def assembleVehicleTraces(appearance, f, lodStateLink=None):
    vehicleTraces = Vehicular.VehicleTraces()
    tracesConfig = appearance.typeDescriptor.chassis.traces
    textures = {}
    for matKindName, texId in DecalMap.g_instance.getTextureSet(
            tracesConfig.textureSet).iteritems():
        if matKindName != 'bump':
            for matKind in material_kinds.EFFECT_MATERIAL_IDS_BY_NAMES[
                    matKindName]:
                textures[matKind] = texId

    vehicleTraces.setTrackTraces(
        tracesConfig.bufferPrefs, textures, tracesConfig.centerOffset,
        tracesConfig.size,
        appearance.typeDescriptor.chassis.topRightCarryingPoint[1] * 2)
    vehicleTraces.setCompound(appearance.compoundModel)
    isLeftFlying = DataLinks.createBoolLink(appearance.flyingInfoProvider,
                                            'isLeftSideFlying')
    isRightFlying = DataLinks.createBoolLink(appearance.flyingInfoProvider,
                                             'isRightSideFlying')
    vehicleTraces.setFlyingInfo(isLeftFlying, isRightFlying)
    vehicleTraces.setLodLink(lodStateLink)
    vehicleTraces.setLodSettings(
        shared_components.LodSettings(tracesConfig.lodDist,
                                      DEFAULT_MAX_LOD_PRIORITY))
    vehicleTraces.setMovementInfo(f.movementInfo)
    appearance.vehicleTraces = vehicleTraces
def assembleVehicleTraces(appearance, f, lodStateLink=None):
    vehicleTraces = appearance.createComponent(Vehicular.VehicleTraces)
    chassisConfig = appearance.typeDescriptor.chassis
    tracesConfig = chassisConfig.traces
    textures = {}
    for matKindName, texId in DecalMap.g_instance.getTextureSet(tracesConfig.textureSet).iteritems():
        if matKindName != 'bump':
            for matKind in material_kinds.EFFECT_MATERIAL_IDS_BY_NAMES[matKindName]:
                textures[matKind] = texId

    vehicleTraces.setTrackTextures(textures)
    vehicleTraces.setCompound(appearance.compoundModel)
    if chassisConfig.generalWheelsAnimatorConfig is None:
        wrOffset = Math.Vector2(tracesConfig.centerOffset, 0)
        wlOffset = Math.Vector2(-tracesConfig.centerOffset, 0)
        length = appearance.typeDescriptor.chassis.topRightCarryingPoint[1] * 2
        vehicleTraces.addTrackTrace('', wrOffset, tracesConfig.size, length, tracesConfig.bufferPrefs, False)
        vehicleTraces.addTrackTrace('', wlOffset, tracesConfig.size, length, tracesConfig.bufferPrefs, False)
    else:
        traceConfigs = appearance.wheelsAnimator.getTraceConfigs()
        for trace in traceConfigs:
            vehicleTraces.addTrackTrace('', trace[0], tracesConfig.size, trace[1], tracesConfig.bufferPrefs, False)

    isLeftFlying = DataLinks.createBoolLink(appearance.flyingInfoProvider, 'isLeftSideFlying')
    isRightFlying = DataLinks.createBoolLink(appearance.flyingInfoProvider, 'isRightSideFlying')
    vehicleTraces.setFlyingInfo(isLeftFlying, isRightFlying)
    vehicleTraces.setLodLink(lodStateLink)
    vehicleTraces.setLodSettings(shared_components.LodSettings(tracesConfig.lodDist, DEFAULT_MAX_LOD_PRIORITY))
    vehicleTraces.setMovementInfo(f.movementInfo)
    vehicleTraces.setActivePostmortem(tracesConfig.activePostmortem)
    appearance.vehicleTraces = vehicleTraces
    return
 def __init__(self, spaceID):
     ScriptGameObject.__init__(self, spaceID, CgfTankNodes.TANK_ROOT)
     self._vehicle = None
     self.__wheelsGameObject = ScriptGameObject(spaceID, 'Tank.Wheels.Root')
     self.__filter = None
     self.__typeDesc = None
     self.crashedTracksController = None
     self.__currentDamageState = VehicleDamageState()
     self.__currTerrainMatKind = [-1] * MATKIND_COUNT
     self.__currTerrainGroundType = [-1] * MATKIND_COUNT
     self.__terrainEffectMaterialNames = [''] * MATKIND_COUNT
     self._chassisDecal = VehicleDecal(self)
     self.__splodge = None
     self.__boundEffects = None
     self._splineTracks = None
     self.flyingInfoProvider = self.createComponent(
         Vehicular.FlyingInfoProvider)
     self.__trackScrollCtl = BigWorld.PyTrackScroll()
     self.__trackScrollCtl.setFlyingInfo(
