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 __readCfg(self, dataSec): if dataSec is None: LOG_WARNING( 'Invalid section <arcadeMode/camera> in avatar_input_handler.xml' ) self.__baseCfg = dict() bcfg = self.__baseCfg bcfg['keySensitivity'] = readFloat(dataSec, 'keySensitivity', 0, 10, 0.01) bcfg['sensitivity'] = readFloat(dataSec, 'sensitivity', 0, 10, 0.01) bcfg['scrollSensitivity'] = readFloat(dataSec, 'scrollSensitivity', 0, 10, 0.01) bcfg['angleRange'] = readVec2(dataSec, 'angleRange', (0, 0), (180, 180), (10, 110)) distRangeVec = readVec2(dataSec, 'distRange', (1, 1), (100, 100), (2, 20)) bcfg['distRange'] = MinMax(distRangeVec.x, distRangeVec.y) bcfg['minStartDist'] = readFloat(dataSec, 'minStartDist', bcfg['distRange'][0], bcfg['distRange'][1], bcfg['distRange'][0]) bcfg['optimalStartDist'] = readFloat(dataSec, 'optimalStartDist', bcfg['distRange'][0], bcfg['distRange'][1], bcfg['distRange'][0]) bcfg['angleRange'][0] = math.radians( bcfg['angleRange'][0]) - math.pi * 0.5 bcfg['angleRange'][1] = math.radians( bcfg['angleRange'][1]) - math.pi * 0.5 bcfg['fovMultMinMaxDist'] = MinMax( readFloat(dataSec, 'fovMultMinDist', 0.1, 100, 1.0), readFloat(dataSec, 'fovMultMaxDist', 0.1, 100, 1.0)) ds = Settings.g_instance.userPrefs[Settings.KEY_CONTROL_MODE] if ds is not None: ds = ds['arcadeMode/camera'] self.__userCfg = dict() ucfg = self.__userCfg from account_helpers.settings_core.SettingsCore import g_settingsCore ucfg['horzInvert'] = g_settingsCore.getSetting('mouseHorzInvert') ucfg['vertInvert'] = g_settingsCore.getSetting('mouseVertInvert') ucfg['sniperModeByShift'] = g_settingsCore.getSetting( 'sniperModeByShift') ucfg['keySensitivity'] = readFloat(ds, 'keySensitivity', 0.0, 10.0, 1.0) ucfg['sensitivity'] = readFloat(ds, 'sensitivity', 0.0, 10.0, 1.0) ucfg['scrollSensitivity'] = readFloat(ds, 'scrollSensitivity', 0.0, 10.0, 1.0) ucfg['startDist'] = readFloat(ds, 'startDist', bcfg['distRange'][0], 500, bcfg['optimalStartDist']) if ucfg['startDist'] < bcfg['minStartDist']: ucfg['startDist'] = bcfg['optimalStartDist'] ucfg['startAngle'] = readFloat(ds, 'startAngle', 5, 180, 60) ucfg['startAngle'] = math.radians(ucfg['startAngle']) - math.pi * 0.5 ucfg['fovMultMinMaxDist'] = MinMax( readFloat(ds, 'fovMultMinDist', 0.1, 100, bcfg['fovMultMinMaxDist'].min), readFloat(ds, 'fovMultMaxDist', 0.1, 100, bcfg['fovMultMinMaxDist'].max)) self.__cfg = dict() cfg = self.__cfg cfg['keySensitivity'] = bcfg['keySensitivity'] cfg['sensitivity'] = bcfg['sensitivity'] cfg['scrollSensitivity'] = bcfg['scrollSensitivity'] cfg['angleRange'] = bcfg['angleRange'] cfg['distRange'] = bcfg['distRange'] cfg['minStartDist'] = bcfg['minStartDist'] cfg['horzInvert'] = ucfg['horzInvert'] cfg['vertInvert'] = ucfg['vertInvert'] cfg['keySensitivity'] *= ucfg['keySensitivity'] cfg['sensitivity'] *= ucfg['sensitivity'] cfg['scrollSensitivity'] *= ucfg['scrollSensitivity'] cfg['startDist'] = ucfg['startDist'] cfg['startAngle'] = ucfg['startAngle'] cfg['fovMultMinMaxDist'] = ucfg['fovMultMinMaxDist'] cfg['sniperModeByShift'] = ucfg['sniperModeByShift'] enableShift = dataSec.readBool('shift', False) if enableShift: movementMappings = dict() movementMappings[Keys.KEY_A] = Math.Vector3(-1, 0, 0) movementMappings[Keys.KEY_D] = Math.Vector3(1, 0, 0) movementMappings[Keys.KEY_Q] = Math.Vector3(0, 1, 0) movementMappings[Keys.KEY_E] = Math.Vector3(0, -1, 0) movementMappings[Keys.KEY_W] = Math.Vector3(0, 0, 1) movementMappings[Keys.KEY_S] = Math.Vector3(0, 0, -1) shiftSensitivity = dataSec.readFloat('shiftSensitivity', 0.5) self.__shiftKeySensor = KeySensor(movementMappings, shiftSensitivity) self.__shiftKeySensor.reset(Math.Vector3()) dynamicsSection = dataSec['dynamics'] self.__impulseOscillator = createOscillatorFromSection( dynamicsSection['impulseOscillator'], False) self.__movementOscillator = createOscillatorFromSection( dynamicsSection['movementOscillator'], False) self.__movementOscillator = CompoundOscillator( self.__movementOscillator, Oscillator(1.0, Vector3(50), Vector3(20), Vector3(0.01, 0.0, 0.01))) self.__noiseOscillator = createOscillatorFromSection( dynamicsSection['randomNoiseOscillatorSpherical']) self.__dynamicCfg.readImpulsesConfig(dynamicsSection) self.__dynamicCfg['accelerationSensitivity'] = readFloat( dynamicsSection, 'accelerationSensitivity', -1000, 1000, 0.1) self.__dynamicCfg['frontImpulseToPitchRatio'] = math.radians( readFloat(dynamicsSection, 'frontImpulseToPitchRatio', -1000, 1000, 0.1)) self.__dynamicCfg['sideImpulseToRollRatio'] = math.radians( readFloat(dynamicsSection, 'sideImpulseToRollRatio', -1000, 1000, 0.1)) self.__dynamicCfg['sideImpulseToYawRatio'] = math.radians( readFloat(dynamicsSection, 'sideImpulseToYawRatio', -1000, 1000, 0.1)) accelerationThreshold = readFloat(dynamicsSection, 'accelerationThreshold', 0.0, 1000.0, 0.1) self.__dynamicCfg['accelerationThreshold'] = accelerationThreshold self.__dynamicCfg['accelerationMax'] = readFloat( dynamicsSection, 'accelerationMax', 0.0, 1000.0, 0.1) self.__dynamicCfg['maxShotImpulseDistance'] = readFloat( dynamicsSection, 'maxShotImpulseDistance', 0.0, 1000.0, 10.0) self.__dynamicCfg['maxExplosionImpulseDistance'] = readFloat( dynamicsSection, 'maxExplosionImpulseDistance', 0.0, 1000.0, 10.0) self.__dynamicCfg['zoomExposure'] = readFloat(dynamicsSection, 'zoomExposure', 0.0, 1000.0, 0.25) accelerationFilter = mathUtils.RangeFilter( self.__dynamicCfg['accelerationThreshold'], self.__dynamicCfg['accelerationMax'], 100, mathUtils.SMAFilter(ArcadeCamera._FILTER_LENGTH)) maxAccelerationDuration = readFloat( dynamicsSection, 'maxAccelerationDuration', 0.0, 10000.0, ArcadeCamera._DEFAULT_MAX_ACCELERATION_DURATION) self.__accelerationSmoother = AccelerationSmoother( accelerationFilter, maxAccelerationDuration) self.__inputInertia = _InputInertia(self.__cfg['fovMultMinMaxDist'], 0.0) advancedCollision = dataSec['advancedCollision'] if advancedCollision is None: LOG_ERROR('<advancedCollision> dataSection is not found!') else: BigWorld.setAdvancedColliderConstants( AdvancedColliderConstants.fromSection(advancedCollision), cfg['distRange'][0]) return