def prerequisites(self):
     if not self.modelName:
         return []
     collisionModels = self._getCollisionModelsPrereqs()
     collisionAssembler = BigWorld.CollisionAssembler(
         collisionModels, self.spaceID)
     return [self.modelName, collisionAssembler]
Example #2
0
 def prerequisites(self):
     if self.modelName != '':
         bspModels = ((0, self.modelName), )
         collisionAssembler = BigWorld.CollisionAssembler(
             bspModels, self.spaceID)
         return [self.modelName, collisionAssembler]
     return []
 def prerequisites(self,
                   typeDescriptor,
                   vID,
                   health=1,
                   isCrewActive=True,
                   isTurretDetached=False,
                   outfitCD=''):
     prereqs = self.__appearance.prerequisites(typeDescriptor, vID, health,
                                               isCrewActive,
                                               isTurretDetached, outfitCD)
     compoundAssembler = prepareCompoundAssembler(
         typeDescriptor, self.__appearance.modelsSetParams,
         BigWorld.player().spaceID, isTurretDetached)
     if not isTurretDetached:
         bspModels = ((TankPartNames.getIdx(TankPartNames.CHASSIS),
                       typeDescriptor.chassis.hitTester.bspModelName),
                      (TankPartNames.getIdx(TankPartNames.HULL),
                       typeDescriptor.hull.hitTester.bspModelName),
                      (TankPartNames.getIdx(TankPartNames.TURRET),
                       typeDescriptor.turret.hitTester.bspModelName),
                      (TankPartNames.getIdx(TankPartNames.GUN),
                       typeDescriptor.gun.hitTester.bspModelName))
     else:
         bspModels = ((TankPartNames.getIdx(TankPartNames.CHASSIS),
                       typeDescriptor.chassis.hitTester.bspModelName),
                      (TankPartNames.getIdx(TankPartNames.HULL),
                       typeDescriptor.hull.hitTester.bspModelName))
     collisionAssembler = BigWorld.CollisionAssembler(
         bspModels,
         BigWorld.player().spaceID)
     prereqs += [compoundAssembler, collisionAssembler]
     return (compoundAssembler, prereqs)
Example #4
0
    def __prepareModelAssembler(self):
        LOG_DEBUG('__prepareModelAssembler', self.__vehDescr.name,
                  self.spaceID)
        assembler = BigWorld.CompoundAssembler(self.__vehDescr.name,
                                               self.spaceID)
        turretModel, gunModel = self.__getModels()
        assembler.addRootPart(turretModel, TankPartNames.TURRET)
        assembler.emplacePart(gunModel, TankNodeNames.GUN_JOINT,
                              TankPartNames.GUN)
        parts = {
            TankPartNames.TURRET: self.__vehDescr.turret,
            TankPartNames.GUN: self.__vehDescr.gun
        }
        bspModels = ()
        for partName, part in parts.iteritems():
            partID = TankPartNames.getIdx(partName)
            crashedHT = part.hitTesterManager.crashedModelHitTester
            modelHT = part.hitTesterManager.modelHitTester
            hitTester = crashedHT if crashedHT is not None else modelHT
            bspModel = (partID, hitTester.bspModelName)
            bspModels = bspModels + (bspModel, )

