def activate(self):
     if self.__activated or self.__vehicle is None:
         return
     else:
         if self.__currentDamageState.isCurrentModelDamaged:
             if self.__customEffectManager is not None:
                 self.__customEffectManager.destroy()
                 self.__customEffectManager = None
             if self.detailedEngineState is not None:
                 self.detailedEngineState.destroy()
                 self.detailedEngineState = None
         super(CompoundAppearance, self).activate()
         isPlayerVehicle = self.__vehicle.isPlayerVehicle
         isObserver = 'observer' in self.__typeDesc.type.tags
         player = BigWorld.player()
         self.__originalFilter = self.__vehicle.filter
         self.__createFilter()
         self.__vehicle.filter = self.__filter
         self.__vehicle.filter.enableNewPhysics(True)
         self.__vehicle.filter.enableStabilisedMatrix(isPlayerVehicle)
         self.__filter.isStrafing = self.__vehicle.isStrafing
         self.__filter.vehicleCollisionCallback = player.handleVehicleCollidedVehicle
         self.__compoundModel.isHighPriorityReflection = isPlayerVehicle
         self.__vehicleMatrixProv = self.__compoundModel.matrix
         if isPlayerVehicle:
             if player.inputHandler is not None:
                 player.inputHandler.addVehicleToCameraCollider(self.__vehicle)
             BigWorld.setSpeedTreeCollisionBody(self.__compoundModel.getBoundsForPart(TankPartIndexes.HULL))
         self.__linkCompound()
         self.__chassisShadowForwardDecal.attach(self.__typeDesc, self.__compoundModel)
         if not isObserver:
             self.__chassisOcclusionDecal.attach(self.__typeDesc, self.__compoundModel)
         self.__createStickers()
         if self.__currentDamageState.isCurrentModelDamaged:
             self.__attachStickers(items.vehicles.g_cache.commonConfig['miscParams']['damageStickerAlpha'], True)
         else:
             self.__startSystems()
             self.__attachStickers()
             self.setupGunMatrixTargets()
             if not isObserver:
                 self.__vehicle.filter.enableLagDetection(True)
         self.onModelChanged()
         if self.lodCalculator is not None:
             self.lodCalculator.setupPosition(DataLinks.linkMatrixTranslation(self.__compoundModel.matrix))
         if hasattr(self.filter, 'placingCompensationMatrix') and self.swingingAnimator is not None:
             self.swingingAnimator.placingCompensationMatrix = self.filter.placingCompensationMatrix
             self.swingingAnimator.worldMatrix = self.__compoundModel.matrix
         if self.__periodicTimerID is not None:
             BigWorld.cancelCallback(self.__periodicTimerID)
         self.__periodicTimerID = BigWorld.callback(_PERIODIC_TIME, self.__onPeriodicTimer)
         self.__activated = True
         if 'observer' in self.__vehicle.typeDescriptor.type.tags:
             self.__compoundModel.visible = False
         if self.__currentDamageState.isCurrentModelDamaged:
             if not self.__wasDeactivated:
                 if not self.__vehicle.isPlayerVehicle:
                     self.setupGunMatrixTargets()
                 else:
                     self.setupGunMatrixTargets(self.__vehicle.filter)
         return
    def activate(self):
        if self.collisions is not None and self.isTurretDetached:
            self.collisions.removeAttachment(TankPartNames.getIdx(TankPartNames.TURRET))
            self.collisions.removeAttachment(TankPartNames.getIdx(TankPartNames.GUN))
        super(CommonTankAppearance, self).activate()
        if not self.isObserver:
            self._chassisDecal.attach()
        self._createAndAttachStickers()
        if not self.isObserver:
            if not self.damageState.isCurrentModelDamaged and not self.__systemStarted:
                self._startSystems()
            self.filter.enableLagDetection(not self.damageState.isCurrentModelDamaged)
            if self.__periodicTimerID is not None:
                BigWorld.cancelCallback(self.__periodicTimerID)
            self.__periodicTimerID = BigWorld.callback(PERIODIC_UPDATE_TIME, self.__onPeriodicTimer)
        self.setupGunMatrixTargets(self.filter)
        for lodCalculator in self.allLodCalculators:
