예제 #1
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 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