         DataLinks.createBoolLink(self.flyingInfoProvider,
                                  'isLeftSideFlying'),
         DataLinks.createBoolLink(self.flyingInfoProvider,
                                  'isRightSideFlying'))
     self.__weaponEnergy = 0.0
     self.__outfit = None
     self.__systemStarted = False
     self.__isAlive = True
     self._isTurretDetached = False
     self.__isObserver = False
     self.__attachments = []
     self.__modelAnimators = []
     self.turretMatrix = None
     self.gunMatrix = None
     self.__allLodCalculators = []
     self._commonScroll = 0.0
     self._commonSlip = 0.0
     self._compoundModel = None
     self.__fashions = None
     self.__filterRetrievers = []
     self.__filterRetrieverGameObjects = []
     self._vehicleStickers = None
     self._vehicleInfo = {}
     self.__vID = 0
     self.__renderMode = None
     self.__frameTimestamp = 0
     self.__periodicTimerID = None
     self.undamagedStateChildren = []
     self.createComponent(VehicleAppearanceComponent, self)
     self._loadingQueue = []
     return
 def __init__(self):
     CallbackDelayer.__init__(self)
     ComponentSystem.__init__(self)
     self.turretMatrix = Math.WGAdaptiveMatrixProvider()
     self.gunMatrix = Math.WGAdaptiveMatrixProvider()
     self.__vehicle = None
     self.__filter = None
     self.__originalFilter = None
     self.__typeDesc = None
     self.__fashion = None
     self.crashedTracksController = None
     self.__currentDamageState = VehicleDamageState()
     self.__effectsPlayer = None
     self.__engineMode = (0, 0)
     self.__currTerrainMatKind = [-1] * _MATKIND_COUNT
     self.__terrainEffectMaterialNames = [''] * _MATKIND_COUNT
     self.__terrainMatKindLodDistance = _LOD_DISTANCE_TERRAIN_MATKIND_UPDATE
     self.__chassisDecal = VehicleDecal(self)
     self.__splodge = None
     self.__vehicleStickers = None
     self.onModelChanged = Event()
     self.__leftTrackScroll = 0.0
     self.__rightTrackScroll = 0.0
     self.__fashions = None
     self.__compoundModel = None
     self.__boundEffects = None
     self.__splineTracks = None
     self.flyingInfoProvider = Vehicular.FlyingInfoProvider()
     self.__trackScrollCtl = BigWorld.PyTrackScroll()
     self.__trackScrollCtl.setFlyingInfo(
         DataLinks.createBoolLink(self.flyingInfoProvider,
                                  'isLeftSideFlying'),
         DataLinks.createBoolLink(self.flyingInfoProvider,
                                  'isRightSideFlying'))
     self.__weaponEnergy = 0.0
     self.__activated = False
     self.__systemStarted = False
     self.__outfit = None
     self.__vID = 0
     self.__isAlive = True
     self.__isTurretDetached = False
     self.__periodicTimerID = None
     self.__wasDeactivated = False
     self.__dirtUpdateTime = 0.0
     self.__inSpeedTreeCollision = False
     self.__isObserver = False
     self.__chassisColisionMatrix = Math.WGAdaptiveMatrixProvider()
     return
Exemple #5
0
 def _assembleParts(self, isPlayer, appearance):
     appearance.filter = model_assembler.createVehicleFilter(
         appearance.typeDescriptor)
     if appearance.isAlive:
         appearance.detailedEngineState = model_assembler.assembleDetailedEngineState(
             appearance.compoundModel, appearance.filter,
             appearance.typeDescriptor, isPlayer)
         if not gEffectsDisabled():
             model_assembler.assembleVehicleAudition(isPlayer, appearance)
             model_assembler.subscribeEngineAuditionToEngineState(
                 appearance.engineAudition, appearance.detailedEngineState)
             createEffects(appearance)
         if isPlayer:
             gunRotatorConnector = GunRotatorConnector(appearance)
             appearance.addComponent(gunRotatorConnector)
             appearance.frictionAudition = Vehicular.FrictionAudition(
                 TANK_FRICTION_EVENT)
             appearance.peripheralsController = PeripheralsController()
     self.__createTrackCrashControl(appearance)
     appearance.highlighter = Highlighter()
     isLodTopPriority = isPlayer
     lodCalcInst = Vehicular.LodCalculator(
         DataLinks.linkMatrixTranslation(appearance.compoundModel.matrix),
