######################################################
#
# MouseLook.py Blender 2.54
#
# Adapted by ProperVandal from 2.49 source at tutorialsforblender3d.com
#
# Released under the Creative Commons Attribution 3.0 Unported License.
#
# If you use this code, please include this information header.
#
######################################################
import bge
# 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 'mouseInit' in obj == False:
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 == True:
# 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 == True:
# 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 == True:
# 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 world axis
camOrient = obj.orientation
# get camera Z axis vector
camZ = [camOrient[0][2], camOrient[1][2], camOrient[2][2]]
# create camera z axis vector
vec1 = Mathutils.Vector(camZ)
# get camera parent
camParent = obj.parent
# get parent orientation to world axis
parentOrient = camParent.orientation
# get parent z axis vector
parentZ = [parentOrient[0][2], parentOrient[1][2], parentOrient[2][2]]
# create parent z axis vector
vec2 = Mathutils.Vector(parentZ)
# find angle between two
angle = Mathutils.AngleBetweenVecs(vec1, vec2)
# 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 windowp
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)
##############################################
# Run program
main()
The credits are in the header of the code, I found this on a youtube video while searching for the script (I’m not familiar enough with the new API to re-write it myself). :RocknRoll: