def __cameraUpdate(self, allowModeChange = True): curTime = BigWorld.time() deltaTime = curTime - self.__prevTime self.__prevTime = curTime if not self.__autoUpdateDxDyDz.x == self.__autoUpdateDxDyDz.y == self.__autoUpdateDxDyDz.z == 0.0: self.__rotateAndZoom(self.__autoUpdateDxDyDz.x, self.__autoUpdateDxDyDz.y, self.__autoUpdateDxDyDz.z) self.__aimingSystem.update(deltaTime) localTransform, impulseTransform = self.__updateOscillators(deltaTime) aimMatrix = cameras.getAimMatrix(*self.__defaultAimOffset) camMat = Matrix(aimMatrix) rodMat = mathUtils.createTranslationMatrix(-self.__dynamicCfg['pivotShift']) antiRodMat = mathUtils.createTranslationMatrix(self.__dynamicCfg['pivotShift']) camMat.postMultiply(rodMat) camMat.postMultiply(localTransform) camMat.postMultiply(antiRodMat) camMat.postMultiply(self.__aimingSystem.matrix) camMat.invert() self.__cam.set(camMat) replayCtrl = BattleReplay.g_replayCtrl if replayCtrl.isPlaying and replayCtrl.isControllingCamera: aimOffset = replayCtrl.getAimClipPosition() binocularsOffset = aimOffset else: aimOffset = self.__calcAimOffset(impulseTransform) binocularsOffset = self.__calcAimOffset() if replayCtrl.isRecording: replayCtrl.setAimClipPosition(aimOffset) self.__aim.offset(aimOffset) self.__binoculars.setMaskCenter(binocularsOffset.x, binocularsOffset.y) player = BigWorld.player() if allowModeChange and (self.__isPositionUnderwater(self.__aimingSystem.matrix.translation) or player.isGunLocked): self.__onChangeControlMode(False) return -1 return 0.0
def __cameraUpdate(self): curTime = BigWorld.time() deltaTime = curTime - self.__prevTime self.__prevTime = curTime if not self.__autoUpdateDxDyDz.x == self.__autoUpdateDxDyDz.y == self.__autoUpdateDxDyDz.z == 0.0: self.__rotateAndZoom(self.__autoUpdateDxDyDz.x, self.__autoUpdateDxDyDz.y, self.__autoUpdateDxDyDz.z) self.__aimingSystem.update(deltaTime) localTransform, impulseTransform = self.__updateOscillators(deltaTime) ownVehicle = BigWorld.entity(BigWorld.player().playerVehicleID) if ownVehicle is not None and ownVehicle.isStarted and ownVehicle.appearance.isUnderwater: self.__onChangeControlMode() return 0.0 else: aimMatrix = cameras.getAimMatrix(*self.__defaultAimOffset) camMat = Matrix(aimMatrix) rodMat = mathUtils.createTranslationMatrix(-self.__dynamicCfg['pivotShift']) antiRodMat = mathUtils.createTranslationMatrix(self.__dynamicCfg['pivotShift']) camMat.postMultiply(rodMat) camMat.postMultiply(localTransform) camMat.postMultiply(antiRodMat) camMat.postMultiply(self.__aimingSystem.matrix) camMat.invert() self.__cam.set(camMat) replayCtrl = BattleReplay.g_replayCtrl if replayCtrl.isPlaying and replayCtrl.isControllingCamera: aimOffset = replayCtrl.getAimClipPosition() binocularsOffset = aimOffset else: aimOffset = self.__calcAimOffset(impulseTransform) binocularsOffset = self.__calcAimOffset() if replayCtrl.isRecording: replayCtrl.setAimClipPosition(aimOffset) self.__aim.offset((aimOffset.x, aimOffset.y)) self.__binoculars.setMaskCenter(binocularsOffset.x, binocularsOffset.y) return 0.0
def __cameraUpdate(self, allowModeChange=True): curTime = BigWorld.time() deltaTime = curTime - self.__prevTime self.__prevTime = curTime if not self.__autoUpdateDxDyDz.x == self.__autoUpdateDxDyDz.y == self.__autoUpdateDxDyDz.z == 0.0: self.__rotateAndZoom(self.__autoUpdateDxDyDz.x, self.__autoUpdateDxDyDz.y, self.__autoUpdateDxDyDz.z) self.__aimingSystem.update(deltaTime) localTransform, impulseTransform = self.__updateOscillators(deltaTime) zoom = self.__aimingSystem.overrideZoom(self.__zoom) aimMatrix = cameras.getAimMatrix(self.__defaultAimOffset.x, self.__defaultAimOffset.y) camMat = Matrix(aimMatrix) rodMat = mathUtils.createTranslationMatrix( -self.