        collisionAssembler = BigWorld.CollisionAssembler(
            bspModels, self.spaceID)
        return [assembler, collisionAssembler]
 def prerequisites(self):
     prereqs = super(NewYearSelectableObject, self).prerequisites()
     if not self.outlineModelName:
         collisionModels = ((0, self.modelName),)
         collisionAssembler = BigWorld.CollisionAssembler(collisionModels, self.spaceID)
         prereqs.append(collisionAssembler)
     return prereqs
 def onAdded(self, singleCollision, go):
     if not singleCollision.asset:
         _logger.warning(
             'Single Collision component with empty asset in gameObject id=%d',
             go.id)
         return
     collisionAssembler = BigWorld.CollisionAssembler(
         ((0, singleCollision.asset), ), self.spaceID)
     collisionAssembler.name = 'collision'
     BigWorld.loadResourceListBG((collisionAssembler, ),
                                 functools.partial(self.__onLoaded, go))
    def __startBuild(self, vDesc, vState):
        self.__curBuildInd += 1
        self.__vState = vState
        self.__resources = {}
        self.__vehicleStickers = None
        cfg = hangarCFG()
        if vState == 'undamaged':
            self.__currentEmblemsAlpha = cfg['emblems_alpha_undamaged']
            self.__isVehicleDestroyed = False
        else:
            self.__currentEmblemsAlpha = cfg['emblems_alpha_damaged']
            self.__isVehicleDestroyed = True
        self.__vDesc = vDesc
        resources = camouflages.getCamoPrereqs(self.__outfit, vDesc)
        splineDesc = vDesc.chassis.splineDesc
        if splineDesc is not None:
            resources.append(splineDesc.segmentModelLeft)
            resources.append(splineDesc.segmentModelRight)
            if splineDesc.leftDesc is not None:
                resources.append(splineDesc.leftDesc)
            if splineDesc.rightDesc is not None:
                resources.append(splineDesc.rightDesc)
            if splineDesc.segment2ModelLeft is not None:
                resources.append(splineDesc.segment2ModelLeft)
            if splineDesc.segment2ModelRight is not None:
                resources.append(splineDesc.segment2ModelRight)
        from vehicle_systems import model_assembler
        resources.append(model_assembler.prepareCompoundAssembler(self.__vDesc, ModelsSetParams(self.__outfit.modelsSet, self.__vState), self.__spaceId))
        g_eventBus.handleEvent(CameraRelatedEvents(CameraRelatedEvents.VEHICLE_LOADING, ctx={'started': True,
         'vEntityId': self.__vEntity.id}), scope=EVENT_BUS_SCOPE.DEFAULT)
        cfg = hangarCFG()
        gunScale = Math.Vector3(1.0, 1.0, 1.1)
        capsuleScale = Math.Vector3(1.5, 1.5, 1.5)
        loadedGunScale = cfg.get('cam_capsule_gun_scale', gunScale)
        if loadedGunScale is not None:
            gunScale = loadedGunScale
        loadedCapsuleScale = cfg.get('cam_capsule_scale', capsuleScale)
        if loadedCapsuleScale is not None:
            capsuleScale = loadedCapsuleScale
        bspModels = ((TankPartNames.getIdx(TankPartNames.CHASSIS), vDesc.chassis.hitTester.bspModelName),
         (TankPartNames.getIdx(TankPartNames.HULL), vDesc.hull.hitTester.bspModelName),
         (TankPartNames.getIdx(TankPartNames.TURRET), vDesc.turret.hitTester.bspModelName),
         (TankPartNames.getIdx(TankPartNames.GUN), vDesc.gun.hitTester.bspModelName),
         (TankPartNames.getIdx(TankPartNames.GUN) + 1, vDesc.hull.hitTester.bspModelName, capsuleScale),
         (TankPartNames.getIdx(TankPartNames.GUN) + 2, vDesc.turret.hitTester.bspModelName, capsuleScale),
         (TankPartNames.getIdx(TankPartNames.GUN) + 3, vDesc.gun.hitTester.bspModelName, gunScale))
        collisionAssembler = BigWorld.CollisionAssembler(bspModels, self.__spaceId)
        resources.append(collisionAssembler)
        physicalTracksBuilders = vDesc.chassis.physicalTracks
        for name, builder in physicalTracksBuilders.iteritems():
            resources.append(builder.createLoader('{0}PhysicalTrack'.format(name)))