         True, VEHICLE_PRIORITY_GROUP, isLodTopPriority)
     appearance.lodCalculator = lodCalcInst
     lodLink = DataLinks.createFloatLink(lodCalcInst, 'lodDistance')
     lodStateLink = lodCalcInst.lodStateLink
     isDamaged = appearance.damageState.isCurrentModelDamaged
     if not isDamaged:
         self.__assembleNonDamagedOnly(appearance, isPlayer, lodLink,
                                       lodStateLink)
     model_assembler.setupTurretRotations(appearance)
     if appearance.fashion is not None:
         appearance.fashion.movementInfo = appearance.filter.movementInfo
     appearance.waterSensor = model_assembler.assembleWaterSensor(
         appearance.typeDescriptor, appearance, lodStateLink)
     if appearance.engineAudition is not None:
         appearance.engineAudition.setIsUnderwaterInfo(
             DataLinks.createBoolLink(appearance.waterSensor,
                                      'isUnderWater'))
         appearance.engineAudition.setIsInWaterInfo(
             DataLinks.createBoolLink(appearance.waterSensor, 'isInWater'))
     if isPlayer and BigWorld.player().isInTutorial:
         tutorialMatKindsController = TutorialMatKindsController()
         tutorialMatKindsController.terrainMatKindsLink = lambda: appearance.terrainMatKind
         appearance.addComponent(tutorialMatKindsController)
     self.__postSetupFilter(appearance)
     return
def assembleVehicleAudition(isPlayer, appearance):
    PLAYER_UPDATE_PERIOD = 0.1
    NPC_UPDATE_PERIOD = 0.25
    typeDescriptor = appearance.typeDescriptor
    engineEventName = typeDescriptor.engine.sounds.getWWPlayerSound(isPlayer)
    chassisEventName = typeDescriptor.chassis.sounds.getWWPlayerSound(isPlayer)
    vehicleData = (typeDescriptor.physics['enginePower'] /
                   component_constants.HP_TO_WATTS,
                   typeDescriptor.physics['weight'],
                   typeDescriptor.physics['rotationSpeedLimit'])
    vehicleAudition = Vehicular.VehicleAudition(appearance.id, isPlayer,
                                                vehicleData, engineEventName,
                                                chassisEventName)
    vehicleAudition.setEffectMaterialsInfo(
        lambda: appearance.terrainEffectMaterialNames)
    vehicleAudition.setSpeedInfo(lambda: appearance.filter.angularSpeed,
                                 lambda: appearance.filter.strafeSpeed)
    vehicleAudition.setTrackScrollInfo(
        lambda: appearance.leftTrackScroll,
        lambda: appearance.rightTrackScroll,
        lambda: appearance.customEffectManager.getParameter('deltaL'),
        lambda: appearance.customEffectManager.getParameter('deltaR'))
    vehicleAudition.setIsFlyingInfo(
        DataLinks.createBoolLink(appearance.flyingInfoProvider, 'isFlying'))
    if typeDescriptor.type.siegeModeParams is not None:
        soundStateChange = typeDescriptor.type.siegeModeParams[
            'soundStateChange']
        vehicleAudition.setSiegeSoundEvents(
            soundStateChange.on if soundStateChange.on is not None else '',
            soundStateChange.off if soundStateChange.off is not None else '')
    vehicleAudition.setDetailedEngineState(appearance.detailedEngineState)
    vehicleAudition.setUpdatePeriod(
        PLAYER_UPDATE_PERIOD if isPlayer else NPC_UPDATE_PERIOD)
    appearance.engineAudition = vehicleAudition
    return
def assembleDrivetrain(appearance, isPlayerVehicle):
    vehicleFilter = appearance.filter
    typeDescriptor = appearance.typeDescriptor
    PLAYER_UPDATE_PERIOD = 0.1
    NPC_UPDATE_PERIOD = 0.25
    engineState = appearance.createComponent(Vehicular.DetailedEngineState)
    engineState.vehicleSpeedLink = DataLinks.createFloatLink(vehicleFilter, 'averageSpeed')
    engineState.rotationSpeedLink = DataLinks.createFloatLink(vehicleFilter, 'averageRotationSpeed')
    engineState.vehicleMatrixLink = appearance.compoundModel.root
    speed_limits_0 = typeDescriptor.physics['speedLimits'][0]
    speed_limits_1 = typeDescriptor.physics['speedLimits'][1]
    rpm_min = typeDescriptor.engine.rpm_min
    rpm_max = typeDescriptor.engine.rpm_max
