def __updateCameraEntries(self): activateID = self.__cameraIDs[_S_NAME.ARCADE_CAMERA] if self._isInArtyMode(): activateID = self.__cameraIDs[_S_NAME.STRATEGIC_CAMERA] matrix = matrix_factory.makeArtyAimPointMatrix() elif self._isInStrategicMode(): activateID = self.__cameraIDs[_S_NAME.STRATEGIC_CAMERA] matrix = matrix_factory.makeStrategicCameraMatrix() elif self._isInArcadeMode(): matrix = matrix_factory.makeArcadeCameraMatrix() elif self._isInPostmortemMode(): if self.__killerVehicleID: matrix = matrix_factory.getEntityMatrix(self.__killerVehicleID) else: matrix = matrix_factory.makePostmortemCameraMatrix() elif self._isInVideoMode(): activateID = self.__cameraIDs[_S_NAME.VIDEO_CAMERA] matrix = matrix_factory.makeDefaultCameraMatrix() else: matrix = matrix_factory.makeDefaultCameraMatrix() for entryID in self.__cameraIDs.itervalues(): if activateID == entryID: self._setMatrix(entryID, matrix) if self.__cameraID != entryID: self._setActive(entryID, True) self.__cameraID = entryID else: self._setActive(entryID, False)
def __onUpgradeStarted(self, vehicleId): if self.__viewRangeEntityID: provider = matrix_factory.makeVehicleTurretMatrixMP() self._setMatrix(self.__viewRangeEntityID, Math.Matrix(provider)) lineEntryID = self.__getDirectionLineEntryID() if lineEntryID: if self._ctrlVehicleID and avatar_getter.getPlayerVehicleID( ) != self._ctrlVehicleID: provider = matrix_factory.makePostmortemCameraMatrix() else: provider = matrix_factory.makeArcadeCameraMatrix() self._setMatrix(lineEntryID, Math.Matrix(provider))
def __restoreMatrixProviders(self): self.__restoreMatrixCbkID = None if self.__viewRangeEntityID: self._setMatrix(self.__viewRangeEntityID, matrix_factory.makeVehicleTurretMatrixMP()) lineEntryID = self.__getDirectionLineEntryID() if lineEntryID: if self._ctrlVehicleID and avatar_getter.getPlayerVehicleID( ) != self._ctrlVehicleID: provider = matrix_factory.makePostmortemCameraMatrix() else: provider = matrix_factory.makeArcadeCameraMatrix() self._setMatrix(lineEntryID, provider) return
def minimapResetCamera(cam): #import pydevd; pydevd.settrace(); minimap = g_appLoader.getDefBattleApp().containerManager.getContainer(ViewTypes.VIEW).getView().components[BATTLE_VIEW_ALIASES.MINIMAP] personal = minimap.getPlugin('personal') if spgAim.enabled: # matrix = cam._StrategicCamera__aimingSystem._matrix matrix = matrix_factory.makeArcadeCameraMatrix() matrix.translationSrc = cam._StrategicCamera__aimingSystem._matrix # FIXME: find a way to scale the square with the zoom level else: matrix = matrix_factory.makeStrategicCameraMatrix() cameraID = personal._PersonalEntriesPlugin__cameraIDs[_S_NAME.STRATEGIC_CAMERA] personal._setMatrix(cameraID, matrix)
def minimapResetCamera(cam): #import pydevd; pydevd.settrace(); minimap = g_appLoader.getDefBattleApp().containerManager.getContainer( ViewTypes.VIEW).getView().components[BATTLE_VIEW_ALIASES.MINIMAP] personal = minimap.getPlugin('personal') if spgAim.enabled: # matrix = cam._StrategicCamera__aimingSystem._matrix matrix = matrix_factory.makeArcadeCameraMatrix() matrix.translationSrc = cam._StrategicCamera__aimingSystem._matrix # FIXME: find a way to scale the square with the zoom level else: matrix = matrix_factory.makeStrategicCameraMatrix() cameraID = personal._PersonalEntriesPlugin__cameraIDs[ _S_NAME.STRATEGIC_CAMERA] personal._setMatrix(cameraID, matrix)
