def _updateMatrix(self):
     vehiclePosition = Vector3(
         BigWorld.player().getVehicleAttached().position)
     vehiclePosition.y = self._planePosition.y
     diff = self._planePosition - vehiclePosition
     if diff.lengthSquared < _MINIMAL_AIMING_RADIUS_SQ:
         diff.normalise()
         self._planePosition = vehiclePosition + diff * _MINIMAL_AIMING_RADIUS
     self._clampToArenaBB()
     hitPoint = BigWorld.wg_collideSegment(
         BigWorld.player().spaceID,
         self._planePosition + Vector3(0.0, 1000.0, 0.0),
         self._planePosition + Vector3(0.0, -250.0, 0.0), 128, 8)
     aimPoint = Vector3(self._planePosition)
     if hitPoint is not None:
         aimPoint.y = hitPoint.closestPoint[1]
     r0, v0, g0 = BigWorld.player().gunRotator.getShotParams(aimPoint, True)
     hitPoint = BigWorld.wg_simulateProjectileTrajectory(
         r0, v0, g0, SERVER_TICK_LENGTH, SHELL_TRAJECTORY_EPSILON_CLIENT,
         128)
     if hitPoint is not None:
         time = (aimPoint.x - r0.x) / v0.x
         self.__direction = v0 + g0 * time
         self.__direction.normalise()
         self._matrix = mathUtils.createRTMatrix(
             (self.__direction.yaw, -self.__direction.pitch, 0.0),
             hitPoint[1])
     self.__aimMatrix.setTranslate(aimPoint)
     return
Example #2
0
def getTurretJointMat(vehicleTypeDescriptor, vehicleMatrix, turretYaw=0.0):
    turretOffset = vehicleTypeDescriptor.chassis[
        'hullPosition'] + vehicleTypeDescriptor.hull['turretPositions'][0]
    turretJointMat = mathUtils.createRTMatrix(Vector3(turretYaw, 0, 0),
                                              turretOffset)
    turretJointMat.postMultiply(vehicleMatrix)
    return turretJointMat
Example #3
0
 def __assembleModel(self):
     resources = self.__resources
     self.__model = resources[self.__vDesc.name]
     self.__setupEmblems(self.__vDesc)
     if not self.__isVehicleDestroyed:
         self.__fashions = VehiclePartsTuple(
             BigWorld.WGVehicleFashion(False, _CFG['v_scale']), None, None,
             None)
         import VehicleAppearance
         VehicleAppearance.setupTracksFashion(self.__fashions.chassis,
                                              self.__vDesc,
                                              self.__isVehicleDestroyed)
         self.__model.setupFashions(self.__fashions)
         chassisFashion = self.__fashions.chassis
         chassisFashion.initialUpdateTracks(1.0, 10.0)
         VehicleAppearance.setupSplineTracks(chassisFashion, self.__vDesc,
                                             self.__model, self.__resources)
     else:
         self.__fashions = VehiclePartsTuple(None, None, None, None)
     self.updateCamouflage()
     yaw = self.__vDesc.gun.get('staticTurretYaw', 0.0)
     pitch = self.__vDesc.gun.get('staticPitch', 0.0)
     if yaw is None:
         yaw = 0.0
     if pitch is None:
         pitch = 0.0
     gunMatrix = mathUtils.createRTMatrix(Math.Vector3(yaw, pitch, 0.0),
                                          (0.0, 0.0, 0.0))
     self.__model.node('gun', gunMatrix)
     return self.__model
 def getComponents(self):
     res = []
     vehicleDescr = self.typeDescriptor
     m = Math.Matrix()
     m.setIdentity()
     res.append((vehicleDescr.chassis, m))
     hullOffset = vehicleDescr.chassis.hullPosition
     m = Math.Matrix()
     offset = -hullOffset
     m.setTranslate(offset)
     res.append((vehicleDescr.hull, m))
     m = Math.Matrix()
     offset -= vehicleDescr.hull.turretPositions[0]
     m.setTranslate(offset)
     res.append((vehicleDescr.turret, m))
     yaw = vehicleDescr.gun.staticTurretYaw
     pitch = vehicleDescr.gun.staticPitch
     offset -= vehicleDescr.turret.gunPosition
     if yaw is None:
         yaw = 0.0
     if pitch is None:
         pitch = 0.0
     m = Math.Matrix()
