i was looking for a short mouselook script with few lines and i found this mouselook script in Game Engine Resources, this script is short compared to other mouselook script, but he don’t have a Cap to stop the camera.any one know how to add a Cap in this script or any one have a better short mouselook script with Cap?
i appreciated any help. thank you
it’s rare to find a short script that work perfectly, go to your google search and tell me if you find one or if you have the knowledge tell us how to add Cap in the script above
i used this old script before the logic brick mouselook was added
######################################################
#
# MouseLook.py Blender 2.55
#
# Tutorial for using MouseLook.py can be found at
#
# www.tutorialsforblender3d.com
#
# Released under the Creative Commons Attribution 3.0 Unported License.
#
# If you use this code, please include this information header.
#
######################################################
# define main program
def main():
# set default values
Sensitivity = 0.0005
Invert = 1
Capped = False
# get controller
controller = bge.logic.getCurrentController()
# get the object this script is attached to
obj = controller.owner
# get the size of the game screen
gameScreen = gameWindow()
# get mouse movement
move = mouseMove(gameScreen, controller, obj)
# change mouse sensitivity?
sensitivity = mouseSen(Sensitivity, obj)
# invert mouse pitch?
invert = mousePitch(Invert, obj)
# upDown mouse capped?
capped = mouseCap(Capped, move, invert, obj)
# use mouse look
useMouseLook(controller, capped, move, invert, sensitivity)
# Center mouse in game window
centerCursor(controller, gameScreen)
#####################################################
# define game window
def gameWindow():
# get width and height of game window
width = bge.render.getWindowWidth()
height = bge.render.getWindowHeight()
return (width, height)
#######################################################
# define mouse movement function
def mouseMove(gameScreen, controller, obj):
# Get sensor named MouseLook
mouse = controller.sensors["MouseLook"]
# extract width and height from gameScreen
width = gameScreen[0]
height = gameScreen[1]
# distance moved from screen center
x = width/2 - mouse.position[0]
y = height/2 - mouse.position[1]
# initialize mouse so it doesn't jerk first time
if not 'mouseInit' in obj:
obj['mouseInit'] = True
x = 0
y = 0
######### stops drifting on mac osx
# if sensor is deactivated don't move
if not mouse.positive:
x = 0
y = 0
######### -- mac fix contributed by Pelle Johnsen
# return mouse movement
return (x, y)
######################################################
# define Mouse Sensitivity
def mouseSen(sensitivity, obj):
# check so see if property named Adjust was added
if 'Adjust' in obj:
# Don't want Negative values
if obj['Adjust'] < 0.0:
obj['Adjust'] = 0.0
# adjust the sensitivity
sensitivity = obj['Adjust'] * sensitivity
# return sensitivity
return sensitivity
#########################################################
# define Invert mouse pitch
def mousePitch(invert, obj):
# check to see if property named Invert was added
if 'Invert'in obj:
# pitch to be inverted?
if obj['Invert'] == True:
invert = -1
else:
invert = 1
# return mouse pitch
return invert
#####################################################
# define Cap vertical mouselook
def mouseCap(capped, move, invert, obj):
# check to see if property named Cap was added
if 'Cap' in obj:
# import mathutils
import mathutils
# limit cap to 0 - 180 degrees
if obj['Cap'] > 180:
obj['Cap'] = 180
if obj['Cap'] < 0:
obj['Cap'] = 0
# get the orientation of the camera to parent
camOrient = obj.localOrientation
# get camera Z axis vector
camZ = [camOrient[0][2], camOrient[1][2], camOrient[2][2]]
# create a mathutils vector
vec1 = mathutils.Vector(camZ)
# get camera parent
camParent = obj.parent
# use Parent z axis
parentZ = [ 0.0, 0.0, 1.0]
# create a mathutils vector
vec2 = mathutils.Vector(parentZ)
# find angle in radians between two vectors
rads = mathutils.Vector.angle(vec2, vec1)
# convert to degrees (approximate)
angle = rads * ( 180.00 / 3.14)
# get amount to limit mouselook
capAngle = obj['Cap']
# get mouse up down movement
moveY = move[1] * invert
# check capped angle against against camera z-axis and mouse y movement
if (angle > (90 + capAngle/2) and moveY > 0) or (angle < (90 - capAngle/2) and moveY < 0) == True:
# no movement
capped = True
# return capped
return capped
###############################################
# define useMouseLook
def useMouseLook(controller, capped, move, invert, sensitivity):
# get up/down movement
if capped == True:
upDown = 0
else:
upDown = move[1] * sensitivity * invert
# get left/right movement
leftRight = move[0] * sensitivity * invert
# Get the actuators
act_LeftRight = controller.actuators["LeftRight"]
act_UpDown = controller.actuators["UpDown"]
# set the values
act_LeftRight.dRot = [ 0.0, 0.0, leftRight]
act_LeftRight.useLocalDRot = False
act_UpDown.dRot = [ upDown, 0.0, 0.0]
act_UpDown.useLocalDRot = True
# Use the actuators
controller.activate(act_LeftRight)
controller.activate(act_UpDown)
#############################################
# define center mouse cursor
def centerCursor(controller, gameScreen):
# extract width and height from gameScreen
width = gameScreen[0]
height = gameScreen[1]
# Get sensor named MouseLook
mouse = controller.sensors["MouseLook"]
# get cursor position
pos = mouse.position
# if cursor needs to be centered
if pos != [int(width/2), int(height/2)]:
# Center mouse in game window
bge.render.setMousePosition(int(width/2), int(height/2))
# already centered. Turn off actuators
else:
# Get the actuators
act_LeftRight = controller.actuators["LeftRight"]
act_UpDown = controller.actuators["UpDown"]
# turn off the actuators
controller.deactivate(act_LeftRight)
controller.deactivate(act_UpDown)
##############################################
#import GameLogic
import bge
# Run program
main()