Example #1
0
 def GetLookAtDirectionWithOffset(self):
     eyePos = geo2.Vec3AddD(
         self._eyePosition,
         self._eyeOffset) if self._eyeOffset else self._eyePosition
     atPos = geo2.Vec3AddD(
         self._atPosition,
         self._atOffset) if self._atOffset else self._atPosition
     return geo2.Vec3Direction(eyePos, atPos)
Example #2
0
 def AlignToDirection(self):
     destination = sm.StartService('space').warpDestinationCache[3]
     ballPark = sm.StartService('michelle').GetBallpark()
     egoball = ballPark.GetBall(ballPark.ego)
     direction = [
         egoball.x - destination[0], egoball.y - destination[1],
         egoball.z - destination[2]
     ]
     zaxis = direction
     if geo2.Vec3LengthSqD(zaxis) > 0.0:
         zaxis = geo2.Vec3NormalizeD(zaxis)
         xaxis = geo2.Vec3CrossD((0, 1, 0), zaxis)
         if geo2.Vec3LengthSqD(xaxis) == 0.0:
             zaxis = geo2.Vec3AddD(zaxis, mathCommon.RandomVector(0.0001))
             zaxis = geo2.Vec3NormalizeD(zaxis)
             xaxis = geo2.Vec3CrossD((0, 1, 0), zaxis)
         xaxis = geo2.Vec3NormalizeD(xaxis)
         yaxis = geo2.Vec3CrossD(zaxis, xaxis)
     else:
         self.transformFlags = effectconsts.FX_TF_POSITION_BALL | effectconsts.FX_TF_ROTATION_BALL
         self.Prepare()
         return
     mat = ((xaxis[0], xaxis[1], xaxis[2], 0.0), (yaxis[0], yaxis[1],
                                                  yaxis[2], 0.0),
            (zaxis[0], zaxis[1], zaxis[2], 0.0), (0.0, 0.0, 0.0, 1.0))
     quat = geo2.QuaternionRotationMatrix(mat)
     self.gfxModel.rotationCurve = None
     if self.gfxModel and hasattr(self.gfxModel, 'modelRotationCurve'):
         self.gfxModel.modelRotationCurve = trinity.TriRotationCurve(
             0.0, 0.0, 0.0, 1.0)
         self.gfxModel.modelRotationCurve.value = quat
     self.debugAligned = True
 def AlignToDirection(self, direction):
     """Align the space object to a direction."""
     if not self.model:
         return
     zaxis = direction
     if geo2.Vec3LengthSqD(zaxis) > 0.0:
         zaxis = geo2.Vec3NormalizeD(zaxis)
         xaxis = geo2.Vec3CrossD(zaxis, (0, 1, 0))
         if geo2.Vec3LengthSqD(xaxis) == 0.0:
             zaxis = geo2.Vec3AddD(zaxis, mathCommon.RandomVector(0.0001))
             zaxis = geo2.Vec3NormalizeD(zaxis)
             xaxis = geo2.Vec3CrossD(zaxis, (0, 1, 0))
         xaxis = geo2.Vec3NormalizeD(xaxis)
         yaxis = geo2.Vec3CrossD(xaxis, zaxis)
     else:
         self.LogError('Space object', self.id, 'has invalid direction (',
                       direction, '). Unable to rotate it.')