        BigWorld.loadResourceListBG(tuple(resources), makeCallbackWeak(self.__onResourcesLoaded, self.__curBuildInd))
        return
 def __prepareModelAssembler(self):
     assembler = BigWorld.CompoundAssembler(self.__vehDescr.name,
                                            self.spaceID)
     turretModel = self.__vehDescr.turret.models.exploded
     gunModel = self.__vehDescr.gun.models.exploded
     assembler.addRootPart(turretModel, TankPartNames.TURRET)
     assembler.emplacePart(gunModel, TankNodeNames.GUN_JOINT,
                           TankPartNames.GUN)
     bspModels = ((TankPartNames.getIdx(TankPartNames.TURRET),
                   self.__vehDescr.turret.hitTester.bspModelName),
                  (TankPartNames.getIdx(TankPartNames.GUN),
                   self.__vehDescr.gun.hitTester.bspModelName))
     collisionAssembler = BigWorld.CollisionAssembler(
         bspModels,
         BigWorld.player().spaceID)
     return [assembler, collisionAssembler]
def getWholeVehModels(vDesc):
    nationID, vehicleTypeID = vehicles.g_list.getIDsByName(vDesc.name)
    vType = vehicles.g_cache.vehicle(nationID, vehicleTypeID)
    prereqs = set(vDesc.prerequisites())
    models = set()
    bspModels = set()
    index = 0
    for chassie in vType.chassis:
        models.add(chassie.models.undamaged)
        splinePairs = chassie.splineDesc.trackPairs if chassie.splineDesc else {}
        for splinePairDesc in splinePairs.itervalues():
            if splinePairDesc is not None:
                models.add(splinePairDesc.segmentModelLeft())
                models.add(splinePairDesc.segmentModelRight())
                models.add(splinePairDesc.segment2ModelLeft())
                models.add(splinePairDesc.segment2ModelRight())

        bspModels.add((index, chassie.hitTester.bspModelName))
        index += 1

    for hull in vType.hulls:
        prereqs.add(hull.models.undamaged)
        bspModels.add((index, hull.hitTester.bspModelName))
        index += 1

    for turrets in vType.turrets:
        for turret in turrets:
            models.add(turret.models.undamaged)
            bspModels.add((index, turret.hitTester.bspModelName))
            index += 1
            for gun in turret.guns:
                models.add(gun.models.undamaged)
                bspModels.add((index, gun.hitTester.bspModelName))
                index += 1

    result = list(prereqs)
    for model in models:
        if not model:
            continue
        compoundAssembler = BigWorld.CompoundAssembler()
        compoundAssembler.addRootPart(model, 'root')
        compoundAssembler.name = model
        compoundAssembler.spaceID = BigWorld.player().spaceID
        result.append(compoundAssembler)

    result.append(BigWorld.CollisionAssembler(tuple(bspModels), BigWorld.player().spaceID))
    return result
    def prereqs(self, spaceId):
        visualModel = BigWorld.CompoundAssembler(
            self.__stateName + ASSEMBLER_NAME_SUFFIXES.VISUAL, spaceId)
        bspModels = []
        for componentIdx, (componentId, component) in enumerate(
                self.__stateProperties.components.iteritems()):
            if componentIdx == 0:
                visualModel.addRootPart(component.visualModel, 'root')
            else:
                visualModel.emplacePart(component.visualModel, 'root',
                                        componentId)
            bspModels.append((componentIdx, component.physicsModel))

