpulseDistance']:
            impulse *= impulseValue / distance
        else:
            return
        self.applyImpulse(position, impulse, reason)

    def __applyNoiseImpulse(self, noiseMagnitude):
        noiseImpulse = mathUtils.RandomVectors.random3(noiseMagnitude)
        self.__noiseOscillator.applyImpulse(noiseImpulse)

    def handleKeyEvent(self, isDown, key, mods, event=None):
        if self.__shiftKeySensor is None:
            return False
        elif BigWorld.isKeyDown(Keys.KEY_CAPSLOCK) and mods & 4:
            if key == Keys.KEY_C:
                self.shiftCamPos()
            return self.__shiftKeySensor.handleKeyEvent(key, isDown)
        else:
            self.__shiftKeySensor.reset(Math.Vector3())
            return False

    def reload(self):
        if not constants.IS_DEVELOPMENT:
            return
        import ResMgr
        ResMgr.purge('gui/avatar_input_handler.xml')
        cameraSec = ResMgr.openSection(
            'gui/avatar_input_handler.xml/arcadeMode/camera/')
        self.__readCfg(cameraSec)

    def __calcAimMatrix(self):
        endMult = self.__inputInertia.endZoomMultiplier
        fov = FovExtended.instance().actualDefaultVerticalFov * endMult
        offset = self.__defaultAimOffset
        return cameras.getAimMatrix(-offset[0], -offset[1], fov)

    def __readCfg(self, dataSec):
        if dataSec is None:
            LOG_WARNING(
                'Invalid section <arcadeMode/camera> in avatar_input_handler.xml'
            )
        self.__baseCfg = dict()
        bcfg = self.__baseCfg
        bcfg['keySensitivity'] = readFloat(dataSec, 'keySensitivity', 0, 10,
                                           0.01)
        bcfg['sensitivity'] = readFloat(dataSec, 'sensitivity', 0, 10, 0.01)
        bcfg['scrollSensitivity'] = readFloat(dataSec, 'scrollSensitivity', 0,
                                              10, 0.01)
        bcfg['angleRange'] = readVec2(dataSec, 'angleRange', (0, 0),
                                      (180, 180), (10, 110))
        distRangeVec = readVec2(dataSec, 'distRange', (1, 1), (100, 100),
                                (2, 20))
        bcfg['distRange'] = MinMax(distRangeVec.x, distRangeVec.y)
        bcfg['minStartDist'] = readFloat(dataSec, 'minStartDist',
                                         bcfg['distRange'][0],
                                         bcfg['distRange'][1],
                                         bcfg['distRange'][0])
        bcfg['optimalStartDist'] = readFloat(dataSec, 'optimalStartDist',
                                             bcfg['distRange'][0],
                                             bcfg['distRange'][1],
                                             bcfg['distRange'][0])
        bcfg['angleRange'][0] = math.radians(
            bcfg['angleRange'][0]) - math.pi * 0.5
        bcfg['angleRange'][1] = math.radians(
            bcfg['angleRange'][1]) - math.pi * 0.5
        bcfg['fovMultMinMaxDist'] = MinMax(
            readFloat(dataSec, 'fovMultMinDist', 0.1, 100, 1.0),
            readFloat(dataSec, 'fovMultMaxDist', 0.1, 100, 1.0))
        ds = Settings.g_instance.userPrefs[Settings.KEY_CONTROL_MODE]
        if ds is not None:
            ds = ds['arcadeMode/camera']
        self.__userCfg = dict()
        ucfg = self.__userCfg
        ucfg['horzInvert'] = self.settingsCore.getSetting('mouseHorzInvert')
        ucfg['vertInvert'] = self.settingsCore.getSetting('mouseVertInvert')
        ucfg['sniperModeByShift'] = self.settingsCore.getSetting(
            'sniperModeByShift')
        ucfg['keySensitivity'] = readFloat(ds, 'keySensitivity', 0.0, 10.0,
                                           1.0)
        ucfg['sensitivity'] = readFloat(ds, 'sensitivity', 0.0, 10.0, 1.0)
        ucfg['scrollSensitivity'] = readFloat(ds, 'scrollSensitivity', 0.0,
                                              10.0, 1.0)
        ucfg['startDist'] = readFloat(ds, 'startDist', bcfg['distRange'][0],
                                      500, bcfg['optimalStartDist'])
        if ucfg['startDist'] < bcfg['minStartDist']:
            ucfg['startDist'] = bcfg['optimalStartDist']
        ucfg['startAngle'] = readFloat(ds, 'startAngle', 5, 180, 60)
        ucfg['startAngle'] = math.radians(ucfg['startAngle']) - math.pi * 0.5
        ucfg['fovMultMinMaxDist'] = MinMax(
            readFloat(ds, 'fovMultMinDist', 0.1, 100,
                      bcfg['fovMultMinMaxDist'].min),
            readFloat(ds, 'fovMultMaxDist', 0.1, 100,
                      bcfg['fovMultMinMaxDist'].max))
        self.__cfg = dict()
        cfg = self.__cfg
        cfg['keySensitivity'] = bcfg['keySensitivity']
        cfg['sensitivity'] = bcfg['sensitivity']
        cfg['scrollSensitivity'] = bcfg['scrollSensitivity']
        cfg['angleRange'] = bcfg['angleRange']
        cfg['distRange'] = bcfg['distRange']
        cfg['minStartDist'] = bcfg['minStartDist']
        cfg['horzInvert'] = ucfg['horzInvert']
        cfg['vertInvert'] = ucfg['vertInvert']
        cfg['keySensitivity'] *= ucfg['keySensitivity']
        cfg['sensitivity'] *= ucfg['sensitivity']
        cfg['scrollSensitivity'] *= ucfg['scrollSensitivity']
        cfg['startDist'] = ucfg['startDist']
        cfg['startAngle'] = ucfg['startAngle']
        cfg['fovMultMinMaxDist'] = ucfg['fovMultMinMaxDist']
        cfg['sniperModeByShift'] = ucfg['sniperModeByShift']
        enableShift = dataSec.readBool('shift', False)
        if enableShift:
            movementMappings = dict()
            movementMappings[Keys.KEY_A] = Math.Vector3(-1, 0, 0)
            movementMappings[Keys.KEY_D] = Math.Vector3(1, 0, 0)
            movementMappings[Keys.KEY_Q] = Math.Vector3(0, 1, 0)
            movementMappings[Keys.KEY_E] = Math.Vector3(0, -1, 0)
            movementMappings[Keys.KEY_W] = Math.Vector3(0, 0, 1)
            movementMappings[Keys.KEY_S] = Math.Vector3(0, 0, -1)
            shiftSensitivity = dataSec.readFloat('shiftSensitivity', 0.5)
            self.__shiftKeySensor = KeySensor(movementMappings,
                                              shiftSensitivity)
            self.__shiftKeySensor.reset(Math.Vector3())
        dynamicsSection = dataSec['dynamics']
        self.__impulseOscillator = createOscillatorFromSection(
            dynamicsSection['impulseOscillator'], False)
        self.__movementOscillator = createOscillatorFromSection(
            dynamicsSection['movementOscillator'], False)
        self.__movementOscillator = Math.PyCompoundOscillator(
            self.__movementOscillator,
            Math.PyOscillator(1.0, Vector3(50), Vector3(20),
                              Vector3(0.01, 0.0, 0.01)))
        self.__noiseOscillator = createOscillatorFromSection(
            dynamicsSection['randomNoiseOscillatorSpherical'])
        self.__dynamicCfg.readImpulsesConfig(dynamicsSection)
        self.__dynamicCfg['accelerationSensitivity'] = readFloat(
            dynamicsSection, 'accelerationSensitivity', -1000, 1000, 0.1)
        self.__dynamicCfg['frontImpulseToPitchRatio'] = math.radians(
            readFloat(dynamicsSection, 'frontImpulseToPitchRatio', -1000, 1000,
                      0.1))
        self.__dynamicCfg['sideImpulseToRollRatio'] = math.radians(
            readFloat(dynamicsSection, 'sideImpulseToRollRatio', -1000, 1000,
                      0.1))
        self.__dynamicCfg['sideImpulseToYawRatio'] = math.radians(
            readFloat(dynamicsSection, 'sideImpulseToYawRatio', -1000, 1000,
                      0.1))
        accelerationThreshold = readFloat(dynamicsSection,
                                          'accelerationThreshold', 0.0, 1000.0,
                                          0.1)
        self.__dynamicCfg['accelerationThreshold'] = accelerationThreshold
        self.__dynamicCfg['accelerationMax'] = readFloat(
            dynamicsSection, 'accelerationMax', 0.0, 1000.0, 0.1)
        self.__dynamicCfg['maxShotImpulseDistance'] = readFloat(
            dynamicsSection, 'maxShotImpulseDistance', 0.0, 1000.0, 10.0)
        self.__dynamicCfg['maxExplosionImpulseDistance'] = readFloat(
            dynamicsSection, 'maxExplosionImpulseDistance', 0.0, 1000.0, 10.0)
        self.__dynamicCfg['zoomExposure'] = readFloat(dynamicsSection,
                                                      'zoomExposure', 0.0,
                                                      1000.0, 0.25)
        accelerationFilter = mathUtils.RangeFilter(
            self.__dynamicCfg['accelerationThreshold'],
            self.__dynamicCfg['accelerationMax'], 100,
            mathUtils.SMAFilter(ArcadeCamera._FILTER_LENGTH))
        maxAccelerationDuration = readFloat(
            dynamicsSection, 'maxAccelerationDuration', 0.0, 10000.0,
            ArcadeCamera._DEFAULT_MAX_ACCELERATION_DURATION)
        self.__accelerationSmoother = AccelerationSmoother(
            accelerationFilter, maxAccelerationDuration)
        self.__inputInertia = _InputInertia(self.__cfg['fovMultMinMaxDist'],
                                            0.0)
        advancedCollider = dataSec['advancedCollider']
        self.__adCfg = dict()
        cfg = self.__adCfg
        if advancedCollider is None:
            LOG_ERROR('<advancedCollider> dataSection is not found!')
            cfg['enable'] = False
        else:
            cfg['enable'] = advancedCollider.readBool('enable', False)
            cfg['fovRatio'] = advancedCollider.readFloat('fovRatio', 2.0)
            cfg['rollbackSpeed'] = advancedCollider.readFloat(
                'rollbackSpeed', 1.0)
            cfg['minimalCameraDistance'] = self.__cfg['distRange'][0]
            cfg['speedThreshold'] = advancedCollider.readFloat(
                'speedThreshold', 0.1)
            cfg['minimalVolume'] = advancedCollider.readFloat(
                'minimalVolume', 200.0)
            cfg['volumeGroups'] = dict()
            for group in VOLUME_GROUPS_NAMES:
                groups = advancedCollider['volumeGroups']
                cfg['volumeGroups'][group] = CollisionVolumeGroup.fromSection(
                    groups[group])

