def __init__(self, height, yaw): IAimingSystem.__init__(self) self._matrix = mathUtils.createRotationMatrix((yaw, 0, 0)) self._planePosition = Vector3(0, 0, 0) self.__camDist = 0.0 self.__height = height self.__heightFromPlane = 0.0
def __init__(self): IAimingSystem.__init__(self) self.__zoom = None self.__idealTurretYaw = 0.0 self.__idealGunPitch = 0.0 self.__worldYaw = 0.0 self.__worldPitch = 0.0 self._vehicleTypeDescriptor = None self._vehicleMProv = None self.__siegeState = VEHICLE_SIEGE_STATE.DISABLED self.__yprDeviationConstraints = Vector3( SniperAimingSystem.__STABILIZED_CONSTRAINTS) self.__oscillator = Math.PyOscillator(1.0, Vector3(0.0, 0.0, 15.0), Vector3(0.0, 0.0, 3.5), self.__yprDeviationConstraints) self.__returningOscillator = Math.PyOscillator( 1.0, Vector3(0.0, 15.0, 15.0), Vector3(0.0, 3.5, 3.5), self.__yprDeviationConstraints) self.__pitchCompensating = 0.0 self.__yawLimits = None self.__forceFullStabilization = False self.__wasAutoRotationEnabled = False self.__timeBeyondLimits = 0.0 self.__playerGunMatFunction = AimingSystems.getPlayerGunMat self.__autoRotationEnabled = False return
def __init__(self, vehicleMProv, heightAboveTarget, focusRadius, aimMatrix, anglesRange, enableSmartShotPointCalc=True): IAimingSystem.__init__(self) self.__aimMatrix = aimMatrix self.__vehicleMProv = vehicleMProv self.__anglesRange = anglesRange self.__cursor = BigWorld.ThirdPersonProvider() self.__cursor.base = vehicleMProv self.__cursor.heightAboveBase = heightAboveTarget self.__cursor.focusRadius = focusRadius self.__idealMatrix = Math.Matrix(self._matrix) self.__shotPointCalculator = ShotPointCalculatorPlanar( ) if enableSmartShotPointCalc else None self.__worldSpaceAimingWithLimits = _WorldSpaceAimingWithLimits( self.__vehicleMProv) self._vehicleTypeDescriptor = None self.__cachedScanDirection = Vector3(0.0, 0.0, 0.0) self.__cachedScanStart = Vector3(0.0, 0.0, 0.0) self.__cursorShouldCheckCollisions = True return
def __init__(self, vehicleMProv, heightAboveTarget, focusRadius, aimMatrix, anglesRange, enableSmartShotPointCalc = True): IAimingSystem.__init__(self) self.__aimMatrix = aimMatrix self.__vehicleMProv = vehicleMProv self.__anglesRange = anglesRange self.__cursor = BigWorld.ThirdPersonProvider() self.__cursor.base = vehicleMProv self.__cursor.heightAboveBase = heightAboveTarget self.__cursor.focusRadius = focusRadius self.__shotPointCalculator = ShotPointCalculatorPlanar() if enableSmartShotPointCalc else None
def __init__(self): IAimingSystem.__init__(self) self.__idealTurretYaw = 0.0 self.__idealGunPitch = 0.0 self.__worldYaw = 0.0 self.__worldPitch = 0.0 self.__vehicleTypeDescriptor = None self.__vehicleMProv = None self.__vehiclePrevMat = None self.__yprDeviationConstraints = Vector3(math.pi * 2.1, math.pi / 2 * 0.95, 0.0) self.__oscillator = Oscillator(1.0, Vector3(0.0, 0.0, 15.0), Vector3(0.0, 0.0, 3.5), self.__yprDeviationConstraints)
def __init__(self, vehicleMProv, heightAboveTarget, focusRadius, aimMatrix, anglesRange, enableSmartShotPointCalc = True): IAimingSystem.__init__(self) self.__aimMatrix = aimMatrix self.__vehicleMProv = vehicleMProv self.__anglesRange = anglesRange self.__cursor = BigWorld.ThirdPersonProvider() self.__cursor.base = vehicleMProv self.__cursor.heightAboveBase = heightAboveTarget self.__cursor.focusRadius = focusRadius self.__idealMatrix = self._matrix self.__shotPointCalculator = ShotPointCalculatorPlanar() if enableSmartShotPointCalc else None return
def __init__(self): IAimingSystem.__init__(self) self.__idealTurretYaw = 0.0 self.__idealGunPitch = 0.0 self.__worldYaw = 0.0 self.__worldPitch = 0.0 self.__vehicleTypeDescriptor = None self.__vehicleMProv = None self.__vehiclePrevMat = None self.__yprDeviationConstraints = Vector3(math.pi * 2.1, math.pi / 2 * 0.95, 0.0) self.__oscillator = Oscillator(1.0, Vector3(0.0, 0.0, 15.0), Vector3(0.0, 0.0, 3.5), self.__yprDeviationConstraints) return
def __init__(self, dataSec): IAimingSystem.__init__(self) self.__idealYaw = 0.0 self.__idealPitch = 0.0 self.__g_curPitch = 0.0 self.__g_curYaw = 0.0 self.__vehicleTypeDescriptor = None self.__vehicleMProv = None self.__vehiclePrevMat = None self.__yprDeviationConstraints = Vector3(math.pi * 2.1, math.pi / 2.0 * 0.95, 0.0) self.__oscillator = Oscillator(1.0, Vector3(0.0, 0.0, 15.0), Vector3(0.0, 0.0, 3.5), self.__yprDeviationConstraints) self.__dInputPitch = 0.0 self.__dInputYaw = 0.0 self.__pitchfilter = InputFilter() self.reloadConfig(dataSec)
def __init__(self, dataSec): IAimingSystem.__init__(self) self.__idealYaw = 0.0 self.__idealPitch = 0.0 self.__g_curPitch = 0.0 self.__g_curYaw = 0.0 self.__stailizationLimit = math.radians(60.0) self.__vehicleTypeDescriptor = None self.__vehicleMProv = None self.__vehiclePrevMat = None self.__yprDeviationConstraints = Vector3(math.pi * 2.1, math.pi / 2.0 * 0.95, 0.0) self.__oscillator = Math.PyOscillator(1.0, Vector3(0.0, 0.0, 15.0), Vector3(0.0, 0.0, 3.5), self.__yprDeviationConstraints) self.__pitchfilter = InputFilter() self.reloadConfig(dataSec) self.__pitchCompensating = 0.0 return
def __init__(self, dataSec): IAimingSystem.__init__(self) self.__idealTurretYaw = 0.0 self.__idealGunPitch = 0.0 self.__worldYaw = 0.0 self.__worldPitch = 0.0 self.__vehicleTypeDescriptor = None self.__vehicleMProv = None self.__yprDeviationConstraints = Vector3( SniperAimingSystem.__STABILIZED_CONSTRAINTS) self.__oscillator = Math.PyOscillator(1.0, Vector3(0.0, 0.0, 15.0), Vector3(0.0, 0.0, 3.5), self.__yprDeviationConstraints) self.__returningOscillator = Math.PyOscillator( 1.0, Vector3(0.0, 15.0, 15.0), Vector3(0.0, 3.5, 3.5), self.__yprDeviationConstraints) self.__pitchCompensating = 0.0 self.__yawLimits = None self.__forceFullStabilization = False self.__timeBeyondLimits = 0.0 self.__playerGunMatFunction = AimingSystems.getPlayerGunMat return