         return
     mat = ((xaxis[0], xaxis[1], xaxis[2], 0.0), (yaxis[0], yaxis[1],
                                                  yaxis[2], 0.0),
            (-zaxis[0], -zaxis[1], -zaxis[2], 0.0), (0.0, 0.0, 0.0, 1.0))
     quat = geo2.QuaternionRotationMatrix(mat)
     if hasattr(self.model, 'modelRotationCurve'):
         if not self.model.modelRotationCurve:
             self.model.modelRotationCurve = trinity.TriRotationCurve(
                 0.0, 0.0, 0.0, 1.0)
         self.model.modelRotationCurve.value = quat
     else:
         self.model.rotationCurve = None
Example #4
0
 def IsValidLocation(self):
     ship = self.ballpark.GetBall(session.shipid)
     position = geo2.Vec3AddD((ship.x, ship.y, ship.z), self.GetPosition())
     balls = [(item.typeID, (ball.x, ball.y, ball.z), ball.radius)
              for ball, item in self.ballpark.GetBallsAndItems()]
     balls += [(item.typeID, xyz, 0)
               for ball, item, xyz in self.ballpark.GetWarpinPoints()]
     return structures.IsValidLocation(self.typeID, position, balls)
Example #5
0
 def SetAbstractBall(self, animate=True, duration=0.6):
     bp = self._GetBallpark()
     if not bp:
         return
     pos = bp.GetCurrentEgoPos()
     if self.ball:
         pos = geo2.Vec3AddD(pos, GetBallPosition(self.ball))
     ball = bp.AddClientSideBall(pos)
     self._SetBall(ball, animate, 0.0)
Example #6
0
 def _AddToAtOffset(self, offset):
     if IsInfVector3(offset) or IsNanVector3(offset):
         raise DestinyBallInvalid(
             'Camera: Attempting to assign an invalid atOffset value: %s, %s'
             % (repr(offset), self))
     if not self._atOffset:
         self._atOffset = offset
     else:
         self._atOffset = geo2.Vec3AddD(self._atOffset, offset)
Example #7
0
 def Update(self, center, range, closestPoints, width):
     self.AddLinesToScene()
     self.ClearLines()
     d0 = geo2.Vec3SubtractD(center, closestPoints[0])
     d1 = geo2.Vec3SubtractD(center, closestPoints[1])
     up = geo2.Vec3NormalizeD(geo2.Vec3CrossD(d1, d0))
     dir = geo2.Vec3NormalizeD(d0)
     pFar = geo2.Vec3AddD(center, geo2.Vec3ScaleD(dir, range))
     pNear = geo2.Vec3AddD(center, geo2.Vec3ScaleD(dir, -range))
     perp = geo2.Vec3NormalizeD(geo2.Vec3CrossD(dir, up))
     pRight = geo2.Vec3AddD(center, geo2.Vec3ScaleD(perp, range))
     pLeft = geo2.Vec3AddD(center, geo2.Vec3ScaleD(perp, -range))
     width *= LINE_WIDTH
     self.lineSet.AddSpheredLineCrt(pFar, DEFAULT_COLOR, pRight, DEFAULT_COLOR, center, width)
     self.lineSet.AddSpheredLineCrt(pRight, DEFAULT_COLOR, pNear, DEFAULT_COLOR, center, width)
     self.lineSet.AddSpheredLineCrt(pNear, DEFAULT_COLOR, pLeft, DEFAULT_COLOR, center, width)
     self.lineSet.AddSpheredLineCrt(pLeft, DEFAULT_COLOR, pFar, DEFAULT_COLOR, center, width)
     self.lineSet.SubmitChanges()
Example #8
0
def IterViablePositions(shipID, typeID, radius, spaceComponentStaticData,
                        ballpark):
    componentAttributes = spaceComponentStaticData.GetAttributes(
        typeID, DEPLOY_CLASS)
    minDistanceFromAPlanet = getattr(componentAttributes, 'minPlanetDistance',
                                     0)
    shipPosition = ballpark.GetBallPosition(shipID)
    if not minDistanceFromAPlanet:
        deployAtRange = getattr(spaceComponentStaticData, 'deployAtRange',
                                0) + radius + ballpark.GetBallRadius(shipID)
        yield OffsetPositionInRandomDirection(shipPosition, deployAtRange)
    else:
        offsets = [0, -1 * GRIDSIZE_LEGACY, 1 * GRIDSIZE_LEGACY]
        shipPosition = AlignToLegacyGrid(shipPosition)
        for offset in itertools.product(offsets, repeat=3):
            yield geo2.Vec3AddD(shipPosition, offset)
Example #9
0
 def GetEyePosition(self):
     ret = self.camera._eyePosition
     if self.GetItemID() != session.shipid:
         ret = geo2.Vec3AddD(ret, self.atPositionDiff)
     return ret
Example #10
0
 def SetAtPosToFixedDistance(self):
     self.SetAtPosition(
         geo2.Vec3AddD(
             self._eyePosition,
             geo2.Vec3Scale(self.GetLookAtDirectionWithOffset(), -100.0)))
Example #11
0
 def OffsetEyePosition(self, eyePosition):
     if self._eyeOffset:
         eyePosition = geo2.Vec3AddD(eyePosition, self._eyeOffset)
     if self._eyeAndAtOffset:
         eyePosition = geo2.Vec3AddD(eyePosition, self._eyeAndAtOffset)
     return eyePosition
Example #12
0
 def OffsetAtPosition(self, atPosition):
     if self._atOffset:
         atPosition = geo2.Vec3AddD(atPosition, self._atOffset)
     if self._eyeAndAtOffset:
         atPosition = geo2.Vec3AddD(atPosition, self._eyeAndAtOffset)
     return atPosition
Example #13
0
 def GetZoomToPoint(self):
     offset = BaseSpaceCamera.GetZoomToPoint(self)
     speedOffset = self.GetSpeedOffset()
     if speedOffset:
         offset = geo2.Vec3AddD(offset, speedOffset)
     return offset