        return

    def writeUserPreferences(self):
        ds = Settings.g_instance.userPrefs
        if not ds.has_key(Settings.KEY_CONTROL_MODE):
            ds.write(Settings.KEY_CONTROL_MODE, '')
        ucfg = self.__userCfg
        ds = ds[Settings.KEY_CONTROL_MODE]
        ds.writeBool('arcadeMode/camera/horzInvert', ucfg['horzInvert'])
        ds.writeBool('arcadeMode/camera/vertInvert', ucfg['vertInvert'])
        ds.writeFloat('arcadeMode/camera/keySensitivity',
                      ucfg['keySensitivity'])
        ds.writeFloat('arcadeMode/camera/sensitivity', ucfg['sensitivity'])
        ds.writeFloat('arcadeMode/camera/scrollSensitivity',
                      ucfg['scrollSensitivity'])
        ds.writeFloat('arcadeMode/camera/startDist', ucfg['startDist'])
        ds.writeFloat('arcadeMode/camera/fovMultMinDist',
                      ucfg['fovMultMinMaxDist'].min)
        ds.writeFloat('arcadeMode/camera/fovMultMaxDist',
                      ucfg['fovMultMinMaxDist'].max)
        ucfg['startAngle'] = math.degrees(ucfg['startAngle'] + math.pi * 0.5)
        ds.writeFloat('arcadeMode/camera/startAngle', ucfg['startAngle'])

    def __onRecreateDevice(self):
        self.__aimingSystem.aimMatrix = self.__calcAimMatrix()
Beispiel #5
0
class ArcadeCamera(ICamera, CallbackDelayer, TimeDeltaMeter):
    REASONS_AFFECT_CAMERA_DIRECTLY = (ImpulseReason.MY_SHOT,
     ImpulseReason.OTHER_SHOT,
     ImpulseReason.VEHICLE_EXPLOSION,
     ImpulseReason.HE_EXPLOSION)
    _DYNAMIC_ENABLED = True