    rotation_speed_limit = typeDescriptor.physics['rotationSpeedLimit']
    max_climb_angle = math.acos(typeDescriptor.physics['minPlaneNormalY'])
    engineState.setVehicleParams(speed_limits_0, speed_limits_1, rotation_speed_limit, max_climb_angle, rpm_min, rpm_max, isPlayerVehicle)
    wheeledVehicle = False
    if typeDescriptor.chassis.generalWheelsAnimatorConfig is not None:
        wheeledVehicle = typeDescriptor.chassis.generalWheelsAnimatorConfig.isWheeledVehicle()
    if wheeledVehicle and isPlayerVehicle:
        gearShiftMap = (((1e-05, rpm_min * 1.2, rpm_max * 0.98),
          (0.15 * speed_limits_0, rpm_min * 1.7, rpm_max * 0.98),
          (0.5 * speed_limits_0, rpm_min * 2.2, rpm_max * 0.98),
          (0.7 * speed_limits_0, rpm_max * 0.7, rpm_max * 0.9)), ((0.01, rpm_min * 1.2, rpm_max * 0.98),))
        gearbox = appearance.createComponent(Vehicular.GearBox, speed_limits_0, speed_limits_1, rpm_min, rpm_max, gearShiftMap)
        gearbox.engineModeLink = DataLinks.createIntLink(engineState, 'mode')
        gearbox.vehicleSpeedLink = DataLinks.createFloatLink(vehicleFilter, 'averageSpeed')
        gearbox.flyingLink = DataLinks.createBoolLink(appearance.flyingInfoProvider, 'isFlying')
    else:
        gearbox = None
    if isPlayerVehicle:
        if gearbox is not None:
            engineState.physicRPMLink = lambda : gearbox.rpm
            engineState.physicGearLink = lambda : gearbox.gear
        elif not IS_EDITOR:
            p = BigWorld.player()
            engineState.physicRPMLink = lambda : WoT.unpackAuxVehiclePhysicsData(p.ownVehicleAuxPhysicsData)[5]
            engineState.physicGearLink = lambda : BigWorld.player().ownVehicleGear
    else:
        engineState.physicRPMLink = None
        engineState.physicGearLink = None
    engineState.updatePeriod = PLAYER_UPDATE_PERIOD if isPlayerVehicle else NPC_UPDATE_PERIOD
    return (engineState, gearbox)
    def construct(self, isPlayer, resourceRefs):
        self.__isObserver = 'observer' in self.typeDescriptor.type.tags
        self._compoundModel = resourceRefs[self.typeDescriptor.name]
        self.removeComponentByType(GenericComponents.DynamicModelComponent)
        self.createComponent(GenericComponents.DynamicModelComponent,
                             self._compoundModel)
        if not self._compoundModel.isValid():
            _logger.error('compoundModel is not valid')
        if self.typeDescriptor.gun.edgeByVisualModel:
            self._compoundModel.setPartProperties(
                TankPartIndexes.GUN, PartProperties.HIGHLIGHTABLE
                | PartProperties.HIGHLIGHTBYVISUAL)
        self._compoundModel.setPartProperties(
            TankPartIndexes.CHASSIS,
            PartProperties.HIGHLIGHTABLE | PartProperties.HIGHLIGHTBYVISUAL)
        self.__boundEffects = bound_effects.ModelBoundEffects(
            self.compoundModel)
        isCurrentModelDamaged = self.damageState.isCurrentModelDamaged
        fashions = camouflages.prepareFashions(isCurrentModelDamaged)
        if not isCurrentModelDamaged:
            model_assembler.setupTracksFashion(self.typeDescriptor,
                                               fashions.chassis)
        self.collisions = self.createComponent(
            BigWorld.CollisionComponent, resourceRefs['collisionAssembler'])
        model_assembler.setupCollisions(self.typeDescriptor, self.collisions)
        self._setFashions(fashions, self.isTurretDetached)
        self._setupModels()
        if not isCurrentModelDamaged:
            modelsSet = self.outfit.modelsSet
            if IS_EDITOR:
                modelsSet = self.currentModelsSet
            self._splineTracks = model_assembler.setupSplineTracks(
                self.fashion, self.typeDescriptor, self.compoundModel,
                resourceRefs, modelsSet)
            self.crashedTracksController = CrashedTrackController(
                self.typeDescriptor, self.fashion, modelsSet)
        else:
            self.__trackScrollCtl = None
        self._chassisDecal.create()
        if self.modelsSetParams.state == 'undamaged':
            self.__modelAnimators = camouflages.getModelAnimators(
