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 assembleCompoundModel2(models, position, vehicleDesc): worldMatrix = mathUtils.createTranslationMatrix(position) chassisFashion = BigWorld.WGVehicleFashion() VehicleAppearance.setupTracksFashion(chassisFashion, vehicleDesc) fashions.append(chassisFashion) gunFashion = BigWorld.WGGunRecoil('G') fashions.append(gunFashion) assembler = prepareCompoundAssembler(vehicleDesc, ModelStates.UNDAMAGED, BigWorld.camera().spaceID if BigWorld.player().spaceID == 0 else BigWorld.player().spaceID) BigWorld.loadResourceListBG((assembler,), functools.partial(setupTank, chassisFashion, gunFashion, vehicleDesc, worldMatrix))
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
def reload(self): wasStarted = self.isStarted if self.isStarted: self.stopVisual() vehicles.reload() self.typeDescriptor = vehicles.VehicleDescr(compactDescr=self.publicInfo.compDescr) if wasStarted: self.appearance = VehicleAppearance.VehicleAppearance() self.appearance.prerequisites(self) self.startVisual()
def prerequisites(self): if self.typeDescriptor is not None: return () prereqs = [] descr = vehicles.VehicleDescr(compactDescr=_stripVehCompDescrIfRoaming(self.publicInfo.compDescr)) self.typeDescriptor = descr prereqs += descr.prerequisites() for hitTester in descr.getHitTesters(): if hitTester.bspModelName is not None and not hitTester.isBspModelLoaded(): prereqs.append(hitTester.bspModelName) self.appearance = VehicleAppearance.VehicleAppearance() prereqs += self.appearance.prerequisites(self) return prereqs