    @staticmethod
    def enableDynamicCamera(enable):
        ArcadeCamera._DYNAMIC_ENABLED = enable

    @staticmethod
    def isCameraDynamic():
        return ArcadeCamera._DYNAMIC_ENABLED

    _FILTER_LENGTH = 5
    _DEFAULT_MAX_ACCELERATION_DURATION = 1.5
    _FOCAL_POINT_CHANGE_SPEED = 100.0
    _FOCAL_POINT_MIN_DIFF = 5.0
    _MIN_REL_SPEED_ACC_SMOOTHING = 0.7

    def getReasonsAffectCameraDirectly(self):
        return ArcadeCamera.REASONS_AFFECT_CAMERA_DIRECTLY

    def __getVehicleMProv(self):
        refinedMProv = self.__aimingSystem.vehicleMProv
        return refinedMProv.b.source

    def __setVehicleMProv(self, vehicleMProv):
        prevAimRel = self.__cam.aimPointProvider.a if self.__cam.aimPointProvider is not None else None
        refinedVehicleMProv = self.__refineVehicleMProv(vehicleMProv)
        self.__aimingSystem.vehicleMProv = refinedVehicleMProv
        self.__setupCameraProviders(refinedVehicleMProv)
        self.__cam.speedTreeTarget = self.__aimingSystem.vehicleMProv
        self.__aimingSystem.update(0.0)
        if prevAimRel is not None:
            self.__cam.aimPointProvider.a = prevAimRel
        baseTranslation = Matrix(refinedVehicleMProv).translation
        relativePosition = self.__aimingSystem.matrix.translation - baseTranslation
        self.__setCameraPosition(relativePosition)
        return

    camera = property(lambda self: self.__cam)
    angles = property(lambda self: (self.__aimingSystem.yaw, self.__aimingSystem.pitch))
    aimingSystem = property(lambda self: self.__aimingSystem)
    vehicleMProv = property(__getVehicleMProv, __setVehicleMProv)

    def __init__(self, dataSec, aim):
        CallbackDelayer.__init__(self)
        TimeDeltaMeter.__init__(self)
        self.__shiftKeySensor = None
        self.__movementOscillator = None
        self.__impulseOscillator = None
        self.__noiseOscillator = None
        self.__dynamicCfg = CameraDynamicConfig()
        self.__accelerationSmoother = None
        self.__readCfg(dataSec)
        self.__cam = None
        self.__aim = None
        self.__onChangeControlMode = None
        self.__aimingSystem = None
        self.__curSense = 0
        self.__curScrollSense = 0
        self.__postmortemMode = False
        self.__vehiclesToCollideWith = set()
        self.__focalPointDist = 1.0
        self.__autoUpdateDxDyDz = Vector3(0.0)
        self.__defaultAimOffset = (0.0, 0.0)
        if aim is None:
            return
        else:
            self.__aim = weakref.proxy(aim)
            self.__cam = BigWorld.HomingCamera()
            aimOffset = self.__aim.offset()
            self.__cam.aimPointClipCoords = Vector2(aimOffset)
            self.__defaultAimOffset = (aimOffset[0], aimOffset[1])
            return

    def create(self, pivotPos, onChangeControlMode = None, postmortemMode = False):
        self.__onChangeControlMode = onChangeControlMode
        self.__postmortemMode = postmortemMode
        targetMat = self.getTargetMProv()
        self.__aimingSystem = ArcadeAimingSystem(self.__refineVehicleMProv(targetMat), pivotPos.y, pivotPos.z, self.__calcAimMatrix(), self.__cfg['angleRange'], not postmortemMode)
        self.setCameraDistance(self.__cfg['startDist'])
        self.__aimingSystem.pitch = self.__cfg['startAngle']
        self.__aimingSystem.yaw = Math.Matrix(targetMat).yaw
        self.__updateAngles(0, 0)
        cameraPosProvider = Math.Vector4Translation(self.__aimingSystem.matrix)
        self.__cam.cameraPositionProvider = cameraPosProvider

    def getTargetMProv(self):
        replayCtrl = BattleReplay.g_replayCtrl
        if replayCtrl.isPlaying and replayCtrl.playerVehicleID != 0:
            vehicleID = replayCtrl.playerVehicleID
        else:
            vehicleID = BigWorld.player().playerVehicleID
        return BigWorld.entity(vehicleID).matrix

    def reinitMatrix(self):
        self.__setVehicleMProv(self.getTargetMProv())

    def setToVehicleDirection(self):
        matrix = Math.Matrix(self.getTargetMProv())
        self.setYawPitch(matrix.yaw, matrix.pitch)

    def destroy(self):
        CallbackDelayer.destroy(self)
        self.disable()
        self.__onChangeControlMode = None
        self.__cam = None
        self.__aim = None
        if self.__aimingSystem is not None:
            self.__aimingSystem.destroy()
            self.__aimingSystem = None
        return

    def getPivotSettings(self):
        return self.__aimingSystem.getPivotSettings()

    def setPivotSettings(self, heightAboveBase, focusRadius):
        self.__aimingSystem.setPivotSettings(heightAboveBase, focusRadius)

    def addVehicleToCollideWith(self, vehicle):
        self.__vehiclesToCollideWith.add(vehicle)
        self.__setModelsToCollideWith(self.__vehiclesToCollideWith)

    def removeVehicleToCollideWith(self, vehicle):
        lengthBefore = len(self.__vehiclesToCollideWith)
        self.__vehiclesToCollideWith = set([ v for v in self.__vehiclesToCollideWith if v.id != vehicle.id ])
        if lengthBefore != len(self.__vehiclesToCollideWith):
            self.__setModelsToCollideWith(self.__vehiclesToCollideWith)

    def clearVehicleToCollideWith(self):
        self.__vehiclesToCollideWith = set()
        self.__setModelsToCollideWith(self.__vehiclesToCollideWith)

