def __assembleNonDamagedOnly(resourceRefs, appearance, isPlayer, lodLink, lodStateLink): model_assembler.assembleTerrainMatKindSensor(appearance, lodStateLink) model_assembler.assembleRecoil(appearance, lodLink) model_assembler.assembleGunLinkedNodesAnimator(appearance) model_assembler.assembleCollisionObstaclesCollector( appearance, lodStateLink) model_assembler.assembleTessellationCollisionSensor( appearance, lodStateLink) model_assembler.assembleSuspensionIfNeed(appearance, lodStateLink) model_assembler.assembleLeveredSuspensionIfNeed( appearance, lodStateLink) _assembleSwinging(appearance, lodLink) model_assembler.assembleSuspensionSound(appearance, lodLink, isPlayer) model_assembler.assembleSuspensionController(appearance) appearance.wheelsAnimator = model_assembler.createWheelsAnimator( appearance.compoundModel, appearance.typeDescriptor, appearance.splineTracks, appearance.filter, lodStateLink) appearance.trackNodesAnimator = model_assembler.createTrackNodesAnimator( appearance.compoundModel, appearance.typeDescriptor, appearance.wheelsAnimator, lodStateLink) model_assembler.assembleVehicleTraces(appearance, appearance.filter, lodStateLink) model_assembler.assembleTracks(resourceRefs, appearance.typeDescriptor, appearance, appearance.splineTracks, False, lodStateLink)
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), None, None, None) model_assembler.setupTracksFashion(self.__fashions.chassis, self.__vDesc, self.__isVehicleDestroyed) self.__model.setupFashions(self.__fashions) chassisFashion = self.__fashions.chassis model_assembler.setupSplineTracks(chassisFashion, self.__vDesc, self.__model, self.__resources) self.wheelsAnimator = model_assembler.createWheelsAnimator( self.__model, self.__vDesc, None) self.trackNodesAnimator = model_assembler.createTrackNodesAnimator( self.__model, self.__vDesc, self.wheelsAnimator) else: self.__fashions = VehiclePartsTuple(None, None, None, None) self.wheelsAnimator = None self.trackNodesAnimator = None self.updateCamouflage() yaw = self.__vDesc.gun.staticTurretYaw pitch = self.__vDesc.gun.staticPitch 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): from vehicle_systems import model_assembler resources = self.__resources self.__vEntity.model = resources[self.__vDesc.name] if not self.__isVehicleDestroyed: self.__fashions = VehiclePartsTuple(BigWorld.WGVehicleFashion(False), BigWorld.WGBaseFashion(), BigWorld.WGBaseFashion(), BigWorld.WGBaseFashion()) model_assembler.setupTracksFashion(self.__vDesc, self.__fashions.chassis) self.__vEntity.model.setupFashions(self.__fashions) self.__initMaterialHandlers() model_assembler.assembleCollisionObstaclesCollector(self, None) model_assembler.assembleTessellationCollisionSensor(self, None) self.wheelsAnimator = model_assembler.createWheelsAnimator(self.__vEntity.model, self.__vDesc, None) self.trackNodesAnimator = model_assembler.createTrackNodesAnimator(self.__vEntity.model, self.__vDesc, self.wheelsAnimator) chassisFashion = self.__fashions.chassis splineTracksImpl = model_assembler.setupSplineTracks(chassisFashion, self.__vDesc, self.__vEntity.model, self.__resources) model_assembler.assembleTracks(self.__resources, self.__vDesc, self, splineTracksImpl, True) self.updateCustomization(self.__outfit) dirtEnabled = BigWorld.WG_dirtEnabled() and 'HD' in self.__vDesc.type.tags if dirtEnabled: dirtHandlers = [BigWorld.PyDirtHandler(True, self.__vEntity.model.node(TankPartNames.CHASSIS).position.y), BigWorld.PyDirtHandler(False, self.