Add realistic cockpit surface textures

This commit is contained in:
chindit committed 2026-10-03 09:30:56 +02:00
1 parent 5455ae7928
commit 0b79bf9b82
8 files changed
+160 -23

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@@ -12,7 +12,7 @@ var _pressure_needle: Node3D
func _init(materials: CockpitMaterialPalette) -> void:
_materials = materials
name = "AnalogGauges"
_battery_needle = _add_gauge("BatteryGauge", Vector3(-0.34, 0.48, -1.14), "V")
_battery_needle = _add_gauge("BatteryGauge", Vector3(-0.34, 0.48, -1.14), "BAT")
_pressure_needle = _add_gauge("PressureGauge", Vector3(0.34, 0.48, -1.14), "BAR")
@@ -70,10 +70,13 @@ func _add_gauge(gauge_name: String, position: Vector3, caption: String) -> Node3
face_mesh.height = 0.039
face_mesh.radial_segments = 32
face.mesh = face_mesh
face.material_override = _materials.ivory
face.material_override = _materials.gauge_face
face.rotation_degrees.x = 90.0
face.position.z = 0.003
gauge.add_child(face)
_add_scale_label(gauge, "0", Vector3(-0.052, -0.018, 0.028))
_add_scale_label(gauge, "50", Vector3(0.0, 0.052, 0.028))
_add_scale_label(gauge, "100", Vector3(0.052, -0.018, 0.028))
var needle_root := Node3D.new()
needle_root.name = "Needle"
needle_root.position.z = 0.027
@@ -81,9 +84,9 @@ func _add_gauge(gauge_name: String, position: Vector3, caption: String) -> Node3
CockpitMeshFactory.add_box(
"NeedleBlade",
needle_root,
Vector3(0.0, 0.033, 0.0),
Vector3(0.012, 0.064, 0.008),
_materials.red_emission
Vector3(0.0, 0.034, 0.0),
Vector3(0.008, 0.068, 0.006),
_materials.needle_paint
)
CockpitMeshFactory.add_cylinder(
"NeedleHub",
@@ -100,11 +103,35 @@ func _add_gauge(gauge_name: String, position: Vector3, caption: String) -> Node3
label.font_size = 12
label.pixel_size = 0.0007
label.modulate = Color(0.11, 0.12, 0.10)
label.position = Vector3(0.0, -0.045, 0.032)
label.position = Vector3(0.0, -0.044, 0.032)
gauge.add_child(label)
var glass := MeshInstance3D.new()
glass.name = "GaugeGlass"
var glass_mesh := CylinderMesh.new()
glass_mesh.top_radius = 0.081
glass_mesh.bottom_radius = 0.081
glass_mesh.height = 0.004
glass_mesh.radial_segments = 40
glass.mesh = glass_mesh
glass.material_override = _materials.gauge_glass
glass.rotation_degrees.x = 90.0
glass.position.z = 0.036
glass.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
gauge.add_child(glass)
return needle_root
func _add_scale_label(gauge: Node3D, text: String, position: Vector3) -> void:
var label := Label3D.new()
label.name = "Scale%s" % text
label.text = text
label.font_size = 9
label.pixel_size = 0.00048
label.modulate = Color(0.09, 0.085, 0.065)
label.position = position
gauge.add_child(label)
func _set_needle_ratio(needle: Node3D, ratio: float) -> void:
if needle != null:
needle.rotation_degrees.z = lerpf(125.0, -125.0, clampf(ratio, 0.0, 1.0))