    def __setModelsToCollideWith(self, vehicles):
        colliders = []
        for vehicle in vehicles:
            vehicleAppearance = vehicle.appearance
            compound = vehicleAppearance.compoundModel
            colliders.append((compound.node(TankPartNames.HULL), compound.bounds, compound.getPartGeometryLink(TankPartIndexes.HULL)))
            if not vehicle.isTurretDetached:
                colliders.append((compound.node(TankPartNames.TURRET), compound.bounds, compound.getPartGeometryLink(TankPartIndexes.TURRET)))

        self.__cam.setDynamicColliders(colliders)
        self.__aimingSystem.setDynamicColliders(colliders)

    def focusOnPos(self, preferredPos):
        self.__aimingSystem.focusOnPos(preferredPos)

    def shiftCamPos(self, shift = None):
        matrixProduct = self.__aimingSystem.vehicleMProv
        shiftMat = matrixProduct.a
        if shift is not None:
            camDirection = Math.Vector3(math.sin(self.angles[0]), 0, math.cos(self.angles[0]))
            normal = Math.Vector3(camDirection)
            normal.x = camDirection.z
            normal.z = -camDirection.x
            shiftMat.translation += camDirection * shift.z + Math.Vector3(0, 1, 0) * shift.y + normal * shift.x
        else:
            shiftMat.setIdentity()
        return

    def enable(self, preferredPos = None, closesDist = False, postmortemParams = None, turretYaw = None, gunPitch = None):
        replayCtrl = BattleReplay.g_replayCtrl
        if replayCtrl.isRecording:
            replayCtrl.setAimClipPosition(Vector2(self.__aim.offset()))
        self.measureDeltaTime()
        camDist = None
        vehicle = BigWorld.player().getVehicleAttached()
        initialVehicleMatrix = BigWorld.player().getOwnVehicleMatrix() if vehicle is None else vehicle.matrix
        vehicleMProv = initialVehicleMatrix
        if not self.__postmortemMode:
            if closesDist:
                camDist = self.__cfg['distRange'][0]
        elif postmortemParams is not None:
            self.__aimingSystem.yaw = postmortemParams[0][0]
            self.__aimingSystem.pitch = postmortemParams[0][1]
            camDist = postmortemParams[1]
        else:
            camDist = self.__cfg['distRange'][1]
        replayCtrl = BattleReplay.g_replayCtrl
        if replayCtrl.isPlaying:
            camDist = None
            vehicle = BigWorld.entity(replayCtrl.playerVehicleID)
            if vehicle is not None:
                vehicleMProv = vehicle.matrix
        if camDist is not None:
            self.setCameraDistance(camDist)
        else:
            self.__inputInertia.teleport(self.__calcRelativeDist())
        self.vehicleMProv = vehicleMProv
        self.__setModelsToCollideWith(self.__vehiclesToCollideWith)
        BigWorld.camera(self.__cam)
        self.__aimingSystem.enable(preferredPos, turretYaw, gunPitch)
        self.__aimingSystem.aimMatrix = self.__calcAimMatrix()
        self.__cameraUpdate()
        self.delayCallback(0.0, self.__cameraUpdate)
        from gui import g_guiResetters
        g_guiResetters.add(self.__onRecreateDevice)
        return

    def __refineVehicleMProv(self, vehicleMProv):
        vehicleTranslationOnly = Math.WGTranslationOnlyMP()
        vehicleTranslationOnly.source = vehicleMProv
        refinedMatrixProvider = Math.MatrixProduct()
        refinedMatrixProvider.a = mathUtils.createIdentityMatrix()
        refinedMatrixProvider.b = vehicleTranslationOnly
        return refinedMatrixProvider

    def __setupCameraProviders(self, vehicleMProv):
        vehiclePos = Math.Vector4Translation(vehicleMProv)
        cameraPositionProvider = Math.Vector4Combiner()
        cameraPositionProvider.fn = 'ADD'
        cameraPositionProvider.a = Vector4(0, 0, 0, 0)
        cameraPositionProvider.b = vehiclePos
        cameraAimPointProvider = Math.Vector4Combiner()
        cameraAimPointProvider.fn = 'ADD'
        cameraAimPointProvider.a = Vector4(0, 0, 1, 0)
        cameraAimPointProvider.b = vehiclePos
        self.__cam.cameraPositionProvider = cameraPositionProvider
        self.__cam.aimPointProvider = cameraAimPointProvider
        self.__cam.pivotPositionProvider = self.__aimingSystem.positionAboveVehicleProv

    def __setCameraPosition(self, relativeToVehiclePosition):
        self.__cam.cameraPositionProvider.a = Vector4(relativeToVehiclePosition.x, relativeToVehiclePosition.y, relativeToVehiclePosition.z, 1.0)

    def __setCameraAimPoint(self, relativeToVehiclePosition):
        self.__cam.aimPointProvider.a = Vector4(relativeToVehiclePosition.x, relativeToVehiclePosition.y, relativeToVehiclePosition.z, 1.0)

    def disable(self):
        from gui import g_guiResetters
        if self.__onRecreateDevice in g_guiResetters:
            g_guiResetters.remove(self.__onRecreateDevice)
        self.__setModelsToCollideWith([])
        self.__cam.speedTreeTarget = None
        BigWorld.camera(None)
        if self.__shiftKeySensor is not None:
            self.__shiftKeySensor.reset(Math.Vector3())
        self.stopCallback(self.__cameraUpdate)
        self.__movementOscillator.reset()
        self.__impulseOscillator.reset()
        self.__noiseOscillator.reset()
        self.__accelerationSmoother.reset()
        self.__autoUpdateDxDyDz.set(0)
        self.__inputInertia.teleport(self.__calcRelativeDist())
        FovExtended.instance().resetFov()
        return

    def update(self, dx, dy, dz, rotateMode = True, zoomMode = True, updatedByKeyboard = False):
        self.__curSense = self.__cfg['keySensitivity'] if updatedByKeyboard else self.__cfg['sensitivity']
        self.__curScrollSense = self.__cfg['keySensitivity'] if updatedByKeyboard else self.__cfg['scrollSensitivity']
        if updatedByKeyboard:
            self.__autoUpdateDxDyDz.set(dx, dy, dz)
        else:
            self.__autoUpdateDxDyDz.set(0)
            self.__update(dx, dy, dz, rotateMode, zoomMode, False)

    def restoreDefaultsState(self):
        LOG_ERROR('ArcadeCamera::restoreDefaultState is obsolete!')