        collisionAssembler = BigWorld.CollisionAssembler(
            tuple(bspModels), self.spaceID)
        collisionAssembler.name = self.__stateName + ASSEMBLER_NAME_SUFFIXES.PHYSICS
        return [visualModel, collisionAssembler]
    def prerequisites(self, typeDescriptor, vID, health, isCrewActive, isTurretDetached, outfitCD, renderState=None):
        self.damageState.update(health, isCrewActive, False)
        self.__typeDesc = typeDescriptor
        self.__vID = vID
        self._isTurretDetached = isTurretDetached
        self.__outfit = self._prepareOutfit(outfitCD)
        if self.damageState.isCurrentModelUndamaged:
            self.__attachments = camouflages.getAttachments(self.outfit, self.typeDescriptor)
        self.__renderState = renderState
        prereqs = self.typeDescriptor.prerequisites(True)
        prereqs.extend(camouflages.getCamoPrereqs(self.outfit, self.typeDescriptor))
        prereqs.extend(camouflages.getModelAnimatorsPrereqs(self.outfit, self.worldID))
        prereqs.extend(camouflages.getAttachmentsAnimatorsPrereqs(self.__attachments, self.worldID))
        splineDesc = self.typeDescriptor.chassis.splineDesc
        if splineDesc is not None:
            modelsSet = self.outfit.modelsSet
            prereqs.append(splineDesc.segmentModelLeft(modelsSet))
            prereqs.append(splineDesc.segmentModelRight(modelsSet))
            segment2ModelLeft = splineDesc.segment2ModelLeft(modelsSet)
            if segment2ModelLeft is not None:
                prereqs.append(segment2ModelLeft)
            segment2ModelRight = splineDesc.segment2ModelRight(modelsSet)
            if segment2ModelRight is not None:
                prereqs.append(segment2ModelRight)
        modelsSetParams = self.modelsSetParams
        compoundAssembler = model_assembler.prepareCompoundAssembler(self.typeDescriptor, modelsSetParams, self.worldID, self.isTurretDetached, renderState=self.renderState)
        prereqs.append(compoundAssembler)
        if renderState == RenderStates.OVERLAY_COLLISION:
            self.damageState.update(0, isCrewActive, False)
        if not isTurretDetached:
            bspModels = ((TankPartNames.getIdx(TankPartNames.CHASSIS), typeDescriptor.chassis.hitTester.bspModelName),
             (TankPartNames.getIdx(TankPartNames.HULL), typeDescriptor.hull.hitTester.bspModelName),
             (TankPartNames.getIdx(TankPartNames.TURRET), typeDescriptor.turret.hitTester.bspModelName),
             (TankPartNames.getIdx(TankPartNames.GUN), typeDescriptor.gun.hitTester.bspModelName))
        else:
            bspModels = ((TankPartNames.getIdx(TankPartNames.CHASSIS), typeDescriptor.chassis.hitTester.bspModelName), (TankPartNames.getIdx(TankPartNames.HULL), typeDescriptor.hull.hitTester.bspModelName))
        collisionAssembler = BigWorld.CollisionAssembler(bspModels, self.worldID)
        prereqs.append(collisionAssembler)
        physicalTracksBuilders = self.typeDescriptor.chassis.physicalTracks
        for name, builders in physicalTracksBuilders.iteritems():
            for index, builder in enumerate(builders):
                prereqs.append(builder.createLoader(self.worldID, '{0}{1}PhysicalTrack'.format(name, index), modelsSetParams.skin))

        return prereqs
Example #12
0
def prepareCollisionAssembler(vehicleDesc, isTurretDetached, worldID):
    hitTestersByPart = {TankPartNames.CHASSIS: vehicleDesc.chassis.hitTester,
     TankPartNames.HULL: vehicleDesc.hull.hitTester}
    if not isTurretDetached:
        hitTestersByPart[TankPartNames.TURRET] = vehicleDesc.turret.hitTester
        hitTestersByPart[TankPartNames.GUN] = vehicleDesc.gun.hitTester
    bspModels = []
    for partName, hitTester in hitTestersByPart.iteritems():
        partId = TankPartNames.getIdx(partName)
        bspModel = (partId, hitTester.bspModelName, (0.0, 0.0, 0.0))
        bspModels.append(bspModel)

    trackPairs = vehicleDesc.chassis.trackPairs[1:]
    for idx, trackPair in enumerate(trackPairs):
        totalDefaultParts = len(TankPartNames.ALL)
        bspModels.append((totalDefaultParts + idx, trackPair.hitTester.bspModelName))