     gunMatrix = mathUtils.createRTMatrix(Math.Vector3(yaw, pitch, 0.0),
                                          offset)
     gunMatrix.postMultiply(m)
     res.append((vehicleDescr.gun, gunMatrix))
     return res
 def __assembleModel(self):
     resources = self.__resources
     self.__model = resources[self.__vDesc.name]
     self.__setupEmblems(self.__vDesc)
     if not self.__isVehicleDestroyed:
         self.__fashions = VehiclePartsTuple(
             BigWorld.WGVehicleFashion(False), None, None, None)
         model_assembler.setupTracksFashion(self.__fashions.chassis,
                                            self.__vDesc,
                                            self.__isVehicleDestroyed)
         self.__model.setupFashions(self.__fashions)
         chassisFashion = self.__fashions.chassis
         model_assembler.setupSplineTracks(chassisFashion, self.__vDesc,
                                           self.__model, self.__resources)
         self.wheelsAnimator = model_assembler.createWheelsAnimator(
             self.__model, self.__vDesc, None)
         self.trackNodesAnimator = model_assembler.createTrackNodesAnimator(
             self.__model, self.__vDesc, self.wheelsAnimator)
     else:
         self.__fashions = VehiclePartsTuple(None, None, None, None)
         self.wheelsAnimator = None
         self.trackNodesAnimator = None
     self.updateCamouflage()
     yaw = self.__vDesc.gun.staticTurretYaw
     pitch = self.__vDesc.gun.staticPitch
     if yaw is None:
         yaw = 0.0
     if pitch is None:
         pitch = 0.0
     gunMatrix = mathUtils.createRTMatrix(Math.Vector3(yaw, pitch, 0.0),
                                          (0.0, 0.0, 0.0))
     self.__model.node('gun', gunMatrix)
     return self.__model
Example #6
0
 def setSelectingDirection(self, value = False):
     if value and self.__terrainRotatedArea is None:
         objectSize = Math.Vector2(10.0, 10.0)
         self.__rotateModelNode = self.__fakeModel.node('', mathUtils.createRTMatrix(Math.Vector3(-self.__fakeModel.yaw, 0.0, 0.0), Math.Vector3((-self.__size.x - objectSize.x) * 0.5, 0.0, (self.__size.y + objectSize.y) * 0.5)))
         self.__terrainRotatedArea = area = BigWorld.PyTerrainSelectedArea()
         area.setup(DEFAULT_ROTATE_MODEL, objectSize, OVER_TERRAIN_HEIGHT, self.__color)
         self.__rotateModelNode.attach(area)
     elif not value and self.__terrainRotatedArea is not None:
         self.__rotateModelNode.detach(self.__terrainRotatedArea)
         self.__terrainRotatedArea = None
Example #7
0
def getTurretJointMat(vehicleTypeDescriptor,
                      vehicleMatrix,
                      turretYaw=0.0,
                      overrideTurretLocalZ=None):
    turretOffset = getTurretJointOffset(vehicleTypeDescriptor)
    if overrideTurretLocalZ is not None:
        turretOffset.z = overrideTurretLocalZ
    turretJointMat = mathUtils.createRTMatrix(Vector3(turretYaw, 0, 0),
                                              turretOffset)
    turretJointMat.postMultiply(vehicleMatrix)
    return turretJointMat
Example #8
0
 def setSelectingDirection(self, value = False):
     if value and self.__terrainRotatedArea is None:
         objectSize = Math.Vector2(10.0, 10.0)
         self.__rotateModelNode = self.__fakeModel.node('', mathUtils.createRTMatrix(Math.Vector3(-self.__matrix.yaw, 0.0, 0.0), Math.Vector3((-self.__size.x - objectSize.x) * 0.5, 0.0, (self.__size.y + objectSize.y) * 0.5)))
         self.__terrainRotatedArea = area = BigWorld.PyTerrainSelectedArea()
         area.setup(DEFAULT_ROTATE_MODEL, objectSize, OVER_TERRAIN_HEIGHT, self.__color)
         self.__rotateModelNode.attach(area)
     elif not value and self.__terrainRotatedArea is not None:
         self.__rotateModelNode.detach(self.__terrainRotatedArea)
         self.__terrainRotatedArea = None
     return
Example #9
0
def getGunJointMat(vehicleTypeDescriptor,
                   turretMatrix,
                   gunPitch,
                   overrideTurretLocalZ=None):
    gunOffset = Vector3(vehicleTypeDescriptor.turret['gunPosition'])
    if overrideTurretLocalZ is not None:
        offset = getTurretJointOffset(vehicleTypeDescriptor)
        yOffset = math.tan(gunPitch) * offset.z
        gunOffset.y += yOffset
    gunMat = mathUtils.createRTMatrix(Vector3(0, gunPitch, 0), gunOffset)
    gunMat.postMultiply(turretMatrix)
    return gunMat
Example #10
0
 def __debugDrawChassisCollision(self, rotation, translation):
     if not constants.IS_DEVELOPMENT:
         return
     if not hasattr(self, '_Vehicle__debugServerChassis'):
         chassisModel = BigWorld.Model(self.typeDescriptor.chassis['hitTester'].bspModelName)
         BigWorld.player().addModel(chassisModel)
         motor = BigWorld.Servo(Math.Matrix())
         chassisModel.addMotor(motor)
         self.__debugServerChassis = chassisModel
     from AvatarInputHandler import mathUtils
     chassisMatrix = mathUtils.createRTMatrix(rotation, translation)
     chassisMatrix.postMultiply(self.model.matrix)
     self.__debugServerChassis.motors[0].signal = chassisMatrix
 def _update(self):
     worldMatrix = Matrix(self._cam.invViewMatrix)
     desiredPosition = self.__basisMProv.checkTurretDetachment(
         worldMatrix.translation)
     if desiredPosition is not None:
         self.__position = desiredPosition
     prevPos = Math.Vector3(self.__position)
     delta = self.__calcCurrentDeltaAdjusted()
     self.__updateSenses(delta)
     if self._targetRadiusSensor:
         self.__rotationRadius += self._targetRadiusSensor.currentVelocity * delta
     if self.__isVerticalVelocitySeparated:
         self._verticalMovementSensor.update(delta)
     else:
         self._verticalMovementSensor.currentVelocity = self._movementSensor.currentVelocity.y
         self._verticalMovementSensor.sensitivity = self._movementSensor.sensitivity
     if self._inertiaEnabled:
         self.__inertialMovement(delta)
     else:
         self.__simpleMovement(delta)
     self.__ypr += self.__yprVelocity * delta
     self.__position += self.__velocity * delta
     if self.__rotateAroundPointEnabled:
         self.__position = self.__getAlignedToPointPosition(
             mathUtils.createRotationMatrix(self.__ypr))
     if self._alignerToLand.enabled and not self.__basisMProv.isBound:
         if abs(self.__velocity.y) > 0.1:
             self._alignerToLand.enable(self.__position,
                                        self._alignerToLand.ignoreTerrain)
         self.__position = self._alignerToLand.getAlignedPosition(
             self.__position)
     lookAtPosition = self.__basisMProv.lookAtPosition
     if lookAtPosition is not None:
         self.__ypr = self.__getLookAtYPR(lookAtPosition)
     if self.__cameraInterpolator.active:
         self.__ypr = self.__clampPR(self.__ypr)
     else:
         self.__ypr = self.__clampYPR(self.__ypr)
     self.__position = self._checkSpaceBounds(prevPos, self.__position)
     self._cam.invViewProvider.a = mathUtils.createRTMatrix(
         self.__ypr, self.__position)
     self._cam.invViewProvider.b = self.__basisMProv.matrix
     if self.__cameraInterpolator.active:
         self.__cameraInterpolator.tick()
     BigWorld.projection().fov = self.__calcFov()
     self.__resetSenses()
     return 0.0
Example #12
0
 def setSelectingDirection(self, value=False):
     if value and self.__terrainRotatedArea is None:
         objectSize = Math.Vector2(10.0, 10.0)
         self.__rotateModelNode = self.__fakeModel.node(
             '',
             mathUtils.createRTMatrix(
                 Math.Vector3(-self.__matrix.yaw, 0.0, 0.0),
                 Math.Vector3((-self.__size.x - objectSize.x) * 0.5, 0.0,
                              (self.__size.y + objectSize.y) * 0.5)))