    def getConfigValue(self, name):
        return self.__cfg.get(name)

    def getUserConfigValue(self, name):
        return self.__userCfg.get(name)

    def setUserConfigValue(self, name, value):
        if name not in self.__userCfg:
            return
        else:
            self.__userCfg[name] = value
            if name not in ('keySensitivity', 'sensitivity', 'scrollSensitivity'):
                self.__cfg[name] = self.__userCfg[name]
                if name == 'fovMultMinMaxDist' and getattr(self, '_ArcadeCamera__aimingSystem', None) is not None:
                    self.__inputInertia.teleport(self.__calcRelativeDist(), value)
            else:
                self.__cfg[name] = self.__baseCfg[name] * self.__userCfg[name]
            return

    def setCameraDistance(self, distance):
        distRange = self.__cfg['distRange']
        clampedDist = mathUtils.clamp(distRange[0], distRange[1], distance)
        self.__aimingSystem.distanceFromFocus = clampedDist
        self.__inputInertia.teleport(self.__calcRelativeDist())

    def getCameraDistance(self):
        return self.__aimingSystem.distanceFromFocus

    def setYawPitch(self, yaw, pitch):
        self.__aimingSystem.yaw = yaw
        self.__aimingSystem.pitch = pitch
        matrix = Math.Matrix()
        matrix.setRotateYPR((self.__aimingSystem.yaw, self.__aimingSystem.pitch, 0))

    def calcYawPitchDelta(self, dx, dy):
        return (dx * self.__curSense * (-1 if self.__cfg['horzInvert'] else 1), dy * self.__curSense * (-1 if self.__cfg['vertInvert'] else 1))

    def __updateAngles(self, dx, dy):
        yawDelta, pitchDelta = self.calcYawPitchDelta(dx, dy)
        self.__aimingSystem.handleMovement(yawDelta, -pitchDelta)
        return (self.__aimingSystem.yaw, self.__aimingSystem.pitch, 0)

    def __update(self, dx, dy, dz, rotateMode = True, zoomMode = True, isCallback = False):
        prevPos = self.__inputInertia.calcWorldPos(self.__aimingSystem.matrix)
        distChanged = False
        if zoomMode and dz != 0:
            prevDist = self.__aimingSystem.distanceFromFocus
            distDelta = dz * float(self.__curScrollSense)
            distMinMax = self.__cfg['distRange']
            newDist = mathUtils.clamp(distMinMax.min, distMinMax.max, prevDist - distDelta)
            if abs(newDist - prevDist) > 0.001:
                self.__aimingSystem.distanceFromFocus = newDist
                self.__userCfg['startDist'] = newDist
                self.__inputInertia.glideFov(self.__calcRelativeDist())
                self.__aimingSystem.aimMatrix = self.__calcAimMatrix()
                distChanged = True
            changeControlMode = prevDist == newDist and mathUtils.almostZero(newDist - distMinMax.min)
            if changeControlMode and self.__onChangeControlMode is not None:
                self.__onChangeControlMode()
                return
        if rotateMode:
            self.__updateAngles(dx, dy)
        if ENABLE_INPUT_ROTATION_INERTIA and not distChanged:
            self.__aimingSystem.update(0.0)
        if ENABLE_INPUT_ROTATION_INERTIA or distChanged:
            worldDeltaPos = prevPos - self.__aimingSystem.matrix.translation
            matInv = Matrix(self.__aimingSystem.matrix)
            matInv.invert()
            self.__inputInertia.glide(matInv.applyVector(worldDeltaPos))
        return

    def __cameraUpdate(self):
        if not (self.__autoUpdateDxDyDz.x == 0.0 and self.__autoUpdateDxDyDz.y == 0.0 and self.__autoUpdateDxDyDz.z == 0.0):
            self.__update(self.__autoUpdateDxDyDz.x, self.__autoUpdateDxDyDz.y, self.__autoUpdateDxDyDz.z)
        inertDt = deltaTime = self.measureDeltaTime()
        replayCtrl = BattleReplay.g_replayCtrl
        if replayCtrl.isPlaying:
            repSpeed = replayCtrl.playbackSpeed
            if repSpeed == 0.0:
                inertDt = 0.01
                deltaTime = 0.0
            else:
                inertDt = deltaTime = deltaTime / repSpeed
        self.__aimingSystem.update(deltaTime)
        virginShotPoint = self.__aimingSystem.getThirdPersonShotPoint()
        delta = self.__inputInertia.positionDelta
        sign = delta.dot(Vector3(0, 0, 1))
        self.__inputInertia.update(inertDt)
        delta = (delta - self.__inputInertia.positionDelta).length
        if delta != 0.0:
            self.__cam.setScrollDelta(math.copysign(delta, sign))
        FovExtended.instance().setFovByMultiplier(self.__inputInertia.fovZoomMultiplier)
        unshakenPos = self.__inputInertia.calcWorldPos(self.__aimingSystem.idealMatrix if self.__cam.advancedColliderEnabled else self.__aimingSystem.matrix)
        vehMatrix = Math.Matrix(self.__aimingSystem.vehicleMProv)
        vehiclePos = vehMatrix.translation
        fromVehicleToUnshakedPos = unshakenPos - vehiclePos
        deviationBasis = mathUtils.createRotationMatrix(Vector3(self.__aimingSystem.yaw, 0, 0))
        impulseDeviation, movementDeviation, oscillationsZoomMultiplier = self.__updateOscillators(deltaTime)
        relCamPosMatrix = mathUtils.createTranslationMatrix(impulseDeviation + movementDeviation)
        relCamPosMatrix.postMultiply(deviationBasis)
        relCamPosMatrix.translation += fromVehicleToUnshakedPos
        upRotMat = mathUtils.createRotationMatrix(Vector3(0, 0, -impulseDeviation.x * self.__dynamicCfg['sideImpulseToRollRatio'] - self.__noiseOscillator.deviation.z))
        upRotMat.postMultiply(relCamPosMatrix)
        self.__cam.up = upRotMat.applyVector(Vector3(0, 1, 0))
        relTranslation = relCamPosMatrix.translation
        self.__setCameraPosition(relTranslation)
        shotPoint = self.__calcFocalPoint(virginShotPoint, deltaTime)
        vehToShotPoint = shotPoint - vehiclePos
        self.__setCameraAimPoint(vehToShotPoint)
        replayCtrl = BattleReplay.g_replayCtrl
        if replayCtrl.isPlaying and replayCtrl.isControllingCamera:
            aimOffset = replayCtrl.getAimClipPosition()
        else:
            aimOffset = self.__calcAimOffset(oscillationsZoomMultiplier)
            if replayCtrl.isRecording:
                replayCtrl.setAimClipPosition(aimOffset)
        self.__cam.aimPointClipCoords = aimOffset
        self.__aim.offset(aimOffset)
        if self.__shiftKeySensor is not None:
            self.__shiftKeySensor.update(1.0)
            if self.__shiftKeySensor.currentVelocity.lengthSquared > 0.0:
                self.shiftCamPos(self.__shiftKeySensor.currentVelocity)
                self.__shiftKeySensor.currentVelocity = Math.Vector3()
        return 0.0