            lodCalculator.setupPosition(DataLinks.linkMatrixTranslation(self.compoundModel.matrix))

        for modelAnimator in self.__modelAnimators:
            modelAnimator.animator.start()

        if hasattr(self.filter, 'placingCompensationMatrix') and self.swingingAnimator is not None:
            self.swingingAnimator.placingCompensationMatrix = self.filter.placingCompensationMatrix
            self.swingingAnimator.worldMatrix = self.compoundModel.matrix
        if self.isObserver:
            self.compoundModel.visible = False
        if self.collisions is not None:
            chassisColisionMatrix, gunNodeName = self._vehicleColliderInfo
            collisionData = ((TankPartNames.getIdx(TankPartNames.HULL), self.compoundModel.node(TankPartNames.HULL)),
             (TankPartNames.getIdx(TankPartNames.TURRET), self.compoundModel.node(TankPartNames.TURRET)),
             (TankPartNames.getIdx(TankPartNames.CHASSIS), chassisColisionMatrix),
             (TankPartNames.getIdx(TankPartNames.GUN), self.compoundModel.node(gunNodeName)))
            self.collisions.connect(self.id, ColliderTypes.VEHICLE_COLLIDER, collisionData)
        return
Exemple #3
0
    def activate(self):
        typeDescr = self.typeDescriptor
        wheelConfig = typeDescr.chassis.generalWheelsAnimatorConfig
        if self.wheelsAnimator is not None and wheelConfig is not None:
            self.wheelsAnimator.createCollision(wheelConfig, self.collisions)
        super(CommonTankAppearance, self).activate()
        self.wheelsGameObject.activate()
        for go in self.filterRetrieverGameObjects:
            go.activate()

        if not self.isObserver:
            self._chassisDecal.attach()
        if not self.isObserver:
            self._startSystems()
            self.filter.enableLagDetection(not self.damageState.isCurrentModelDamaged)
            if self.__periodicTimerID is not None:
                BigWorld.cancelCallback(self.__periodicTimerID)
            self.__periodicTimerID = BigWorld.callback(PERIODIC_UPDATE_TIME, self.__onPeriodicTimer)
        self.setupGunMatrixTargets(self.filter)
        for lodCalculator in self.allLodCalculators:
            lodCalculator.setupPosition(DataLinks.linkMatrixTranslation(self.compoundModel.matrix))

        for modelAnimator in self.__modelAnimators:
            modelAnimator.animator.setEnabled(True)
            modelAnimator.animator.start()

        if hasattr(self.filter, 'placingCompensationMatrix') and self.swingingAnimator is not None:
            self.swingingAnimator.placingCompensationMatrix = self.filter.placingCompensationMatrix
            self.swingingAnimator.worldMatrix = self.compoundModel.matrix
        if self.isObserver:
            self.compoundModel.visible = False
        self._connectCollider()
        self._attachStickers()
        return
Exemple #4
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 def _assembleParts(self, isPlayer, appearance):
     if appearance.isAlive:
         appearance.detailedEngineState = self.__assembleEngineState(
             isPlayer)
         if not appearance.isPillbox and not gEffectsDisabled():
             appearance.engineAudition = self.__assembleEngineAudition(
                 isPlayer, appearance)
             appearance.detailedEngineState.onEngineStart += appearance.engineAudition.onEngineStart
             appearance.detailedEngineState.onStateChanged += appearance.engineAudition.onStateChanged
             createEffects(appearance)
         if isPlayer:
             gunRotatorConnector = GunRotatorConnector(appearance)
             appearance.addComponent(gunRotatorConnector)
             appearance.frictionAudition = Vehicular.FrictionAudition(
                 TANK_FRICTION_EVENT)
     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
     if not appearance.damageState.isCurrentModelDamaged:
         model_assembler.assembleRecoil(appearance, lodLink)
         model_assembler.assembleLeveredSuspensionIfNeed(
             appearance, lodStateLink)
         _assembleSwinging(appearance, lodLink)
         model_assembler.assembleSuspensionSound(appearance, lodLink,
                                                 isPlayer)
         model_assembler.assembleSuspensionController(appearance)
     model_assembler.setupTurretRotations(appearance)
 def activate(self):