                self.outfit, self.typeDescriptor, self.spaceID, resourceRefs,
                self.compoundModel)
            self.__modelAnimators.extend(
                camouflages.getAttachmentsAnimators(self.__attachments,
                                                    self.spaceID, resourceRefs,
                                                    self.compoundModel))
        self.transform = self.createComponent(
            GenericComponents.TransformComponent, Math.Vector3(0, 0, 0))
        self.areaTriggerTarget = self.createComponent(
            Triggers.AreaTriggerTarget)
        self.__filter = model_assembler.createVehicleFilter(
            self.typeDescriptor)
        compoundModel = self.compoundModel
        if self.isAlive:
            self.detailedEngineState, self.gearbox = model_assembler.assembleDrivetrain(
                self, isPlayer)
            if not gEffectsDisabled():
                self.customEffectManager = CustomEffectManager(self)
                if self.typeDescriptor.hasSiegeMode:
                    self.siegeEffects = SiegeEffectsController(self, isPlayer)
                model_assembler.assembleVehicleAudition(isPlayer, self)
                self.detailedEngineState.onEngineStart = self._onEngineStart
                self.detailedEngineState.onStateChanged = self.engineAudition.onEngineStateChanged
            if isPlayer:
                turret = self.typeDescriptor.turret
                gunRotatorAudition = self.createComponent(
                    Vehicular.GunRotatorAudition,
                    turret.turretRotatorSoundManual, turret.weight / 1000.0,
                    compoundModel.node(TankPartNames.TURRET))
                gunRotatorAudition.vehicleMatrixLink = self.compoundModel.root
                gunRotatorAudition.damaged = lambda: self.turretDamaged()
                gunRotatorAudition.maxTurretRotationSpeed = lambda: self.maxTurretRotationSpeed(
                )
                self.gunRotatorAudition = gunRotatorAudition
                self.frictionAudition = self.createComponent(
                    Vehicular.FrictionAudition, TANK_FRICTION_EVENT)
        isLodTopPriority = isPlayer
        lodCalcInst = self.createComponent(
            Vehicular.LodCalculator,
            DataLinks.linkMatrixTranslation(compoundModel.matrix), True,
            VEHICLE_PRIORITY_GROUP, isLodTopPriority)
        self.lodCalculator = lodCalcInst
        self.allLodCalculators.append(lodCalcInst)
        lodLink = DataLinks.createFloatLink(lodCalcInst, 'lodDistance')
        lodStateLink = lodCalcInst.lodStateLink
        if IS_EDITOR:
            matrixBinding = None
            changeCamera = None
        else:
            matrixBinding = BigWorld.player(
            ).consistentMatrices.onVehicleMatrixBindingChanged
            changeCamera = BigWorld.player().inputHandler.onCameraChanged
        self.shadowManager = VehicleShadowManager(compoundModel, matrixBinding,
                                                  changeCamera)
        if not self.damageState.isCurrentModelDamaged:
            self.__assembleNonDamagedOnly(resourceRefs, isPlayer, lodLink,
                                          lodStateLink)
            dirtEnabled = BigWorld.WG_dirtEnabled(
            ) and 'HD' in self.typeDescriptor.type.tags
            if dirtEnabled and self.fashions is not None:
                dirtHandlers = [
                    BigWorld.PyDirtHandler(
                        True,
                        compoundModel.node(TankPartNames.CHASSIS).position.y),
                    BigWorld.PyDirtHandler(
                        False,
                        compoundModel.node(TankPartNames.HULL).position.y),
                    BigWorld.PyDirtHandler(
                        False,
                        compoundModel.node(TankPartNames.TURRET).position.y),
                    BigWorld.PyDirtHandler(
                        False,
                        compoundModel.node(TankPartNames.GUN).position.y)
                ]
                modelHeight, _ = self.computeVehicleHeight()
                self.dirtComponent = self.createComponent(