    def __calcFocalPoint(self, shotPoint, deltaTime):
        aimStartPoint = self.__aimingSystem.matrix.translation
        aimDir = shotPoint - aimStartPoint
        distToShotPoint = aimDir.length
        if distToShotPoint < 0.001:
            return shotPoint
        aimDir /= distToShotPoint
        absDiff = abs(distToShotPoint - self.__focalPointDist)
        if absDiff < ArcadeCamera._FOCAL_POINT_MIN_DIFF or absDiff <= ArcadeCamera._FOCAL_POINT_CHANGE_SPEED * deltaTime:
            self.__focalPointDist = distToShotPoint
            return shotPoint
        changeDir = (distToShotPoint - self.__focalPointDist) / absDiff
        self.__focalPointDist += changeDir * ArcadeCamera._FOCAL_POINT_CHANGE_SPEED * deltaTime
        return aimStartPoint + aimDir * self.__focalPointDist

    def __calcAimOffset(self, oscillationsZoomMultiplier):
        fov = BigWorld.projection().fov
        aspect = cameras.getScreenAspectRatio()
        yTan = math.tan(fov * 0.5)
        xTan = yTan * aspect
        defaultX = self.__defaultAimOffset[0]
        defaultY = self.__defaultAimOffset[1]
        yawFromImpulse = self.__impulseOscillator.deviation.x * self.__dynamicCfg['sideImpulseToYawRatio']
        xImpulseDeviationTan = math.tan(-(yawFromImpulse + self.__noiseOscillator.deviation.x) * oscillationsZoomMultiplier)
        pitchFromImpulse = self.__impulseOscillator.deviation.z * self.__dynamicCfg['frontImpulseToPitchRatio']
        yImpulseDeviationTan = math.tan((pitchFromImpulse + self.__noiseOscillator.deviation.y) * oscillationsZoomMultiplier)
        totalOffset = Vector2((defaultX * xTan + xImpulseDeviationTan) / (xTan * (1 - defaultX * xTan * xImpulseDeviationTan)), (defaultY * yTan + yImpulseDeviationTan) / (yTan * (1 - defaultY * yTan * yImpulseDeviationTan)))
        return totalOffset

    def __calcRelativeDist(self):
        distRange = self.__cfg['distRange']
        curDist = self.__aimingSystem.distanceFromFocus
        relDist = (curDist - distRange[0]) / (distRange[1] - distRange[0])
        return relDist

    def __calcCurOscillatorAcceleration(self, deltaTime):
        vehicle = BigWorld.player().getVehicleAttached()
        if vehicle is None:
            return Vector3(0, 0, 0)
        else:
            vehFilter = vehicle.filter
            curVelocity = getattr(vehFilter, 'velocity', Vector3(0.0))
            relativeSpeed = curVelocity.length / vehicle.typeDescriptor.physics['speedLimits'][0]
            if relativeSpeed >= ArcadeCamera._MIN_REL_SPEED_ACC_SMOOTHING:
                self.__accelerationSmoother.maxAllowedAcceleration = self.__dynamicCfg['accelerationThreshold']
            else:
                self.__accelerationSmoother.maxAllowedAcceleration = self.__dynamicCfg['accelerationMax']
            acceleration = self.__accelerationSmoother.update(vehicle, deltaTime)
            yawMat = mathUtils.createRotationMatrix((-self.__aimingSystem.yaw, 0, 0))
            acceleration = yawMat.applyVector(-acceleration)
            oscillatorAcceleration = Vector3(acceleration.x, acceleration.y, acceleration.z)
            return oscillatorAcceleration * self.__dynamicCfg['accelerationSensitivity']

    def __updateOscillators(self, deltaTime):
        if not ArcadeCamera.isCameraDynamic():
            self.__impulseOscillator.reset()
            self.__movementOscillator.reset()
            self.__noiseOscillator.reset()
            return (Vector3(0), Vector3(0), 1.0)
        oscillatorAcceleration = self.__calcCurOscillatorAcceleration(deltaTime)
        self.__movementOscillator.externalForce += oscillatorAcceleration
        self.__impulseOscillator.update(deltaTime)
        self.__movementOscillator.update(deltaTime)
        self.__noiseOscillator.update(deltaTime)
        self.__impulseOscillator.externalForce.set(0, 0, 0)
        self.__movementOscillator.externalForce.set(0, 0, 0)
        self.__noiseOscillator.externalForce.set(0, 0, 0)
        relDist = self.__calcRelativeDist()
        zoomMultiplier = mathUtils.lerp(1.0, self.__dynamicCfg['zoomExposure'], relDist)
        impulseDeviation = Vector3(self.__impulseOscillator.deviation)
        impulseDeviation.set(impulseDeviation.x * zoomMultiplier, impulseDeviation.y * zoomMultiplier, impulseDeviation.z * zoomMultiplier)
        movementDeviation = Vector3(self.__movementOscillator.deviation)
        movementDeviation.set(movementDeviation.x * zoomMultiplier, movementDeviation.y * zoomMultiplier, movementDeviation.z * zoomMultiplier)
        return (impulseDeviation, movementDeviation, zoomMultiplier)