    assembler = BigWorld.CollisionAssembler(tuple(bspModels), worldID)
    return assembler
    def prerequisites(self,
                      typeDescriptor,
                      vID,
                      health=1,
                      isCrewActive=True,
                      isTurretDetached=False,
                      outfitCD=''):
        prereqs = self.__appearance.prerequisites(typeDescriptor, vID, health,
                                                  isCrewActive,
                                                  isTurretDetached, outfitCD)
        compoundAssembler = prepareCompoundAssembler(
            typeDescriptor, self.__appearance.modelsSetParams,
            BigWorld.player().spaceID, isTurretDetached)
        if not isTurretDetached:
            bspModels = ((TankPartNames.getIdx(TankPartNames.CHASSIS),
                          typeDescriptor.chassis.hitTester.bspModelName),
                         (TankPartNames.getIdx(TankPartNames.HULL),
                          typeDescriptor.hull.hitTester.bspModelName),
                         (TankPartNames.getIdx(TankPartNames.TURRET),
                          typeDescriptor.turret.hitTester.bspModelName),
                         (TankPartNames.getIdx(TankPartNames.GUN),
                          typeDescriptor.gun.hitTester.bspModelName))
        else:
            bspModels = ((TankPartNames.getIdx(TankPartNames.CHASSIS),
                          typeDescriptor.chassis.hitTester.bspModelName),
                         (TankPartNames.getIdx(TankPartNames.HULL),
                          typeDescriptor.hull.hitTester.bspModelName))
        collisionAssembler = BigWorld.CollisionAssembler(
            bspModels,
            BigWorld.player().spaceID)
        prereqs += [compoundAssembler, collisionAssembler]
        physicalTracksBuilders = typeDescriptor.chassis.physicalTracks
        for name, builder in physicalTracksBuilders.iteritems():
            prereqs.append(
                builder.createLoader('{0}PhysicalTrack'.format(name)))

        return (compoundAssembler, prereqs)
Example #14
0
    def __getWholeVehModels(self, vDesc):
        nationID, vehicleTypeID = vehicles.g_list.getIDsByName(vDesc.name)
        vType = vehicles.g_cache.vehicle(nationID, vehicleTypeID)
        brprereqs = set(vDesc.prerequisites(True))
        bspModels = set()
        index = 0
        for chassie in vType.chassis:
            brprereqs.add(chassie.models.undamaged)
            splineDesc = chassie.splineDesc
            if splineDesc is not None:
                brprereqs.add(splineDesc.segmentModelLeft())
                brprereqs.add(splineDesc.segmentModelRight())
                brprereqs.add(splineDesc.segment2ModelLeft())
                brprereqs.add(splineDesc.segment2ModelRight())
            bspModels.add((index, chassie.hitTester.bspModelName))
            index = index + 1

        for hull in vType.hulls:
            brprereqs.add(hull.models.undamaged)
            bspModels.add((index, hull.hitTester.bspModelName))
            index = index + 1

        for turrets in vType.turrets:
            for turret in turrets:
                brprereqs.add(turret.models.undamaged)
                bspModels.add((index, turret.hitTester.bspModelName))
                index = index + 1
                for gun in turret.guns:
                    brprereqs.add(gun.models.undamaged)
                    bspModels.add((index, gun.hitTester.bspModelName))
                    index = index + 1

        brprereqs.add(
            BigWorld.CollisionAssembler(tuple(bspModels),
                                        BigWorld.player().spaceID))
        return brprereqs
Example #15
0
    def __startBuild(self, vDesc, vState):
        self.__curBuildInd += 1
        self.__vState = vState
        self.__resources = {}
        self.__vehicleStickers = None
        cfg = hangarCFG()
        if vState == 'undamaged':
            self.__currentEmblemsAlpha = cfg['emblems_alpha_undamaged']
            self.__isVehicleDestroyed = False
        else:
            self.__currentEmblemsAlpha = cfg['emblems_alpha_damaged']
            self.__isVehicleDestroyed = True
        self.__vDesc = vDesc
        resources = camouflages.getCamoPrereqs(self.__outfit, vDesc)
        if not self.__isVehicleDestroyed:
            self.__attachments = camouflages.getAttachments(self.__outfit, vDesc)
        modelsSet = self.__outfit.modelsSet
        splineDesc = vDesc.chassis.splineDesc
        if splineDesc is not None:
            for _, trackDesc in splineDesc.trackPairs.iteritems():
                resources += trackDesc.prerequisites(modelsSet)

