コード例 #1
0
    def _TransformContext(self, q):
        scenarioSvc = sm.StartService('scenario')
        originalToolRotation = self.GetRotation()
        orgX, orgY, orgZ = scenarioSvc.GetDungeonOrigin()
        toolPositionX, toolPositionY, toolPositionZ = sm.GetService('scenario').GetSelectionCenter()
        toolOffset = geo2.Vector(toolPositionX - orgX, toolPositionY - orgY, toolPositionZ - orgZ)
        qout = geo2.QuaternionMultiply(originalToolRotation, q)
        qout = geo2.QuaternionNormalize(qout)
        inverse = geo2.QuaternionInverse(originalToolRotation)
        diff = geo2.QuaternionMultiply(qout, inverse)
        diff = geo2.QuaternionNormalize(diff)
        slimItems = scenarioSvc.GetSelObjects()
        for slimItem in slimItems:
            if slimItem.dunObjectID in scenarioSvc.GetLockedObjects():
                if uicore.uilib.Key(uiconst.VK_CONTROL):
                    scenarioSvc.UnlockObject(slimItem.itemID, slimItem.dunObjectID, force=True)
                else:
                    continue
            targetBall = sm.StartService('michelle').GetBall(slimItem.itemID)
            targetModel = getattr(targetBall, 'model', None)
            if targetModel and slimItem.categoryID != const.categoryAsteroid and slimItem.groupID != const.groupHarvestableCloud:
                qout = geo2.QuaternionMultiply(targetModel.rotationCurve.value, diff)
                qout = geo2.QuaternionNormalize(qout)
                targetModel.rotationCurve.value = qout
                slimItem.dunDirection = geo2.QuaternionTransformVector(qout, geo2.Vector(0.0, 0.0, 1.0))
                scenarioSvc.UpdateUnsavedObjectChanges(slimItem.itemID, CHANGE_ROTATION)
            if len(slimItems) > 1 and not uicore.uilib.Key(uiconst.VK_SHIFT):
                relativeObjectPosition = geo2.Vector(slimItem.dunX - toolOffset.x, slimItem.dunY - toolOffset.y, slimItem.dunZ - toolOffset.z)
                rotatedDirectionVector = geo2.QuaternionTransformVector(diff, relativeObjectPosition)
                if targetModel:
                    targetModel.translationCurve.x = rotatedDirectionVector[0] + toolPositionX
                    targetModel.translationCurve.y = rotatedDirectionVector[1] + toolPositionY
                    targetModel.translationCurve.z = rotatedDirectionVector[2] + toolPositionZ
                elif slimItem.groupID in scenarioSvc.groupsWithNoModel:
                    try:
                        targetTransform = scenarioSvc.fakeTransforms[slimItem.itemID]
                        targetTransform.translationCurve.x = rotatedDirectionVector[0] + toolPositionX
                        targetTransform.translationCurve.y = rotatedDirectionVector[1] + toolPositionY
                        targetTransform.translationCurve.z = rotatedDirectionVector[2] + toolPositionZ
                    except KeyError:
                        scenarioSvc.LogError('Unable to rotate any ball for dungeon object:', slimItem.dunObjectID)

                slimItem.dunX = rotatedDirectionVector[0] + toolOffset.x
                slimItem.dunY = rotatedDirectionVector[1] + toolOffset.y
                slimItem.dunZ = rotatedDirectionVector[2] + toolOffset.z
                scenarioSvc.UpdateUnsavedObjectChanges(slimItem.itemID, CHANGE_TRANSLATION)

        qout = geo2.QuaternionMultiply(q, originalToolRotation)
        qout = geo2.QuaternionNormalize(qout)
        self.Rotate(qout)
コード例 #2
0
 def ToggleChaseCam(self, lockCurrent=False):
     if lockCurrent:
         camera = sm.GetService('sceneManager').GetRegisteredCamera(
             'default')
         self.lockedCamVector = camera.viewVec
         shipBall = sm.GetService('michelle').GetBall(self.lookingAt)
         if shipBall is not None and shipBall.model is not None:
             q = shipBall.model.rotationCurve.GetQuaternionAt(
                 blue.os.GetSimTime())
             q = geo2.QuaternionInverse((q.x, q.y, q.z, q.w))
             v = self.lockedCamVector
             self.lockedCamVector = geo2.QuaternionTransformVector(q, v)
     else:
         self.lockedCamVector = None
     self.chaseCam = not self.chaseCam
コード例 #3
0
 def PickWrapper(self, x, y):
     xy = (x, y)
     dev = trinity.device
     self.markerCorrection = [0.0, 0.0]
     mask, pick, uv, xyz, isHead = self.GetMaskAtPixel(x, y)
     if mask > 0:
         self.startXY = [x, y]
         camera = self.camera
         cPos = camera.GetPosition()
         cInt = camera.GetPointOfInterest()
         avatarRotation = self.avatar.rotation
         vector = [cPos[0] - cInt[0], cPos[1] - cInt[1], cPos[2] - cInt[2]]
         invRotation = geo2.QuaternionInverse(avatarRotation)
         vector = geo2.QuaternionTransformVector(invRotation, vector)
         if abs(vector[0]) > abs(vector[2]):
             if vector[0] > 0.0:
                 self.direction = 'right'
             else:
                 self.direction = 'left'
         else:
             self.direction = 'front'
         self.zone = self.ConvertMaskToZone(mask)
         if self.zone not in self.inactiveZones:
             if self.pickCallback:
                 self.pickCallback(self.zone)
         if self.useHighlighting:
             if self.highlightGhost.IsActive():