    def applyImpulse(self, position, impulse, reason = ImpulseReason.ME_HIT):
        adjustedImpulse, noiseMagnitude = self.__dynamicCfg.adjustImpulse(impulse, reason)
        yawMat = mathUtils.createRotationMatrix((-self.__aimingSystem.yaw, 0, 0))
        impulseLocal = yawMat.applyVector(adjustedImpulse)
        self.__impulseOscillator.applyImpulse(impulseLocal)
        self.__applyNoiseImpulse(noiseMagnitude)

    def applyDistantImpulse(self, position, impulseValue, reason = ImpulseReason.ME_HIT):
        applicationPosition = self.__cam.position
        if reason == ImpulseReason.SPLASH:
            applicationPosition = Matrix(self.vehicleMProv).translation
        impulse = applicationPosition - position
        distance = impulse.length
        if distance < 1.0:
            distance = 1.0
        impulse.normalise()
        if reason == ImpulseReason.OTHER_SHOT and distance <= self.__dynamicCfg['maxShotImpulseDistance']:
            impulse *= impulseValue / distance
        elif reason == ImpulseReason.SPLASH or reason == ImpulseReason.HE_EXPLOSION:
            impulse *= impulseValue / distance
        elif reason == ImpulseReason.VEHICLE_EXPLOSION and distance <= self.__dynamicCfg['maxExplosionImpulseDistance']:
            impulse *= impulseValue / distance
        else:
            return
        self.applyImpulse(position, impulse, reason)

    def __applyNoiseImpulse(self, noiseMagnitude):
        noiseImpulse = mathUtils.RandomVectors.random3(noiseMagnitude)
        self.__noiseOscillator.applyImpulse(noiseImpulse)

    def handleKeyEvent(self, isDown, key, mods, event = None):
        if self.__shiftKeySensor is None:
            return False
        elif BigWorld.isKeyDown(Keys.KEY_CAPSLOCK) and mods & 4:
            if key == Keys.KEY_C:
                self.shiftCamPos()
            return self.__shiftKeySensor.handleKeyEvent(key, isDown)
        else:
            self.__shiftKeySensor.reset(Math.Vector3())
            return False

    def reload(self):
        if not constants.IS_DEVELOPMENT:
            return
        import ResMgr
        ResMgr.purge('gui/avatar_input_handler.xml')
        cameraSec = ResMgr.openSection('gui/avatar_input_handler.xml/arcadeMode/camera/')
        self.__readCfg(cameraSec)

    def __calcAimMatrix(self):
        endMult = self.__inputInertia.endZoomMultiplier
        fov = FovExtended.instance().actualDefaultVerticalFov * endMult
        offset = self.__defaultAimOffset
        return cameras.getAimMatrix(-offset[0], -offset[1], fov)