def __createCameraEntries(self, *modes): self.__cameraIDs.clear() add = self._addEntry container = _C_NAME.PERSONAL if 'arcade' in modes: if self._isInArcadeMode(): matrix = matrix_factory.makeArcadeCameraMatrix() active = True else: matrix = None active = False name = _S_NAME.ARCADE_CAMERA entryID = add(name, container, matrix=matrix, active=active) if entryID: yield (entryID, name, active) if 'strategic' in modes: if self._isInStrategicMode(): matrix = matrix_factory.makeStrategicCameraMatrix() active = True else: matrix = None active = False name = _S_NAME.STRATEGIC_CAMERA entryID = add(name, container, matrix=matrix, active=active, transformProps=settings.TRANSFORM_FLAG.FULL) if entryID: yield (entryID, name, active) if 'video' in modes: if self._isInVideoMode(): matrix = matrix_factory.makeDefaultCameraMatrix() active = True else: matrix = None active = False name = _S_NAME.VIDEO_CAMERA entryID = add(name, container, matrix=matrix, active=active) if entryID: yield (entryID, name, active) return
def updateControlMode(self, mode, vehicleID): super(PersonalEntriesPlugin, self).updateControlMode(mode, vehicleID) activateID = self.__cameraIDs[_S_NAME.ARCADE_CAMERA] if self._isInStrategicMode(): activateID = self.__cameraIDs[_S_NAME.STRATEGIC_CAMERA] matrix = matrix_factory.makeStrategicCameraMatrix() elif self._isInArcadeMode(): matrix = matrix_factory.makeArcadeCameraMatrix() elif self._isInPostmortemMode(): matrix = matrix_factory.makePostmortemCameraMatrix() elif self._isInVideoMode(): activateID = self.__cameraIDs[_S_NAME.VIDEO_CAMERA] matrix = matrix_factory.makeDefaultCameraMatrix() else: matrix = matrix_factory.makeDefaultCameraMatrix() for entryID in self.__cameraIDs.itervalues(): if activateID == entryID: self._setMatrix(entryID, matrix) if self.__cameraID != entryID: self._setActive(entryID, True) self.__cameraID = entryID else: self._setActive(entryID, False) if self._isInPostmortemMode() or self._isInVideoMode(): if vehicleID and vehicleID != self.__playerVehicleID: if self.__viewPointID: matrix = matrix_factory.getEntityMatrix(vehicleID) self._setMatrix(self.__viewPointID, matrix) self._setActive(self.__viewPointID, True) elif self.__viewPointID: self._setActive(self.__viewPointID, False) if not self.__isObserver and self._isInPostmortemMode(): if self.__deadPointID: self._setActive(self.__deadPointID, True) else: self.__createDeadPointEntry(BigWorld.player()) self.__invalidateMarkup()
def updateControlMode(self, mode, vehicleID): super(PersonalEntriesPlugin, self).updateControlMode(mode, vehicleID) activateID = self.__cameraIDs[_S_NAME.ARCADE_CAMERA] if self._isInStrategicMode(): activateID = self.__cameraIDs[_S_NAME.STRATEGIC_CAMERA] matrix = matrix_factory.makeStrategicCameraMatrix() elif self._isInArcadeMode(): matrix = matrix_factory.makeArcadeCameraMatrix() elif self._isInPostmortemMode(): matrix = matrix_factory.makePostmortemCameraMatrix() elif self._isInVideoMode(): activateID = self.__cameraIDs[_S_NAME.VIDEO_CAMERA] matrix = matrix_factory.makeDefaultCameraMatrix() else: matrix = matrix_factory.makeDefaultCameraMatrix() for entryID in self.__cameraIDs.itervalues(): if activateID == entryID: self._setMatrix(entryID, matrix) if self.__cameraID != entryID: self._setActive(entryID, True) self.__cameraID = entryID else: self._setActive(entryID, False) if self._isInPostmortemMode() or self._isInVideoMode(): if vehicleID and vehicleID != self.__playerVehicleID: if self.__viewPointID: matrix = matrix_factory.getEntityMatrix(vehicleID) self._setMatrix(self.__viewPointID, matrix) self._setActive(self.__viewPointID, True) elif self.__viewPointID: self._setActive(self.__viewPointID, False) if not self.__isObserver and self._isInPostmortemMode(): if self.__deadPointID: self._setActive(self.__deadPointID, True) else: self.__createDeadPointEntry(BigWorld.player())