         self.__terrainRotatedArea = area = BigWorld.PyTerrainSelectedArea()
         area.setup(DEFAULT_ROTATE_MODEL, objectSize,
                    self.__overTerrainHeight, self.__color)
         area.enableAccurateCollision(True)
         area.setYCutOffDistance(MARKER_HEIGHT)
         self.__rotateModelNode.attach(area)
     elif not value and self.__terrainRotatedArea is not None:
         self.__rotateModelNode.detach(self.__terrainRotatedArea)
         self.__terrainRotatedArea = None
     return
    def create(self, fromPos, toPos):
        if None in (fromPos, toPos):
            return
        else:
            self.__direction = toPos - fromPos
            self.__length = self.__direction.length
            self.__direction.normalise()
            self.__numModelsPerEdgeState = {}
            for edgeState, modelSetting in g_borderVisualSettings.modelSettings.iteritems(
            ):
                dashLength = modelSetting.scale.x
                gap = modelSetting.spacing
                self.__numModelsPerEdgeState[edgeState] = max(
                    1,
                    int((self.__length - 2 * dashLength) /
                        (dashLength + gap)) + 1)

            maxNumModels = max(self.__numModelsPerEdgeState.values())
            rotation = (self.__direction.yaw + math.pi * 0.5,
                        self.__direction.pitch, 0.0)
            translation = fromPos + self.__direction * self.__length * 0.5
            self.__rootMatrix = rootMatrix = mathUtils.createRTMatrix(
                rotation=rotation, translation=translation)
            self.__rootModel = rootModel = BigWorld.Model('')
            rootModel.addMotor(BigWorld.Servo(rootMatrix))
            BigWorld.addModel(rootModel)
            self.__terrainModels = [None] * maxNumModels
            self.__attachNodes = [None] * maxNumModels
            self.__modelOffsets = [None] * maxNumModels
            for idx in range(0, maxNumModels):
                self.__terrainModels[
                    idx] = area = BigWorld.PyTerrainSelectedArea()
                self.__modelOffsets[idx] = offset = Matrix()
                self.__attachNodes[idx] = attachNode = rootModel.node(
                    '', offset)
                attachNode.attach(area)
                area.setup(g_borderVisualSettings.modelPath, (1, 1),
                           g_borderVisualSettings.overTerrainHeight,
                           4294967295L)
                area.doYCutOff(False)
                area.enableAccurateCollision(False)

            return
 def update(self, deltaTime):
     self.__oscillator.constraints = mathUtils.matrixScale(self.__yprDeviationConstraints, SniperAimingSystem.__CONSTRAINTS_MULTIPLIERS)
     l_curYaw, l_curPitch = self.__worldYawPitchToTurret(self.__g_curYaw, self.__g_curPitch)
     stabilizationOn = math.fabs(self._matrix.roll) < self.__stailizationLimit and SniperAimingSystem.__FILTER_ENABLED
     if stabilizationOn:
         l_curYaw, l_curNewPitch = self.__clampToLimits(l_curYaw, l_curPitch)
     else:
         l_curNewPitch = l_curPitch
     if stabilizationOn:
         newLocal = l_curPitch + (l_curNewPitch - l_curPitch)
         newGunMat = AimingSystems.getPlayerGunMat(l_curYaw, newLocal)
         new__g_curPitch = newGunMat.pitch
         new__g_curPitch = self.__pitchfilter.update(new__g_curPitch, deltaTime)
         globalDelta = new__g_curPitch - self.__g_curPitch
     else:
         globalDelta = l_curNewPitch - self.__idealPitch
     yprDelta = Vector3(l_curYaw - self.__idealYaw, globalDelta, 0.0)
     self.__oscillator.deviation = yprDelta
     self.__oscillator.update(deltaTime)
     l_curYaw = self.__idealYaw + self.__oscillator.deviation.x
     if stabilizationOn:
         l_curPitch = l_curPitch + self.__oscillator.deviation.y
     else:
         l_curPitch = self.__idealPitch + self.__oscillator.deviation.y