    def __readCfg(self, dataSec):
        if dataSec is None:
            LOG_WARNING('Invalid section <arcadeMode/camera> in avatar_input_handler.xml')
        self.__baseCfg = dict()
        bcfg = self.__baseCfg
        bcfg['keySensitivity'] = readFloat(dataSec, 'keySensitivity', 0, 10, 0.01)
        bcfg['sensitivity'] = readFloat(dataSec, 'sensitivity', 0, 10, 0.01)
        bcfg['scrollSensitivity'] = readFloat(dataSec, 'scrollSensitivity', 0, 10, 0.01)
        bcfg['angleRange'] = readVec2(dataSec, 'angleRange', (0, 0), (180, 180), (10, 110))
        distRangeVec = readVec2(dataSec, 'distRange', (1, 1), (100, 100), (2, 20))
        bcfg['distRange'] = MinMax(distRangeVec.x, distRangeVec.y)
        bcfg['minStartDist'] = readFloat(dataSec, 'minStartDist', bcfg['distRange'][0], bcfg['distRange'][1], bcfg['distRange'][0])
        bcfg['optimalStartDist'] = readFloat(dataSec, 'optimalStartDist', bcfg['distRange'][0], bcfg['distRange'][1], bcfg['distRange'][0])
        bcfg['angleRange'][0] = math.radians(bcfg['angleRange'][0]) - math.pi * 0.5
        bcfg['angleRange'][1] = math.radians(bcfg['angleRange'][1]) - math.pi * 0.5
        bcfg['fovMultMinMaxDist'] = MinMax(readFloat(dataSec, 'fovMultMinDist', 0.1, 100, 1.0), readFloat(dataSec, 'fovMultMaxDist', 0.1, 100, 1.0))
        ds = Settings.g_instance.userPrefs[Settings.KEY_CONTROL_MODE]
        if ds is not None:
            ds = ds['arcadeMode/camera']
        self.__userCfg = dict()
        ucfg = self.__userCfg
        from account_helpers.settings_core.SettingsCore import g_settingsCore
        ucfg['horzInvert'] = g_settingsCore.getSetting('mouseHorzInvert')
        ucfg['vertInvert'] = g_settingsCore.getSetting('mouseVertInvert')
        ucfg['sniperModeByShift'] = g_settingsCore.getSetting('sniperModeByShift')
        ucfg['keySensitivity'] = readFloat(ds, 'keySensitivity', 0.0, 10.0, 1.0)
        ucfg['sensitivity'] = readFloat(ds, 'sensitivity', 0.0, 10.0, 1.0)
        ucfg['scrollSensitivity'] = readFloat(ds, 'scrollSensitivity', 0.0, 10.0, 1.0)
        ucfg['startDist'] = readFloat(ds, 'startDist', bcfg['distRange'][0], 500, bcfg['optimalStartDist'])
        if ucfg['startDist'] < bcfg['minStartDist']:
            ucfg['startDist'] = bcfg['optimalStartDist']
        ucfg['startAngle'] = readFloat(ds, 'startAngle', 5, 180, 60)
        ucfg['startAngle'] = math.radians(ucfg['startAngle']) - math.pi * 0.5
        ucfg['fovMultMinMaxDist'] = MinMax(readFloat(ds, 'fovMultMinDist', 0.1, 100, bcfg['fovMultMinMaxDist'].min), readFloat(ds, 'fovMultMaxDist', 0.1, 100, bcfg['fovMultMinMaxDist'].max))
        self.__cfg = dict()
        cfg = self.__cfg
        cfg['keySensitivity'] = bcfg['keySensitivity']
        cfg['sensitivity'] = bcfg['sensitivity']
        cfg['scrollSensitivity'] = bcfg['scrollSensitivity']
        cfg['angleRange'] = bcfg['angleRange']
        cfg['distRange'] = bcfg['distRange']
        cfg['minStartDist'] = bcfg['minStartDist']
        cfg['horzInvert'] = ucfg['horzInvert']
        cfg['vertInvert'] = ucfg['vertInvert']
        cfg['keySensitivity'] *= ucfg['keySensitivity']
        cfg['sensitivity'] *= ucfg['sensitivity']
        cfg['scrollSensitivity'] *= ucfg['scrollSensitivity']
        cfg['startDist'] = ucfg['startDist']
        cfg['startAngle'] = ucfg['startAngle']
        cfg['fovMultMinMaxDist'] = ucfg['fovMultMinMaxDist']
        cfg['sniperModeByShift'] = ucfg['sniperModeByShift']
        enableShift = dataSec.readBool('shift', False)
        if enableShift:
            movementMappings = dict()
            movementMappings[Keys.KEY_A] = Math.Vector3(-1, 0, 0)
            movementMappings[Keys.KEY_D] = Math.Vector3(1, 0, 0)
            movementMappings[Keys.KEY_Q] = Math.Vector3(0, 1, 0)
            movementMappings[Keys.KEY_E] = Math.Vector3(0, -1, 0)
            movementMappings[Keys.KEY_W] = Math.Vector3(0, 0, 1)
            movementMappings[Keys.KEY_S] = Math.Vector3(0, 0, -1)
            shiftSensitivity = dataSec.readFloat('shiftSensitivity', 0.5)
            self.__shiftKeySensor = KeySensor(movementMappings, shiftSensitivity)
            self.__shiftKeySensor.reset(Math.Vector3())
        dynamicsSection = dataSec['dynamics']
        self.__impulseOscillator = createOscillatorFromSection(dynamicsSection['impulseOscillator'], False)
        self.__movementOscillator = createOscillatorFromSection(dynamicsSection['movementOscillator'], False)
        self.__movementOscillator = CompoundOscillator(self.__movementOscillator, Oscillator(1.0, Vector3(50), Vector3(20), Vector3(0.01, 0.0, 0.01)))
        self.__noiseOscillator = createOscillatorFromSection(dynamicsSection['randomNoiseOscillatorSpherical'])
        self.__dynamicCfg.readImpulsesConfig(dynamicsSection)
        self.__dynamicCfg['accelerationSensitivity'] = readFloat(dynamicsSection, 'accelerationSensitivity', -1000, 1000, 0.1)
        self.__dynamicCfg['frontImpulseToPitchRatio'] = math.radians(readFloat(dynamicsSection, 'frontImpulseToPitchRatio', -1000, 1000, 0.1))
        self.__dynamicCfg['sideImpulseToRollRatio'] = math.radians(readFloat(dynamicsSection, 'sideImpulseToRollRatio', -1000, 1000, 0.1))
        self.__dynamicCfg['sideImpulseToYawRatio'] = math.radians(readFloat(dynamicsSection, 'sideImpulseToYawRatio', -1000, 1000, 0.1))
        accelerationThreshold = readFloat(dynamicsSection, 'accelerationThreshold', 0.0, 1000.0, 0.1)
        self.__dynamicCfg['accelerationThreshold'] = accelerationThreshold
        self.__dynamicCfg['accelerationMax'] = readFloat(dynamicsSection, 'accelerationMax', 0.0, 1000.0, 0.1)
        self.__dynamicCfg['maxShotImpulseDistance'] = readFloat(dynamicsSection, 'maxShotImpulseDistance', 0.0, 1000.0, 10.0)
        self.__dynamicCfg['maxExplosionImpulseDistance'] = readFloat(dynamicsSection, 'maxExplosionImpulseDistance', 0.0, 1000.0, 10.0)
        self.__dynamicCfg['zoomExposure'] = readFloat(dynamicsSection, 'zoomExposure', 0.0, 1000.0, 0.25)
        accelerationFilter = mathUtils.RangeFilter(self.__dynamicCfg['accelerationThreshold'], self.__dynamicCfg['accelerationMax'], 100, mathUtils.SMAFilter(ArcadeCamera._FILTER_LENGTH))
        maxAccelerationDuration = readFloat(dynamicsSection, 'maxAccelerationDuration', 0.0, 10000.0, ArcadeCamera._DEFAULT_MAX_ACCELERATION_DURATION)
        self.__accelerationSmoother = AccelerationSmoother(accelerationFilter, maxAccelerationDuration)
        self.__inputInertia = _InputInertia(self.__cfg['fovMultMinMaxDist'], 0.0)
        advancedCollision = dataSec['advancedCollision']
        if advancedCollision is None:
            LOG_ERROR('<advancedCollision> dataSection is not found!')
        else:
            BigWorld.setAdvancedColliderConstants(AdvancedColliderConstants.fromSection(advancedCollision), cfg['distRange'][0])
        return

    def writeUserPreferences(self):
        ds = Settings.g_instance.userPrefs
        if not ds.has_key(Settings.KEY_CONTROL_MODE):
            ds.write(Settings.KEY_CONTROL_MODE, '')
        ucfg = self.__userCfg
        ds = ds[Settings.KEY_CONTROL_MODE]
        ds.writeBool('arcadeMode/camera/horzInvert', ucfg['horzInvert'])
        ds.writeBool('arcadeMode/camera/vertInvert', ucfg['vertInvert'])
        ds.writeFloat('arcadeMode/camera/keySensitivity', ucfg['keySensitivity'])
        ds.writeFloat('arcadeMode/camera/sensitivity', ucfg['sensitivity'])
        ds.writeFloat('arcadeMode/camera/scrollSensitivity', ucfg['scrollSensitivity'])
        ds.writeFloat('arcadeMode/camera/startDist', ucfg['startDist'])
        ds.writeFloat('arcadeMode/camera/fovMultMinDist', ucfg['fovMultMinMaxDist'].min)
        ds.writeFloat('arcadeMode/camera/fovMultMaxDist', ucfg['fovMultMinMaxDist'].max)
        ucfg['startAngle'] = math.degrees(ucfg['startAngle'] + math.pi * 0.5)
        ds.writeFloat('arcadeMode/camera/startAngle', ucfg['startAngle'])

    def __onRecreateDevice(self):
        self.__aimingSystem.aimMatrix = self.__calcAimMatrix()