                 self.highlightGhost.Stop()
             if self.bodyHighlightGhost.IsActive():
                 self.bodyHighlightGhost.Stop()
     else:
         self.zone = -1
         self.direction = None
         self.startXY = None
     self.rightClick = False
     return self.zone
コード例 #4
0
 def Update(self, controller):
     if hasattr(controller.entityRef, 'aiming'):
         debugBoneName = 'fj_eyeballLeft'
         gazeAtEntityID = self.aimingClient.GetTargetEntityID(controller.entityRef, const.aiming.AIMING_VALID_TARGET_GAZE_ID)
         if gazeAtEntityID:
             gazeAtEntity = self.entityService.FindEntityByID(gazeAtEntityID)
             if gazeAtEntity:
                 sensorPos = geo2.Vector(*controller.entityRef.position.position)
                 sensorPos = sensorPos + self.perceptionClient.GetSensorOffset(controller.entityRef)
                 focusPos = geo2.Vector(*gazeAtEntity.position.position)
                 focusPos = focusPos + self.perceptionClient.GetSensorOffset(gazeAtEntity)
                 headTransform = controller.animationNetwork.GetBoneTransform(debugBoneName)
                 if headTransform is None:
                     return
                 headTranslation, headRotation = headTransform
                 useBlendToHeadBone = False
                 if useBlendToHeadBone:
                     workPos = geo2.Vec3Subtract(focusPos, controller.entPos)
                     entRotInvQuat = geo2.QuaternionInverse(controller.entRot)
                     entRotInvQuat = geo2.QuaternionNormalize(entRotInvQuat)
                     workPos = geo2.QuaternionTransformVector(entRotInvQuat, workPos)
                     workPos = geo2.Vec3Subtract(workPos, headTranslation)
                     headRotInvQuat = geo2.QuaternionInverse(headRotation)
                     headRotInvQuat = geo2.QuaternionNormalize(headRotInvQuat)
                     workPos = geo2.QuaternionTransformVector(headRotInvQuat, workPos)
                     relativeLookAtYaw = mathCommon.GetYawAngleFromDirectionVector(workPos)
                     relativeLookAtPitch = mathCommon.GetPitchAngleFromDirectionVector(workPos)
                 else:
                     sensorToFocusVec = geo2.Vec3Subtract(focusPos, sensorPos)
                     yawToFocus = mathCommon.GetYawAngleFromDirectionVector(sensorToFocusVec)
                     pitchToFocus = mathCommon.GetPitchAngleFromDirectionVector(sensorToFocusVec)
                     entityYaw, trash, trash = geo2.QuaternionRotationGetYawPitchRoll(controller.entRot)
                     relativeLookAtYaw = yawToFocus - entityYaw
                     relativeLookAtPitch = pitchToFocus
                 relativeLookAtYaw = math.fmod(relativeLookAtYaw, 2 * math.pi)
                 relativeLookAtPitch = math.fmod(relativeLookAtPitch, 2 * math.pi)
                 if relativeLookAtYaw < 0:
                     relativeLookAtYaw = relativeLookAtYaw + 2 * math.pi
                 if relativeLookAtPitch < 0:
                     relativeLookAtPitch = relativeLookAtPitch + 2 * math.pi
                 if relativeLookAtYaw > math.pi:
                     relativeLookAtYaw = relativeLookAtYaw - 2 * math.pi
                 if relativeLookAtPitch > math.pi:
                     relativeLookAtPitch = relativeLookAtPitch - 2 * math.pi
                 if geo2.Vec3LengthSq(controller.entityRef.movement.physics.velocity) > 0.0:
                     maxYaw = MAXIMUM_HEAD_LOOK_ANGLE_YAW_MOVING
                     maxPitch = MAXIMUM_HEAD_LOOK_ANGLE_PITCH_MOVING
                 else:
                     maxYaw = MAXIMUM_HEAD_LOOK_ANGLE_YAW
                     maxPitch = MAXIMUM_HEAD_LOOK_ANGLE_PITCH
                 if abs(relativeLookAtYaw) < maxYaw and abs(relativeLookAtPitch) < maxPitch:
                     controller.SetControlParameter('Aim_X', -relativeLookAtYaw)
                     controller.SetControlParameter('Aim_Y', -relativeLookAtPitch)
                     controller.SetControlParameter('HeadLookWeight', 1)
                     aimingManager = self.aimingClient.GetAimingManager(controller.entityRef.scene.sceneID)
                     if aimingManager.IsDebugRendering():
                         self.aimingClient.GetAimingManager(controller.entityRef.scene.sceneID).SetDebugUsedParams(controller.entityRef.entityID, relativeLookAtYaw, -relativeLookAtPitch, maxYaw, maxPitch, headTranslation, headRotation)
                     return
         controller.SetControlParameter('HeadLookWeight', 0)
         aimingManager = self.aimingClient.GetAimingManager(controller.entityRef.scene.sceneID)
         if aimingManager.IsDebugRendering():
             translation, orientation = controller.entityRef.animation.updater.network.GetBoneTransform(debugBoneName)
             self.aimingClient.GetAimingManager(controller.entityRef.scene.sceneID).SetDebugUsedParams(controller.entityRef.entityID, -99, -99, MAXIMUM_HEAD_LOOK_ANGLE_YAW, MAXIMUM_HEAD_LOOK_ANGLE_PITCH, translation, orientation)
コード例 #5
0
 def GetRotation(self):
     scale, rotation, translation = geo2.MatrixDecompose(
         self.worldTranslation)
     rotation = geo2.QuaternionInverse(rotation)
     return rotation