     l_curYaw, l_newCurPitch = self.__clampToLimits(l_curYaw, l_curPitch)
     if not stabilizationOn:
         globalDelta = l_newCurPitch - self.__idealPitch
         l_curPitch = l_newCurPitch
     yprDelta = Vector3(l_curYaw - self.__idealYaw, globalDelta, 0.0)
     self.__oscillator.deviation = yprDelta
     currentGunMat = AimingSystems.getPlayerGunMat(l_curYaw, l_curPitch)
     self.__g_curYaw = currentGunMat.yaw
     self.__g_curPitch = currentGunMat.pitch
     stabilizedRoll = self.__getStabilizedRoll(l_curYaw, l_curPitch)
     stabRollMatrix = mathUtils.createRTMatrix(Vector3(currentGunMat.yaw, currentGunMat.pitch, stabilizedRoll), currentGunMat.translation)
     self._matrix.set(stabRollMatrix)
     return 0.0
Example #15
0
 def __update(self):
     worldMatrix = Matrix(self.__cam.invViewMatrix)
     desiredPosition = self.__basisMProv.checkTurretDetachment(worldMatrix.translation)
     if desiredPosition is not None:
         self.__position = desiredPosition
     prevPos = Math.Vector3(self.__position)
     delta = self.__calcCurrentDeltaAdjusted()
     self.__updateSenses(delta)
     self.__rotationRadius += self.__targetRadiusSensor.currentVelocity * delta
     if self.__isVerticalVelocitySeparated:
         self.__verticalMovementSensor.update(delta)
     else:
         self.__verticalMovementSensor.currentVelocity = self.__movementSensor.currentVelocity.y
         self.__verticalMovementSensor.sensitivity = self.__movementSensor.sensitivity
     if self.__inertiaEnabled:
         self.__inertialMovement(delta)
     else:
         self.__simpleMovement(delta)
     self.__ypr += self.__yprVelocity * delta
     self.__position += self.__velocity * delta
     if self.__rotateAroundPointEnabled:
         self.__position = self.__getAlignedToPointPosition(mathUtils.createRotationMatrix(self.__ypr))
     if self.__alignerToLand.enabled and not self.__basisMProv.isBound:
         if abs(self.__velocity.y) > 0.1:
             self.__alignerToLand.enable(self.__position, self.__alignerToLand.ignoreTerrain)
         self.__position = self.__alignerToLand.getAlignedPosition(self.__position)
     lookAtPosition = self.__basisMProv.lookAtPosition
     if lookAtPosition is not None:
         self.__ypr = self.__getLookAtYPR(lookAtPosition)
     self.__ypr = self.__clampYPR(self.__ypr)
     self.__position = self.__checkSpaceBounds(prevPos, self.__position)
     self.__cam.invViewProvider.a = mathUtils.createRTMatrix(self.__ypr, self.__position)
     self.__cam.invViewProvider.b = self.__basisMProv.matrix
     BigWorld.projection().fov = self.__calcFov()
     self.__resetSenses()
     return 0.0
Example #16
0
def getGunJointMat(vehicleTypeDescriptor, turretMatrix, gunPitch):
    gunOffset = vehicleTypeDescriptor.turret['gunPosition']
    gunMat = mathUtils.createRTMatrix(Vector3(0, gunPitch, 0), gunOffset)
    gunMat.postMultiply(turretMatrix)
    return gunMat
Example #17
0
def getTurretJointMat(vehicleTypeDescriptor, vehicleMatrix, turretYaw = 0.0):
    turretOffset = vehicleTypeDescriptor.chassis['hullPosition'] + vehicleTypeDescriptor.hull['turretPositions'][0]
    turretJointMat = mathUtils.createRTMatrix(Vector3(turretYaw, 0, 0), turretOffset)
    turretJointMat.postMultiply(vehicleMatrix)
    return turretJointMat
Example #18
0
def getGunJointMat(vehicleTypeDescriptor, turretMatrix, gunPitch):
    gunOffset = vehicleTypeDescriptor.turret['gunPosition']
    gunMat = mathUtils.createRTMatrix(Vector3(0, gunPitch, 0), gunOffset)
    gunMat.postMultiply(turretMatrix)
    return gunMat
Example #19
0
 def __updateCameraLocation(self):
     position, yaw, pitch = self.__updateCalculateParams(self.__curTime)
     mat = mathUtils.createRTMatrix(Math.Vector3(yaw, pitch, 0.0), position)
     self.__camera.setWorldMatrix(mat)
     self.__updateDynamicFOV(self.__curTime)