Exemple #1
0
 def __assembleModel(self):
     resources = self.__resources
     self.__model = resources[self.__vDesc.name]
     self.__setupEmblems(self.__vDesc)
     if not self.__isVehicleDestroyed:
         self.__fashions = VehiclePartsTuple(
             BigWorld.WGVehicleFashion(False, _CFG['v_scale']), None, None,
             None)
         import VehicleAppearance
         VehicleAppearance.setupTracksFashion(self.__fashions.chassis,
                                              self.__vDesc,
                                              self.__isVehicleDestroyed)
         self.__model.setupFashions(self.__fashions)
         chassisFashion = self.__fashions.chassis
         chassisFashion.initialUpdateTracks(1.0, 10.0)
         VehicleAppearance.setupSplineTracks(chassisFashion, self.__vDesc,
                                             self.__model, self.__resources)
     else:
         self.__fashions = VehiclePartsTuple(None, None, None, None)
     self.updateCamouflage()
     yaw = self.__vDesc.gun.get('staticTurretYaw', 0.0)
     pitch = self.__vDesc.gun.get('staticPitch', 0.0)
     if yaw is None:
         yaw = 0.0
     if pitch is None:
         pitch = 0.0
     gunMatrix = mathUtils.createRTMatrix(Math.Vector3(yaw, pitch, 0.0),
                                          (0.0, 0.0, 0.0))
     self.__model.node('gun', gunMatrix)
     return self.__model
    def __assembleModel(self):
        resources = self.__resources
        compIDs = self.__componentIDs
        chassis = resources[compIDs['chassis']]
        hull = resources[compIDs['hull']]
        turret = resources[compIDs['turret']]
        gun = resources[compIDs['gun']]
        self.__models = (chassis,
         hull,
         turret,
         gun)
        chassis.node(self.__ROOT_NODE_NAME).attach(hull)
        turretJointName = self.__vDesc.hull['turretHardPoints'][0]
        hull.node(turretJointName).attach(turret)
        turret.node('HP_gunJoint').attach(gun)
        self.__setupEmblems(self.__vDesc)
        self.__vehicleStickers.show = False
        if not self.__isVehicleDestroyed:
            fashion = BigWorld.WGVehicleFashion(False, _CFG['v_scale'])
            import FMOD
            if FMOD.enabled:
                import VehicleAppearance
                VehicleAppearance.setupTracksFashion(fashion, self.__vDesc, self.__isVehicleDestroyed)
            chassis.wg_fashion = fashion
            fashion.initialUpdateTracks(1.0, 10.0)
            if FMOD.enabled:
                import VehicleAppearance
                VehicleAppearance.setupSplineTracks(fashion, self.__vDesc, chassis, self.__resources)
        for model in self.__models:
            model.visible = False
            model.visibleAttachments = False

        return chassis
 def __assembleModel(self):
     resources = self.__resources
     self.__model = resources[self.__vDesc.name]
     self.__setupEmblems(self.__vDesc)
     if not self.__isVehicleDestroyed:
         self.__fashions = VehiclePartsTuple(BigWorld.WGVehicleFashion(False, _CFG['v_scale']), None, None, None)
         import VehicleAppearance
         VehicleAppearance.setupTracksFashion(self.__fashions.chassis, self.__vDesc, self.__isVehicleDestroyed)
         self.updateCamouflage()
         chassisFashion = self.__fashions.chassis
         chassisFashion.initialUpdateTracks(1.0, 10.0)
         VehicleAppearance.setupSplineTracks(chassisFashion, self.__vDesc, self.__model, self.__resources)
     return self.__model
 def __assembleModel(self):
     resources = self.__resources
     self.__model = resources[self.__vDesc.name]
     self.__setupEmblems(self.__vDesc)
     if not self.__isVehicleDestroyed:
         self.__fashions = VehiclePartsTuple(BigWorld.WGVehicleFashion(False, _CFG['v_scale']), None, None, None)
         import VehicleAppearance
         VehicleAppearance.setupTracksFashion(self.__fashions.chassis, self.__vDesc, self.__isVehicleDestroyed)
         self.__model.setupFashions(self.__fashions)
         chassisFashion = self.__fashions.chassis
         chassisFashion.initialUpdateTracks(1.0, 10.0)
         VehicleAppearance.setupSplineTracks(chassisFashion, self.__vDesc, self.__model, self.__resources)
     else:
         self.__fashions = VehiclePartsTuple(None, None, None, None)
     self.updateCamouflage()
     return self.__model