     if self.__activated or self.__vehicle is None:
         return
     else:
         super(CompoundAppearance, self).activate()
         isPlayerVehicle = self.__vehicle.isPlayerVehicle
         isObserver = 'observer' in self.__typeDesc.type.tags
         player = BigWorld.player()
         self.__originalFilter = self.__vehicle.filter
         self.__vehicle.filter = self.__filter
         self.__vehicle.filter.enableStabilisedMatrix(isPlayerVehicle)
         self.__filter.isStrafing = self.__vehicle.isStrafing
         self.__filter.vehicleCollisionCallback = player.handleVehicleCollidedVehicle
         self.__compoundModel.isHighPriorityReflection = isPlayerVehicle
         if isPlayerVehicle:
             if player.inputHandler is not None:
                 player.inputHandler.addVehicleToCameraCollider(
                     self.__vehicle)
             self.__inSpeedTreeCollision = True
             BigWorld.setSpeedTreeCollisionBody(
                 self.__compoundModel.getBoundsForPart(
                     TankPartIndexes.HULL))
         self.__linkCompound()
         if not isObserver:
             self.__chassisDecal.attach()
         self.__createAndAttachStickers()
         self.__startSystems()
         self.setupGunMatrixTargets()
         if not isObserver:
             self.__vehicle.filter.enableLagDetection(
                 not self.__currentDamageState.isCurrentModelDamaged)
         self.onModelChanged()
         if self.lodCalculator is not None:
             self.lodCalculator.setupPosition(
                 DataLinks.linkMatrixTranslation(
                     self.__compoundModel.matrix))
         if hasattr(self.filter, 'placingCompensationMatrix'
                    ) and self.swingingAnimator is not None:
             self.swingingAnimator.placingCompensationMatrix = self.filter.placingCompensationMatrix
             self.swingingAnimator.worldMatrix = self.__compoundModel.matrix
         if self.__periodicTimerID is not None:
             BigWorld.cancelCallback(self.__periodicTimerID)
         self.__periodicTimerID = BigWorld.callback(_PERIODIC_TIME,
                                                    self.__onPeriodicTimer)
         if self.fashion is not None:
             self.fashion.activate()
         if isObserver:
             self.__compoundModel.visible = False
         BigWorld.player().arena.onPeriodChange += self.__arenaPeriodChanged
         BigWorld.player(
         ).inputHandler.onCameraChanged += self.__onCameraChanged
         if self.detailedEngineState is not None:
             engine_state.checkEngineStart(self.detailedEngineState,
                                           BigWorld.player().arena.period)
         self.__activated = True
         return
Exemple #6
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 __assembleNonDamagedOnly(self, resourceRefs, isPlayer, lodLink, lodStateLink):
        model_assembler.assembleTerrainMatKindSensor(self, lodStateLink, self.worldID)
        model_assembler.assembleRecoil(self, lodLink)
        model_assembler.assembleMultiGunRecoil(self, lodLink)
        model_assembler.assembleGunLinkedNodesAnimator(self)
        model_assembler.assembleCollisionObstaclesCollector(self, lodStateLink, self.typeDescriptor, self.worldID)
        model_assembler.assembleTessellationCollisionSensor(self, lodStateLink)
        wheelsScroll = None
        wheelsSteering = None
        generalWheelsAnimatorConfig = self.typeDescriptor.chassis.generalWheelsAnimatorConfig
        if generalWheelsAnimatorConfig is not None:
            scrollableWheelsCount = generalWheelsAnimatorConfig.getNonTrackWheelsCount()
            wheelsScroll = []
            for _ in xrange(scrollableWheelsCount):
                retriever = self.createComponent(NetworkFilters.FloatFilterRetriever)
                wheelsScroll.append(DataLinks.createFloatLink(retriever, 'value'))
                self.filterRetrievers.append(retriever)

            steerableWheelsCount = generalWheelsAnimatorConfig.getSteerableWheelsCount()
            wheelsSteering = []
            for _ in xrange(steerableWheelsCount):
                retriever = self.createComponent(NetworkFilters.FloatFilterRetriever)
                wheelsSteering.append(DataLinks.createFloatLink(retriever, 'value'))