                    Vehicular.DirtComponent, dirtHandlers, modelHeight)
                for fashionIdx, _ in enumerate(TankPartNames.ALL):
                    self.fashions[fashionIdx].addMaterialHandler(
                        dirtHandlers[fashionIdx])
                    self.fashions[fashionIdx].addTrackMaterialHandler(
                        dirtHandlers[fashionIdx])

        model_assembler.setupTurretRotations(self)
        self.waterSensor = model_assembler.assembleWaterSensor(
            self.typeDescriptor, self, lodStateLink, self.spaceID)
        if self.engineAudition is not None:
            self.engineAudition.setIsUnderwaterInfo(
                DataLinks.createBoolLink(self.waterSensor, 'isUnderWater'))
            self.engineAudition.setIsInWaterInfo(
                DataLinks.createBoolLink(self.waterSensor, 'isInWater'))
        self.__postSetupFilter()
        compoundModel.setPartBoundingBoxAttachNode(
            TankPartIndexes.GUN, TankNodeNames.GUN_INCLINATION)
        camouflages.updateFashions(self)
        model_assembler.assembleCustomLogicComponents(self,
                                                      self.typeDescriptor,
                                                      self.__attachments,
                                                      self.__modelAnimators)
        self._createStickers()
        while self._loadingQueue:
            prefab, go, vector, callback = self._loadingQueue.pop()
            CGF.loadGameObjectIntoHierarchy(prefab, go, vector, callback)

        return
    def _assembleParts(self, isPlayer, appearance, resourceRefs):
        appearance.filter = model_assembler.createVehicleFilter(
            appearance.typeDescriptor)
        if appearance.isAlive:
            appearance.detailedEngineState = model_assembler.assembleDetailedEngineState(
                appearance.compoundModel, appearance.filter,
                appearance.typeDescriptor, isPlayer)
            if not gEffectsDisabled():
                model_assembler.assembleVehicleAudition(isPlayer, appearance)
                model_assembler.subscribeEngineAuditionToEngineState(
                    appearance.engineAudition, appearance.detailedEngineState)
                createEffects(appearance)
            if isPlayer:
                gunRotatorConnector = GunRotatorConnector(appearance)
                appearance.addComponent(gunRotatorConnector)
                appearance.frictionAudition = Vehicular.FrictionAudition(
                    TANK_FRICTION_EVENT)
                appearance.peripheralsController = PeripheralsController()
        self.__createTrackCrashControl(appearance)
        appearance.highlighter = Highlighter()
        compoundModel = appearance.compoundModel
        isLodTopPriority = isPlayer
        lodCalcInst = Vehicular.LodCalculator(
            DataLinks.linkMatrixTranslation(appearance.compoundModel.matrix),
            True, VEHICLE_PRIORITY_GROUP, isLodTopPriority)
        appearance.lodCalculator = lodCalcInst
        lodLink = DataLinks.createFloatLink(lodCalcInst, 'lodDistance')
        lodStateLink = lodCalcInst.lodStateLink
        matrixBinding = BigWorld.player(
        ).consistentMatrices.onVehicleMatrixBindingChanged
        appearance.shadowManager = VehicleShadowManager(
            compoundModel, matrixBinding)
        isDamaged = appearance.damageState.isCurrentModelDamaged
        if not isDamaged:
            self.__assembleNonDamagedOnly(appearance, isPlayer, lodLink,
                                          lodStateLink)
            dirtEnabled = BigWorld.WG_dirtEnabled(
            ) and 'HD' in appearance.typeDescriptor.type.tags
            fashions = appearance.fashions
            if dirtEnabled and fashions is not None:
                dirtHandlers = [
                    BigWorld.PyDirtHandler(
                        True,
                        compoundModel.node(TankPartNames.CHASSIS).position.y),
                    BigWorld.PyDirtHandler(
                        False,
                        compoundModel.node(TankPartNames.HULL).position.y),
                    BigWorld.PyDirtHandler(
                        False,
