def assembleTracks(resourceRefs,
                   vehicleDesc,
                   appearance,
                   splineTracksImpl,
                   instantWarmup,
                   lodLink=None):
    tracks = Vehicular.VehicleTracks(appearance.compoundModel,
                                     TankPartIndexes.CHASSIS,
                                     _AREA_LOD_FOR_NONSIMPLE_TRACKS)
    appearance.tracks = tracks
    __assemblePhysicalTracks(resourceRefs, appearance, tracks, instantWarmup)
    __assembleSplineTracks(vehicleDesc, appearance, splineTracksImpl, tracks)
    __assembleSimpleTracks(vehicleDesc, appearance.fashion,
                           appearance.wheelsAnimator, tracks)
    vehicleFilter = getattr(appearance, 'filter', None)
    if vehicleFilter is not None:
        tracks.leftTrack.setupScrollLink(
            DataLinks.createFloatLink(vehicleFilter, 'leftTrackScroll'))
        tracks.rightTrack.setupScrollLink(
            DataLinks.createFloatLink(vehicleFilter, 'rightTrackScroll'))
    if lodLink is None:
        lodLink = Vehicular.getDummyLodLink()
    tracks.setLodLink(lodLink)
    crashedTracksController = getattr(appearance, 'crashedTracksController',
                                      None)
    if crashedTracksController is not None:
        crashedTracksController.baseTracksComponent = tracks
    return
def assembleDetailedEngineState(compoundModel, vehicleFilter, typeDescriptor,
                                isPlayerVehicle):
    PLAYER_UPDATE_PERIOD = 0.1
    NPC_UPDATE_PERIOD = 0.25
    engineState = Vehicular.DetailedEngineState()
    engineState.vehicleSpeedLink = DataLinks.createFloatLink(
        vehicleFilter, 'averageSpeed')
    engineState.rotationSpeedLink = DataLinks.createFloatLink(
        vehicleFilter, 'averageRotationSpeed')
    engineState.vehicleMatrixLink = 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)
    if isPlayerVehicle:
        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
def assembleWaterSensor(vehicleDesc, appearance, lodStateLink):
    MIN_DEPTH_FOR_HEAVY_SPLASH = 0.5
    WATER_SENSOR_LOD_DIST = 150.0
    WATER_SENSOR_MAX_PRIORITY = 15
    turretOffset = vehicleDesc.chassis.hullPosition + vehicleDesc.hull.turretPositions[
        0]
    trPoint = vehicleDesc.chassis.topRightCarryingPoint
    lightVelocityThreshold = vehicleDesc.type.collisionEffectVelocities[
        'waterContact']
    heavyVelocityThreshold = vehicleDesc.type.heavyCollisionEffectVelocities[
        'waterContact']
    sensorConfig = (turretOffset, trPoint, lightVelocityThreshold,
                    heavyVelocityThreshold, MIN_DEPTH_FOR_HEAVY_SPLASH,
                    BigWorld.player().spaceID)
    sensor = Vehicular.WaterSensor(sensorConfig)
    sensor.sensorPlaneLink = appearance.compoundModel.root
    sensor.speedLink = DataLinks.createFloatLink(appearance.filter,
                                                 'averageSpeed')
    sensor.onWaterSplash = appearance.onWaterSplash
    sensor.onUnderWaterSwitch = appearance.onUnderWaterSwitch
    sensor.setLodLink(lodStateLink)
    sensor.setLodSettings(
        shared_components.LodSettings(WATER_SENSOR_LOD_DIST,
                                      WATER_SENSOR_MAX_PRIORITY))
    return sensor
Пример #4
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)
             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 __onModelsRefresh(self, modelState, resourceList):
     if BattleReplay.isFinished():
         return
     elif modelState != self.__currentDamageState.modelState:
         self.__requestModelsRefresh()
         return
     elif self.__vehicle is None:
         return
     else:
         vehicle = self.__vehicle
         newCompoundModel = resourceList[self.__typeDesc.name]
         self.deactivate(False)
         self.__compoundModel = newCompoundModel
         self.__isTurretDetached = vehicle.isTurretDetached
         if self.__currentDamageState.isCurrentModelDamaged:
             fashions = VehiclePartsTuple(None, None, None, None)
             self.swingingAnimator = None
             self.gunRecoil = None
             self.__setFashions(fashions, self.__isTurretDetached)
             self.__destroySystems()
             self.__trackFashionSet = False
         self.__setupModels()
         self.setVehicle(vehicle)
         self.activate()
         self.__reattachComponents(self.__compoundModel)