        from vehicle_systems import model_assembler
        resources.append(model_assembler.prepareCompoundAssembler(self.__vDesc, ModelsSetParams(modelsSet, self.__vState, self.__attachments), self.__spaceId))
        g_eventBus.handleEvent(CameraRelatedEvents(CameraRelatedEvents.VEHICLE_LOADING, ctx={'started': True,
         'vEntityId': self.__vEntity.id,
         'intCD': self.__vDesc.type.compactDescr}), scope=EVENT_BUS_SCOPE.DEFAULT)
        cfg = hangarCFG()
        gunScale = Math.Vector3(1.0, 1.0, 1.1)
        capsuleScale = Math.Vector3(1.5, 1.5, 1.5)
        loadedGunScale = cfg.get('cam_capsule_gun_scale', gunScale)
        if loadedGunScale is not None:
            gunScale = loadedGunScale
        loadedCapsuleScale = cfg.get('cam_capsule_scale', capsuleScale)
        if loadedCapsuleScale is not None:
            capsuleScale = loadedCapsuleScale
        hitTesterManagers = {TankPartNames.CHASSIS: vDesc.chassis.hitTesterManager,
         TankPartNames.HULL: vDesc.hull.hitTesterManager,
         TankPartNames.TURRET: vDesc.turret.hitTesterManager,
         TankPartNames.GUN: vDesc.gun.hitTesterManager}
        bspModels = ()
        crashedBspModels = ()
        for partName, htManager in hitTesterManagers.iteritems():
            partId = TankPartNames.getIdx(partName)
            bspModel = (partId, htManager.modelHitTester.bspModelName)
            bspModels = bspModels + (bspModel,)
            if htManager.crashedModelHitTester:
                crashedBspModel = (partId, htManager.crashedModelHitTester.bspModelName)
                crashedBspModels = crashedBspModels + (crashedBspModel,)

        bspModels = bspModels + ((TankPartNames.getIdx(TankPartNames.GUN) + 1, vDesc.hull.hitTesterManager.modelHitTester.bspModelName, capsuleScale), (TankPartNames.getIdx(TankPartNames.GUN) + 2, vDesc.turret.hitTesterManager.modelHitTester.bspModelName, capsuleScale), (TankPartNames.getIdx(TankPartNames.GUN) + 3, vDesc.gun.hitTesterManager.modelHitTester.bspModelName, gunScale))
        if vDesc.hull.hitTesterManager.crashedModelHitTester:
            crashedBspModels = crashedBspModels + ((TankPartNames.getIdx(TankPartNames.GUN) + 1, vDesc.hull.hitTesterManager.crashedModelHitTester.bspModelName, capsuleScale),)
        if vDesc.turret.hitTesterManager.crashedModelHitTester:
            crashedBspModels = crashedBspModels + ((TankPartNames.getIdx(TankPartNames.GUN) + 2, vDesc.turret.hitTesterManager.crashedModelHitTester.bspModelName, capsuleScale),)
        if vDesc.gun.hitTesterManager.crashedModelHitTester:
            crashedBspModels = crashedBspModels + ((TankPartNames.getIdx(TankPartNames.GUN) + 3, vDesc.gun.hitTesterManager.crashedModelHitTester.bspModelName, gunScale),)
        modelCA = BigWorld.CollisionAssembler(bspModels, self.__spaceId)
        modelCA.name = 'ModelCollisions'
        resources.append(modelCA)
        if crashedBspModels:
            crashedModelCA = BigWorld.CollisionAssembler(crashedBspModels, self.__spaceId)
            crashedModelCA.name = 'CrashedModelCollisions'
            resources.append(crashedModelCA)
        physicalTracksBuilders = vDesc.chassis.physicalTracks
        for name, builders in physicalTracksBuilders.iteritems():
            for index, builder in enumerate(builders):
                resources.append(builder.createLoader(self.__spaceId, '{0}{1}PhysicalTrack'.format(name, index), modelsSet))

        BigWorld.loadResourceListBG(tuple(resources), makeCallbackWeak(self.__onResourcesLoaded, self.__curBuildInd))
        return