__dynamicCfg['pivotShift']) antiRodMat = mathUtils.createTranslationMatrix( self.__dynamicCfg['pivotShift']) camMat.postMultiply(rodMat) camMat.postMultiply(localTransform) camMat.postMultiply(antiRodMat) camMat.postMultiply(self.__aimingSystem.matrix) camMat.invert() self.__cam.set(camMat) if zoom != self.__zoom: self.__zoom = zoom self.__applyZoom(self.__zoom) replayCtrl = BattleReplay.g_replayCtrl if replayCtrl.isPlaying and replayCtrl.isControllingCamera: aimOffset = replayCtrl.getAimClipPosition() binocularsOffset = aimOffset if not BigWorld.player().isForcedGuiControlMode() and GUI.mcursor( ).inFocus: GUI.mcursor().position = aimOffset else: aimOffset = self.__calcAimOffset(impulseTransform) binocularsOffset = self.__calcAimOffset() if replayCtrl.isRecording: replayCtrl.setAimClipPosition(aimOffset) self.__aimOffset = aimOffset self.__binoculars.setMaskCenter(binocularsOffset.x, binocularsOffset.y) player = BigWorld.player() if allowModeChange and (self.__isPositionUnderwater( self.__aimingSystem.matrix.translation) or player.isGunLocked and not player.isObserverFPV): self.__onChangeControlMode(False) return -1
def __calcAimMatrix(self): endMult = self.__inputInertia.endZoomMultiplier fov = FovExtended.instance().actualDefaultVerticalFov * endMult offset = self.__defaultAimOffset return cameras.getAimMatrix(-offset[0], -offset[1], fov)
def __getLookToAimMatrix(self): aimMatrix = cameras.getAimMatrix(-self.__aimOffset[0], -self.__aimOffset[1]) return aimMatrix
def __cameraUpdate(self, allowModeChange=True): curTime = BigWorld.time() deltaTime = curTime - self.__prevTime self.__prevTime = curTime if not self.__autoUpdateDxDyDz.x == self.__autoUpdateDxDyDz.y == self.__autoUpdateDxDyDz.z == 0.0: self.__rotateAndZoom(self.__autoUpdateDxDyDz.x, self.__autoUpdateDxDyDz.y, self.__autoUpdateDxDyDz.z) self.__aimingSystem.update(deltaTime) localTransform, impulseTransform = self.__updateOscillators(deltaTime) player = BigWorld.player() vehicle = player.getVehicleAttached() zoom = self.__zoom if self.__isRemoteCamera and vehicle is not None: camMat = self.__getRemoteAim(allowModeChange) if camMat is None: return 0.0 zoom = float(player.remoteCameraSniper.zoom) else: aimMatrix = cameras.getAimMatrix(self.__defaultAimOffset.x, self.__defaultAimOffset.y) camMat = Matrix(aimMatrix) rodMat = mathUtils.createTranslationMatrix( -self.__dynamicCfg['pivotShift']) antiRodMat = mathUtils.createTranslationMatrix( self.__dynamicCfg['pivotShift']) camMat.postMultiply(rodMat) camMat.postMultiply(localTransform) camMat.postMultiply(antiRodMat) camMat.postMultiply(self.__aimingSystem.matrix) camMat.invert() if not player.isObserver() and vehicle is not None: relTranslation = self.__cam.position - vehicle.position rot = Math.Vector3(camMat.yaw, camMat.pitch, camMat.roll) vehicle.setSniperCameraDataForObservers(relTranslation, rot, zoom) self.__cam.set(camMat) if zoom != self.__zoom: self.__zoom = zoom self.__applyZoom(self.__zoom) replayCtrl = BattleReplay.g_replayCtrl if replayCtrl.isPlaying and replayCtrl.isControllingCamera: aimOffset = replayCtrl.getAimClipPosition() binocularsOffset = aimOffset if not BigWorld.player().isForcedGuiControlMode() and GUI.mcursor( ).inFocus: GUI.mcursor().position = aimOffset else: aimOffset = self.__calcAimOffset(impulseTransform) binocularsOffset = self.__calcAimOffset() if replayCtrl.isRecording: replayCtrl.setAimClipPosition(aimOffset) self.__aimOffset = aimOffset self.__binoculars.setMaskCenter(binocularsOffset.x, binocularsOffset.y) if not self.__isRemoteCamera and allowModeChange and ( self.__isPositionUnderwater( self.__aimingSystem.matrix.translation) or player.isGunLocked): self.__onChangeControlMode(False) return -1 else: return 0.0