__vEntity.model.node(TankPartNames.HULL).position.y), BigWorld.PyDirtHandler(False, self.__vEntity.model.node(TankPartNames.TURRET).position.y), BigWorld.PyDirtHandler(False, self.__vEntity.model.node(TankPartNames.GUN).position.y)] modelHeight, _ = self.computeVehicleHeight() self.dirtComponent = Vehicular.DirtComponent(dirtHandlers, modelHeight) for fashionIdx, _ in enumerate(TankPartNames.ALL): self.__fashions[fashionIdx].addMaterialHandler(dirtHandlers[fashionIdx]) self.dirtComponent.setBase() else: self.__fashions = VehiclePartsTuple(BigWorld.WGBaseFashion(), BigWorld.WGBaseFashion(), BigWorld.WGBaseFashion(), BigWorld.WGBaseFashion()) self.__vEntity.model.setupFashions(self.__fashions) self.wheelsAnimator = None self.trackNodesAnimator = None self.dirtComponent = None cfg = hangarCFG() turretYaw = self.__vDesc.gun.staticTurretYaw gunPitch = self.__vDesc.gun.staticPitch if not ('AT-SPG' in self.__vDesc.type.tags or 'SPG' in self.__vDesc.type.tags): if turretYaw is None: turretYaw = cfg['vehicle_turret_yaw'] turretYawLimits = self.__vDesc.gun.turretYawLimits if turretYawLimits is not None: turretYaw = mathUtils.clamp(turretYawLimits[0], turretYawLimits[1], turretYaw) if gunPitch is None: gunPitch = cfg['vehicle_gun_pitch'] gunPitchLimits = self.__vDesc.gun.pitchLimits['absolute'] gunPitch = mathUtils.clamp(gunPitchLimits[0], gunPitchLimits[1], gunPitch) else: if turretYaw is None: turretYaw = 0.0 if gunPitch is None: gunPitch = 0.0 turretYawMatrix = mathUtils.createRotationMatrix((turretYaw, 0.0, 0.0)) self.__vEntity.model.node(TankPartNames.TURRET, turretYawMatrix) gunPitchMatrix = mathUtils.createRotationMatrix((0.0, gunPitch, 0.0)) self.__vEntity.model.node(TankPartNames.GUN, gunPitchMatrix) return
def __assembleNonDamagedOnly(self, resourceRefs, isPlayer, lodLink, lodStateLink): model_assembler.assembleTerrainMatKindSensor(self, lodStateLink, self.spaceID) model_assembler.assembleRecoil(self, lodLink) model_assembler.assembleMultiGunRecoil(self, lodLink) model_assembler.assembleGunLinkedNodesAnimator(self) model_assembler.assembleCollisionObstaclesCollector(self, lodStateLink, self.typeDescriptor) 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): retrieverGameObject = ScriptGameObject(self.spaceID) retriever = retrieverGameObject.createComponent(NetworkFilters.FloatFilterRetriever) wheelsScroll.append(DataLinks.createFloatLink(retriever, 'value')) self.filterRetrievers.append(retriever) self.filterRetrieverGameObjects.append(retrieverGameObject) steerableWheelsCount = generalWheelsAnimatorConfig.getSteerableWheelsCount() wheelsSteering = [] for _ in xrange(steerableWheelsCount): retrieverGameObject = ScriptGameObject(self.spaceID) retriever = retrieverGameObject.createComponent(NetworkFilters.FloatFilterRetriever) wheelsSteering.append(DataLinks.createFloatLink(retriever, 'value')) self.filterRetrievers.append(retriever) self.filterRetrieverGameObjects.append(retrieverGameObject) 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 = self.wheelsGameObject.createComponent(Vehicular.LodCalculator, DataLinks.linkMatrixTranslation(self.compoundModel.matrix), True, WHEELED_CHASSIS_PRIORITY_GROUP, isPlayer) 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 __assembleModel(self): from vehicle_systems import model_assembler resources = self.__resources self.__vEntity.model = resources[self.__vDesc.name] if not self.__isVehicleDestroyed: self.__fashions = VehiclePartsTuple(BigWorld.WGVehicleFashion(), BigWorld.WGBaseFashion(), BigWorld.WGBaseFashion(), BigWorld.WGBaseFashion()) model_assembler.setupTracksFashion(self.