         lodLink = DataLinks.createFloatLink(self.lodCalculator, 'lodDistance')
         if not self.damageState.isCurrentModelDamaged:
             model_assembler.assembleRecoil(self, lodLink)
         model_assembler.setupTurretRotations(self)
         return
Пример #6
0
    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
Пример #7
0
def setupTank(chassisFashion, gunFashion, vehicleDesc, worldMatrix, resources):
    print resources
    tank = resources[vehicleDesc.name]
    tank.matrix = worldMatrix
    tanks.append(tank)
    effect = Pixie.create('particles/Tank/exhaust/large_gas_gear.xml')
    tank.node('HP_gunFire').attach(effect)
    tank.node('HP_gunFire').attach(
        BigWorld.Model('helpers/models/position_gizmo.model'))
    tank.node('HP_Track_Exhaus_1').attach(
        BigWorld.Model('helpers/models/unit_cube.model'))
    m = mathUtils.createTranslationMatrix(Vector3(0, 10, 5))
    fakeMatrixes.append(m)
    tank.node('gun').attach(effect.clone(), m)
    BigWorld.addModel(tank)
    recoilDescr = vehicleDesc.gun['recoil']
    recoil = BigWorld.RecoilAnimator(recoilDescr['backoffTime'],
                                     recoilDescr['returnTime'],
                                     recoilDescr['amplitude'],
                                     recoilDescr['lodDist'])
    recoil.basisMatrix = tank.node('G').localMatrix
    recoil = assemblerModule.createGunAnimator(vehicleDesc,
                                               tank.node('G').localMatrix)
    recoil.lodSetting = 10
    tank.node('G', recoil)
    gunFashion.gunLocalMatrix = recoil
    recoil.lodLink = DataLinks.createFloatLink(chassisFashion, 'lastLod')
    swingingAnimator = assemblerModule.createSwingingAnimator(
        vehicleDesc,
        tank.node('hull').localMatrix, worldMatrix)
    chassisFashion.setupSwinging(swingingAnimator, 'hull')
    swingingAnimator.lodLink = DataLinks.createFloatLink(
        chassisFashion, 'lastLod')
    tank.setupFashions([chassisFashion, None, None, gunFashion])
    fashions.append(swingingAnimator)
    tank.node('hull', swingingAnimator)
    animMatrix = Math.MatrixAnimation()
    keys = []
    for x in xrange(100):
        angle = math.pi * 0.5 * (1 if x & 1 else -1)
        keys.append((x * 3, mathUtils.createRotationMatrix((angle, 0, 0))))

    animMatrix.keyframes = tuple(keys)
    tank.node('turret', animMatrix)
    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)
Пример #9
0
def setupTank(chassisFashion, gunFashion, vehicleDesc, worldMatrix, resources):
    print resources
    tank = resources[vehicleDesc.name]
    tank.matrix = worldMatrix
    tanks.append(tank)
    effect = Pixie.create('particles/Tank/exhaust/large_gas_gear.xml')
    tank.node('HP_gunFire').attach(effect)
    tank.node('HP_gunFire').attach(BigWorld.Model('helpers/models/position_gizmo.model'))
    tank.node('HP_Track_Exhaus_1').attach(BigWorld.Model('helpers/models/unit_cube.model'))
    m = mathUtils.createTranslationMatrix(Vector3(0, 10, 5))
    fakeMatrixes.append(m)
    tank.node('gun').attach(effect.clone(), m)
    BigWorld.addModel(tank)
    recoilDescr = vehicleDesc.gun['recoil']
    recoil = BigWorld.RecoilAnimator(recoilDescr['backoffTime'], recoilDescr['returnTime'], recoilDescr['amplitude'], recoilDescr['lodDist'])
    recoil.basisMatrix = tank.node('G').localMatrix
    recoil = assemblerModule.createGunAnimator(vehicleDesc, tank.node('G').localMatrix)
    recoil.lodSetting = 10
    tank.node('G', recoil)
    gunFashion.gunLocalMatrix = recoil
    recoil.lodLink = DataLinks.createFloatLink(chassisFashion, 'lastLod')
    swingingAnimator = assemblerModule.createSwingingAnimator(vehicleDesc, tank.node('hull').localMatrix, worldMatrix)
    chassisFashion.setupSwinging(swingingAnimator, 'hull')
    swingingAnimator.lodLink = DataLinks.createFloatLink(chassisFashion, 'lastLod')
    tank.setupFashions([chassisFashion,
     None,
     None,
     gunFashion])
    fashions.append(swingingAnimator)
    tank.node('hull', swingingAnimator)
    animMatrix = Math.MatrixAnimation()
    keys = []
    for x in xrange(100):
        angle = math.pi * 0.5 * (1 if x & 1 else -1)
        keys.append((x * 3, mathUtils.createRotationMatrix((angle, 0, 0))))

    animMatrix.keyframes = tuple(keys)
    tank.node('turret', animMatrix)
    return
Пример #10
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 __assembleAnimationFlagComponent(appearance, attachment, attachments, modelAnimators):