                        compoundModel.node(TankPartNames.TURRET).position.y),
                    BigWorld.PyDirtHandler(
                        False,
                        compoundModel.node(TankPartNames.GUN).position.y)
                ]
                modelHeight, _ = appearance.computeVehicleHeight()
                appearance.dirtComponent = Vehicular.DirtComponent(
                    dirtHandlers, modelHeight)
                for fashionIdx, _ in enumerate(TankPartNames.ALL):
                    fashions[fashionIdx].addMaterialHandler(
                        dirtHandlers[fashionIdx])

        model_assembler.setupTurretRotations(appearance)
        if appearance.fashion is not None:
            appearance.fashion.movementInfo = appearance.filter.movementInfo
        appearance.waterSensor = model_assembler.assembleWaterSensor(
            appearance.typeDescriptor, appearance, lodStateLink)
        if appearance.engineAudition is not None:
            appearance.engineAudition.setIsUnderwaterInfo(
                DataLinks.createBoolLink(appearance.waterSensor,
                                         'isUnderWater'))
            appearance.engineAudition.setIsInWaterInfo(
                DataLinks.createBoolLink(appearance.waterSensor, 'isInWater'))
        if isPlayer and BigWorld.player().isInTutorial:
            tutorialMatKindsController = TutorialMatKindsController()
            tutorialMatKindsController.terrainMatKindsLink = lambda: appearance.terrainMatKind
            appearance.addComponent(tutorialMatKindsController)
        self.__postSetupFilter(appearance)
        compoundModel.setPartBoundingBoxAttachNode(
            TankPartIndexes.GUN, TankNodeNames.GUN_INCLINATION)
        return
def assembleVehicleAudition(isPlayer, appearance):
    PLAYER_UPDATE_PERIOD = 0.1
    NPC_UPDATE_PERIOD = 0.25
    typeDescriptor = appearance.typeDescriptor
    engineEventName = typeDescriptor.engine.sounds.getEvents()
    chassisEventName = typeDescriptor.chassis.sounds.getEvents()
    wheeledVehicle = False
    if typeDescriptor.chassis.generalWheelsAnimatorConfig is not None:
        wheeledVehicle = typeDescriptor.chassis.generalWheelsAnimatorConfig.isWheeledVehicle()
    if wheeledVehicle:
        vehicleData = (typeDescriptor.physics['enginePower'] / component_constants.HP_TO_WATTS,
         typeDescriptor.physics['weight'],
         typeDescriptor.physics['rotationSpeedLimit'],
         engineEventName,
         chassisEventName,
         ('wheel_vehicle_wheel_repaired', 'wheel_vehicle_wheel_metal_repaired'),
         ('wheel_vehicle_wheel_damaged', 'wheel_vehicle_wheel_metal_damaged'),
         'RTPC_ext_client_rpm_rel',
         'RTPC_ext_client_rpm_abs')
    else:
        vehicleData = (typeDescriptor.physics['enginePower'] / component_constants.HP_TO_WATTS,
         typeDescriptor.physics['weight'],
         typeDescriptor.physics['rotationSpeedLimit'],
         engineEventName,
         chassisEventName,
         ('repair_treads',),
         ('brakedown_treads',),
         '',
         '')
    vehicleAudition = appearance.createComponent(Vehicular.VehicleAudition, appearance.id, isPlayer, vehicleData)
    vehicleAudition.setEffectMaterialsInfo(lambda : appearance.terrainEffectMaterialNames)
    vehicleAudition.setSpeedInfo(lambda : appearance.filter.angularSpeed, lambda : appearance.filter.strafeSpeed)
    vehicleAudition.setTracksInfo(lambda : appearance.transmissionScroll, lambda : appearance.transmissionSlip, lambda : appearance.getWheelsSteeringMax(), DataLinks.createBoolLink(appearance.flyingInfoProvider, 'isFlying'))
    if typeDescriptor.type.siegeModeParams is not None:
        soundStateChange = typeDescriptor.type.siegeModeParams['soundStateChange']
        vehicleAudition.setSiegeSoundEvents(soundStateChange.isEngine, soundStateChange.on if isPlayer else soundStateChange.npcOn, soundStateChange.off if isPlayer else soundStateChange.npcOff)
    vehicleAudition.setDetailedEngineState(appearance.detailedEngineState)
    vehicleAudition.setUpdatePeriod(PLAYER_UPDATE_PERIOD if isPlayer else NPC_UPDATE_PERIOD)
    appearance.engineAudition = vehicleAudition
    return