__vDesc, self.__fashions.chassis) self.__vEntity.model.setupFashions(self.__fashions) model_assembler.assembleCollisionObstaclesCollector( self, None, self.__vDesc, BigWorld.player().spaceID) model_assembler.assembleTessellationCollisionSensor(self, None) wheelsScroll = None wheelsSteering = None if self.__vDesc.chassis.generalWheelsAnimatorConfig is not None: scrollableWheelsCount = self.__vDesc.chassis.generalWheelsAnimatorConfig.getWheelsCount( ) wheelsScroll = [(lambda: 0.0) for _ in xrange(scrollableWheelsCount)] steerableWheelsCount = self.__vDesc.chassis.generalWheelsAnimatorConfig.getSteerableWheelsCount( ) wheelsSteering = [(lambda: 0.0) for _ in xrange(steerableWheelsCount)] chassisFashion = self.__fashions.chassis splineTracksImpl = model_assembler.setupSplineTracks( chassisFashion, self.__vDesc, self.__vEntity.model, self.__resources, self.__outfit.modelsSet) self.wheelsAnimator = model_assembler.createWheelsAnimator( self, ColliderTypes.VEHICLE_COLLIDER, self.__vDesc, lambda: 0, wheelsScroll, wheelsSteering, splineTracksImpl) self.trackNodesAnimator = model_assembler.createTrackNodesAnimator( self, self.__vDesc) model_assembler.assembleTracks(self.__resources, self.__vDesc, self, splineTracksImpl, True) dirtEnabled = BigWorld.WG_dirtEnabled( ) and 'HD' in self.__vDesc.type.tags if dirtEnabled: dirtHandlers = [ BigWorld.PyDirtHandler( True, self.__vEntity.model.node( TankPartNames.CHASSIS).position.y), BigWorld.PyDirtHandler( False, self.__vEntity.model.node( TankPartNames.HULL).position.y), BigWorld.PyDirtHandler( False, self.__vEntity.model.node( TankPartNames.TURRET).position.y), BigWorld.PyDirtHandler( False, self.__vEntity.model.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.dirtComponent.setBase() outfitData = camouflages.getOutfitData( self, self.__outfit, self.__vDesc, self.__vState != 'undamaged') self.c11nComponent = self.createComponent( Vehicular.C11nEditComponent, self.__fashions, self.compoundModel, outfitData) self.__updateDecals(self.__outfit) self.__updateSequences(self.__outfit) else: self.__fashions = VehiclePartsTuple(BigWorld.WGVehicleFashion(), BigWorld.WGBaseFashion(), BigWorld.WGBaseFashion(), BigWorld.WGBaseFashion()) self.__vEntity.model.setupFashions(self.__fashions) self.wheelsAnimator = None self.trackNodesAnimator = None self.dirtComponent = None self.flagComponent = None self.__staticTurretYaw = self.__vDesc.gun.staticTurretYaw self.__staticGunPitch = self.__vDesc.gun.staticPitch if not ('AT-SPG' in self.__vDesc.type.tags or 'SPG' in self.__vDesc.type.tags): if self.__staticTurretYaw is None: self.__staticTurretYaw = self._getTurretYaw() turretYawLimits = self.__vDesc.gun.turretYawLimits if turretYawLimits is not None: self.__staticTurretYaw = math_utils.clamp( turretYawLimits[0], turretYawLimits[1], self.__staticTurretYaw) if self.__staticGunPitch is None: self.__staticGunPitch = self._getGunPitch() gunPitchLimits = self.__vDesc.gun.pitchLimits['absolute'] self.__staticGunPitch = math_utils.clamp( gunPitchLimits[0], gunPitchLimits[1], self.__staticGunPitch) else: if self.__staticTurretYaw is None: self.__staticTurretYaw = 0.0 if self.__staticGunPitch is None: self.__staticGunPitch = 0.0 turretYawMatrix = math_utils.createRotationMatrix( (self.__staticTurretYaw, 0.0, 0.0)) self.__vEntity.model.node(TankPartNames.TURRET, turretYawMatrix) gunPitchMatrix = math_utils.createRotationMatrix( (0.0, self.__staticGunPitch, 0.0)) self.__setGunMatrix(gunPitchMatrix) return