    mainAnimator = None
    for i, modelAnimator in enumerate(modelAnimators):
        if modelAnimator.attachmentPartNode == attachment.partNodeAlias:
            mainAnimator = modelAnimators.pop(i)
            break

    if mainAnimator is None:
        return False
    else:
        flagParts = tuple((a.partNodeAlias for a in attachments if a.attachmentLogic == 'flagPart'))
        appearance.flagComponent = appearance.createComponent(Vehicular.FlagComponent, mainAnimator.animator, mainAnimator.node, TankPartNames.TURRET, (attachment.partNodeAlias,) + flagParts)
        if appearance.filter is not None:
            appearance.flagComponent.vehicleSpeedLink = DataLinks.createFloatLink(appearance.filter, 'averageSpeed')
            appearance.flagComponent.allowTransparency(True)
        return True
 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 assembleTracks(resourceRefs, vehicleDesc, appearance, splineTracksImpl, instantWarmup, lodLink=None):
    trackPairsCount = 0
    tracksCfg = vehicleDesc.chassis.tracks
    if tracksCfg is not None:
        trackPairsCount = tracksCfg.pairsCount
    tracks = Vehicular.VehicleTracks(appearance.worldID, appearance.compoundModel, TankPartIndexes.CHASSIS, _AREA_LOD_FOR_NONSIMPLE_TRACKS, trackPairsCount)
    appearance.tracks = tracks
    assemblePhysicalTracks(resourceRefs, trackPairsCount, appearance, tracks, instantWarmup)
    assembleSplineTracks(vehicleDesc, appearance, splineTracksImpl, tracks)
    assembleSimpleTracks(appearance, vehicleDesc, appearance.fashion, appearance.wheelsAnimator, tracks)
    vehicleFilter = getattr(appearance, 'filter', None)
    if vehicleFilter is not None:
        tracks.setTrackScrollLink(DataLinks.createFloatLink(vehicleFilter, 'leftTrackScroll'), DataLinks.createFloatLink(vehicleFilter, 'rightTrackScroll'))
    if appearance.wheelsAnimator.scrollLinksRequired:
        tracks.sendWheelScrollLinks(appearance.wheelsAnimator)
    if lodLink is None:
        lodLink = Vehicular.getDummyLodLink()
    tracks.setLodLink(lodLink)
    crashedTracksController = getattr(appearance, 'crashedTracksController', None)
    if crashedTracksController is not None:
        crashedTracksController.baseTracksComponent = tracks
    return
Пример #14
0
 def __linkCompound(self):
     vehicle = self.__vehicle
     vehicle.model = None
     vehicle.model = self.__compoundModel
     vehicleMatrix = vehicle.matrix
     self.__compoundModel.matrix = vehicleMatrix
     if not self.__currentDamageState.isCurrentModelDamaged:
         self.__swingingAnimator = model_assembler.createSwingingAnimator(
             self.__typeDesc,
             self.__compoundModel.node(TankPartNames.HULL).localMatrix,
             vehicleMatrix)
         self.__compoundModel.node(TankPartNames.HULL,
                                   self.__swingingAnimator)
         self.__fashions.chassis.setupSwinging(self.__swingingAnimator, 'V')
         if hasattr(self.__filter, 'placingCompensationMatrix'):
             self.__swingingAnimator.placingCompensationMatrix = self.__filter.placingCompensationMatrix
         gunAnimatorNode = self.__compoundModel.node('G')
         if gunAnimatorNode is not None:
             localGunMatrix = gunAnimatorNode.localMatrix
             self.__gunRecoil = model_assembler.createGunAnimator(
                 self.__typeDesc, localGunMatrix)
         self.__compoundModel.node('G', self.__gunRecoil)
         self.__fashions.gun.inclinationMatrix = self.gunMatrix
         self.__fashions.gun.gunLocalMatrix = self.__gunRecoil
         lodLink = DataLinks.createFloatLink(self.fashions.chassis,
                                             'lastLod')
         self.__gunRecoil.lodLink = lodLink
         self.__swingingAnimator.lodLink = lodLink
         self.__compoundModel.node(TankNodeNames.GUN_INCLINATION,
                                   self.gunMatrix)
     else:
         self.__compoundModel.node(TankPartNames.GUN, self.gunMatrix)
     self.__compoundModel.node(TankPartNames.TURRET, self.turretMatrix)
     if vehicle.isPlayerVehicle:
         player = BigWorld.player()
         if player.inputHandler is not None:
             player.inputHandler.addVehicleToCameraCollider(vehicle)
     return
Пример #15
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 _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