                self.filterRetrievers.append(retriever)

        self.wheelsAnimator = model_assembler.createWheelsAnimator(self, ColliderTypes.VEHICLE_COLLIDER, self.typeDescriptor, lambda : self.wheelsState, wheelsScroll, wheelsSteering, self.splineTracks, lodStateLink)
        if self.customEffectManager is not None:
            self.customEffectManager.setWheelsData(self)
        suspensionLodLink = lodStateLink
        if 'wheeledVehicle' in self.typeDescriptor.type.tags:
            wheeledLodCalculator = Vehicular.LodCalculator(self.worldID, DataLinks.linkMatrixTranslation(self.compoundModel.matrix), True, WHEELED_CHASSIS_PRIORITY_GROUP, isPlayer)
            self.wheeledLodCalculator = wheeledLodCalculator
            self.allLodCalculators.append(wheeledLodCalculator)
            suspensionLodLink = wheeledLodCalculator.lodStateLink
        model_assembler.assembleSuspensionIfNeed(self, suspensionLodLink)
        model_assembler.assembleLeveredSuspensionIfNeed(self, suspensionLodLink)
        self.__assembleSwinging(lodLink)
        model_assembler.assembleBurnoutProcessor(self)
        model_assembler.assembleSuspensionSound(self, lodLink, isPlayer)
        model_assembler.assembleHullAimingController(self)
        self.trackNodesAnimator = model_assembler.createTrackNodesAnimator(self, self.typeDescriptor, lodStateLink)
        model_assembler.assembleTracks(resourceRefs, self.typeDescriptor, self, self.splineTracks, False, lodStateLink)
        model_assembler.assembleVehicleTraces(self, self.filter, lodStateLink)
        return
 def _assembleParts(self, isPlayer, appearance):
     if appearance.isAlive:
         appearance.detailedEngineState = self.__assembleEngineState(isPlayer)
         if not appearance.isPillbox and not gEffectsDisabled():
             appearance.engineAudition = self.__assembleEngineAudition(isPlayer, appearance)
             appearance.detailedEngineState.onEngineStart += appearance.engineAudition.onEngineStart
             appearance.detailedEngineState.onStateChanged += appearance.engineAudition.onStateChanged
             _createEffects(appearance)
         if isPlayer:
             gunRotatorConnector = GunRotatorConnector(appearance)
             appearance.addComponent(gunRotatorConnector)
     self.__createTrackCrashControl(appearance)
     appearance.highlighter = Highlighter()
     lodCalcInst = Vehicular.LodCalculator(DataLinks.linkMatrixTranslation(appearance.compoundModel.matrix), True)
     appearance.lodCalculator = lodCalcInst
     lodLink = DataLinks.createFloatLink(lodCalcInst, 'lodDistance')
     if not appearance.damageState.isCurrentModelDamaged:
         model_assembler.assembleRecoil(appearance, lodLink)
         _assembleSwinging(appearance, lodLink)
     model_assembler.setupTurretRotations(appearance)
Exemple #9
0
 def _assembleParts(self, isPlayer, appearance):
     if appearance.isAlive:
         appearance.detailedEngineState = self.__assembleEngineState(
             isPlayer)
         if not appearance.isPillbox and not gEffectsDisabled():
             appearance.engineAudition = self.__assembleEngineAudition(
                 isPlayer, appearance)
             appearance.detailedEngineState.onEngineStart += appearance.engineAudition.onEngineStart
             appearance.detailedEngineState.onStateChanged += appearance.engineAudition.onStateChanged
             _createEffects(appearance)
         if isPlayer:
             gunRotatorConnector = GunRotatorConnector(appearance)
             appearance.addComponent(gunRotatorConnector)
     self.__createTrackCrashControl(appearance)
     appearance.highlighter = Highlighter()
     lodCalcInst = Vehicular.LodCalculator(
         DataLinks.linkMatrixTranslation(appearance.compoundModel.matrix),
         True)
     appearance.lodCalculator = lodCalcInst
     lodLink = DataLinks.createFloatLink(lodCalcInst, 'lodDistance')
     if not appearance.damageState.isCurrentModelDamaged:
         model_assembler.assembleRecoil(appearance, lodLink)
         _assembleSwinging(appearance, lodLink)
     model_assembler.setupTurretRotations(appearance)
    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 activate(self):
     if self.__activated or self.__vehicle is None:
         return
     else:
         if self.collisions is not None and self.__vehicle.isTurretDetached:
             self.collisions.removeAttachment(
                 TankPartNames.getIdx(TankPartNames.TURRET))
             self.collisions.removeAttachment(
                 TankPartNames.getIdx(TankPartNames.GUN))
         super(CompoundAppearance, self).activate()
         isPlayerVehicle = self.__vehicle.isPlayerVehicle
         self.__isObserver = 'observer' in self.__typeDesc.type.tags
         player = BigWorld.player()
         self.__originalFilter = self.__vehicle.filter
         self.__vehicle.filter = self.__filter
         self.__vehicle.filter.enableStabilisedMatrix(isPlayerVehicle)
         self.__filter.isStrafing = self.__vehicle.isStrafing
         self.__filter.vehicleCollisionCallback = player.handleVehicleCollidedVehicle
         if isPlayerVehicle and self.collisions is not None:
             colliderData = (self.collisions.getColliderID(),
                             (TankPartNames.getIdx(TankPartNames.HULL),
                              TankPartNames.getIdx(TankPartNames.TURRET)))
             BigWorld.appendCameraCollider(colliderData)
             self.__inSpeedTreeCollision = True
             BigWorld.setSpeedTreeCollisionBody(
                 self.__compoundModel.getBoundsForPart(
                     TankPartIndexes.HULL))
         self.__linkCompound()
         if not self.__isObserver:
             self.__chassisDecal.attach()
         self.__createAndAttachStickers()
         if self.__currentDamageState.isCurrentModelDamaged:
             self.__chassisColisionMatrix.target = self.__compoundModel.matrix
             gunNodeName = 'gun'
         else:
             self.__chassisColisionMatrix.target = self.__vehicle.filter.groundPlacingMatrix
             gunNodeName = TankNodeNames.GUN_INCLINATION
         if not self.__isObserver:
             self.__startSystems()
         self.setupGunMatrixTargets()
         if not self.__isObserver:
             self.__vehicle.filter.enableLagDetection(
                 not self.__currentDamageState.isCurrentModelDamaged)
         self.onModelChanged()
         if self.lodCalculator is not None:
             self.lodCalculator.setupPosition(
                 DataLinks.linkMatrixTranslation(
                     self.__compoundModel.matrix))
         if hasattr(self.filter, 'placingCompensationMatrix'
                    ) and self.swingingAnimator is not None:
             self.swingingAnimator.placingCompensationMatrix = self.filter.placingCompensationMatrix
             self.swingingAnimator.worldMatrix = self.__compoundModel.matrix
         if not self.__isObserver:
             if self.__periodicTimerID is not None:
                 BigWorld.cancelCallback(self.__periodicTimerID)
             self.__periodicTimerID = BigWorld.callback(
                 _PERIODIC_TIME, self.__onPeriodicTimer)
             self.__dirtUpdateTime = BigWorld.time()
         if self.fashion is not None:
             self.fashion.activate()
         if self.__isObserver:
             self.__compoundModel.visible = False
         BigWorld.player().arena.onPeriodChange += self.__arenaPeriodChanged
         BigWorld.player(
         ).inputHandler.onCameraChanged += self.__onCameraChanged
         if self.detailedEngineState is not None:
             engine_state.checkEngineStart(self.detailedEngineState,
                                           BigWorld.player().arena.period)
         if self.collisions is not None:
             collisionData = ((TankPartNames.getIdx(TankPartNames.HULL),
                               self.compoundModel.node(TankPartNames.HULL)),
                              (TankPartNames.getIdx(TankPartNames.TURRET),
                               self.compoundModel.node(
                                   TankPartNames.TURRET)),
                              (TankPartNames.getIdx(TankPartNames.CHASSIS),
                               self.__chassisColisionMatrix),
                              (TankPartNames.getIdx(TankPartNames.GUN),
                               self.compoundModel.node(gunNodeName)))
             self.collisions.connect(self.id,
                                     ColliderTypes.VEHICLE_COLLIDER,
                                     collisionData)
         self.__activated = True
         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